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	<id>https://thefallenempireswiki.info:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=David</id>
	<title>TFE - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://thefallenempireswiki.info:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=David"/>
	<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php/Special:Contributions/David"/>
	<updated>2026-04-06T17:11:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2279</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2279"/>
		<updated>2026-03-23T17:19:31Z</updated>

		<summary type="html">&lt;p&gt;David: changed Slowing in Slowing Strike to italics to show its an effect and not just a description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Champion&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039; &#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Champions can wear up to Battle Armor.&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapon&#039;&#039;&#039;]] &#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Champions use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defend&#039;&#039;:&#039;&#039;&#039; This skill allows the character to protect others from harm by getting in the way of the attack. To use this skill, the character must be within weapon reach of a target, have a weapon or shield in hand, and call “Defend”. When used, this skill will redirect a single attack to the character using the skill, which may then be negated normally with defenses. If the attack had a numeric value, the damage will be reduced by half. This skill can be used once each &#039;&#039;Encounter initially and twice per encounter at 20th level and above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armored Core:&#039;&#039;&#039;&#039;&#039; While wielding a shield the character gains additional armor points. These points go above the character maximum and are refit with their normal armor. As long as they are wielding a shield they gain 10 additional points of armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defensive Specialist:&#039;&#039;&#039;&#039;&#039; Your defensive skills are treated as Passive. Note this applies to Riposte but not Defend which is a class ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Skill&lt;br /&gt;
!Cost&lt;br /&gt;
!Prerequisite&lt;br /&gt;
!Combat Technique&lt;br /&gt;
!SP Cost&lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Slowing Strike&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-38&lt;br /&gt;
|3&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Impunity&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Taunt&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Stun&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Advanced Skills&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Rugged&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|Destructive Blow&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|Daily&lt;br /&gt;
|Bolster&lt;br /&gt;
|7&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Phalanx&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Take Cover&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Woven Defense&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Champion Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolster -&#039;&#039;&#039;  This skill is used by the Champion as a self healing mechanism. While this skill is active, any hit the Champion blocks whether through use of his skill at arms or use of energy such as Deflect, Parry, Riposte, or Impunity, heals the Champion for 1 body Point. This healing cannot take the champion over their maximum body at any point. This skill lasts 5 minutes or 1 encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity -&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Blow -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from &#039;&#039;&#039;&#039;&#039;&amp;quot;Flee&amp;quot;.&#039;&#039;&#039;&#039;&#039; This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X &#039;&#039;-&#039;&#039;&#039;&#039;&#039;  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impunity -&#039;&#039;&#039; This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the &#039;&#039;Parry&#039;&#039; skill are considered negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Massive Knockdown!”. This skill can only be used with 2 handed melee weapons or when using Large shield and is one swing, hit or miss (Reminder, you CANNOT swing your shield at someone)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Patch Job&amp;quot;&amp;gt;&#039;&#039;&#039;Patch Job:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick recovery in combat by &amp;lt;i&amp;gt;Repairing&amp;lt;/i&amp;gt; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx -&#039;&#039;&#039; This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged -&#039;&#039;&#039; This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to resist the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 &#039;&#039;Body Points&#039;&#039; of damage and be &#039;&#039;Slowed&#039;&#039; for the encounter, instead of suffering the effect resisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Wall -&#039;&#039;&#039; This skill allows the character to take a defensive stance to shrug off damage. While the stance is active, the character will gain &#039;&#039;Damage Cap&#039;&#039; 5, lasting for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes, or they become &#039;&#039;Helpless.&#039;&#039; Additionally, the character cannot use &#039;&#039;Offensive&#039;&#039; &#039;&#039;Special Attacks&#039;&#039; until this skill has ended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slowing Strike -&#039;&#039;&#039; An almost direct upgrade to Exhaustion strike, &#039;&#039;Slowing&#039;&#039; the target. This skill is used by calling “&#039;&#039;Slowing Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woven Defense:&#039;&#039;&#039; Your ability to block a flood of incoming strikes tires out combatants you face, wearing down their ability to engage in combat. This is called as &#039;Voice Enemies Weakness Burst&#039; and can be used once for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take Cover -&#039;&#039;&#039; This mastery skill grants everyone on your side of a module one use of &#039;Resist Ranged&#039; which can be used to avoid any ranged attack be it an arrow, spell, or other effect delivered via range except via Voice vector. This lasts for the remainder of the module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taunt:&#039;&#039;&#039; Taunt causes the target to focus their attack the generator of the effect. Until Taunt expires, the victim pays twice the cost for any abilities used against any opponent other than the Taunter. Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages. A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect. In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;. This can only be used used after a successful melee strike. This is delivered as &amp;quot;Voice (target) Taunt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Champion Powers ==&lt;br /&gt;
&#039;&#039;&#039;Bulwark -&#039;&#039;&#039;  This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defender -&#039;&#039;&#039;  This power allows the character to use the &#039;&#039;Defend&#039;&#039; skill 1 additional times each &#039;&#039;Encounter&#039;&#039;. Additionally, it allows the character to use &#039;&#039;Weapon Ward&#039;&#039; to protect others so long as they are within weapons reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense -&#039;&#039;&#039;  This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the Blitz+Critical Strike skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039;  This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive Prefix&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&lt;br /&gt;
&lt;br /&gt;
=== Champion Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Body Guard -&#039;&#039;&#039; This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally, the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge -&#039;&#039;&#039; &#039;&#039;prerequisite Taunt x2&#039;&#039; Once per Encounter the character can challenge a foe across the battlefield to single combat. By doing so the character must invoke their Taunt skill via voice delivery &amp;quot;Voice [Target] Taunt&amp;quot;&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2276</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2276"/>
		<updated>2026-03-02T14:44:19Z</updated>

		<summary type="html">&lt;p&gt;David: corrected Cataclysm prereq in description from Evoker to Mage, Warlock&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Clean Getaway&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corner of your Eye&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Decompose&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Modality&lt;br /&gt;
|Elemental Duplication, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|Any Fey Species&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flap Your Wings&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flit and Flutter&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock Expert&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Noxious Spores &lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Royal Candidate&lt;br /&gt;
|[[Deep Elf]], 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recover&lt;br /&gt;
|10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refracted Light&lt;br /&gt;
|Shared Light, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Shot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sir Sneaks-a-lot&lt;br /&gt;
|Sneaky Sneaky, Rogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sprouts&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt; or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Take it like a Champ&lt;br /&gt;
|Survival x2, Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dodge.&#039;&#039; This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Devotion.&#039;&#039; Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Armor Proficiency.&#039;&#039; This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf.&#039;&#039;  While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Lengthen Claws.&#039;&#039; This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Specialization.&#039;&#039; This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Strong Arm, Champion.&#039;&#039; This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Precision +4.&#039;&#039; This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Diagnose.&#039;&#039; This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets, see [[Novices]].  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Corner of your Eye:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the [[Rogue]] page.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Character level 4.&#039;&#039; This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Blitz or Overpower.&#039;&#039; When the character uses the Blitz, Slay Strike or Overpower  special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
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&#039;&#039;&#039;Decompose:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039;  As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Defense is Good Offense:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
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&#039;&#039;&#039;Desperate Rush:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be a member of an Order or Attunement.&#039;&#039; This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Mage, Spellblade.&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Elemental Modality:&#039;&#039;&#039; &#039;&#039;Prerequisite: Elemental Duplication, Mage.&#039;&#039; once per encounter you can throw a spell or a spell pool attack with the Elemental vector.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High Elf.&#039;&#039; This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*:&#039;&#039;&#039; &#039;&#039;Prerequisite: Mage.&#039;&#039; This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Paladin, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 8thCharacter Level.&#039;&#039; By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk.&#039;&#039; This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Area) Rank 3.&#039;&#039; This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:    &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Plants  &lt;br /&gt;
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Cycle: Undead or Abominations    &lt;br /&gt;
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Magic: Shapechangers, Dragons, or Golems    &lt;br /&gt;
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Planes: Outsiders or Elementals  &lt;br /&gt;
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Species: Must have Rank 3 Knowledge of the Species targeted.  &lt;br /&gt;
&lt;br /&gt;
Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they&#039;re Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a &#039;Wanted Criminal&#039; must be as least somewhat widely recognized, please remember Rule #1)  [Please keep in mind we&#039;re still working through this and it will likely continue to be tweaked]  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Any Fey Species.&#039;&#039; You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnome.&#039;&#039; You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Adrenaline Rush x2.&#039;&#039; This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flap your wings:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of &amp;quot;Glitterdust&amp;quot; per the Nature spell twice per reset.&lt;br /&gt;
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&#039;&#039;&#039;Flit and Flutter:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039;  Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be at least 8th character level.&#039;&#039; A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Familiar.&#039;&#039; This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Flavor must be chosen at check in and noted on Player Character card.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Fire- Increases the character&#039;s Spell Pool by 5 Points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Water- Increases the character’s Spell Cap by 5 points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Wind- Grants the character the Evade skill once each reset.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Phylactery.&#039;&#039; This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.  Glyph must be chosen at check in and noted on Player Character card.    &lt;br /&gt;
&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Lead Rain:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Short Claws.&#039;&#039; This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
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&#039;&#039;&#039;Limb Breaker:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;  This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’ Shen.&#039;&#039; This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor. This is useable on Dexterity Armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Longshot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Florentine.&#039;&#039; This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One-Hand Block.&#039;&#039; This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training:&amp;lt;/b&amp;gt;  &#039;&#039;Prerequisite: A class that does not have access to magic.&#039;&#039; This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: An Advanced Production Skill.&#039;&#039; This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnomish Talent.&#039;&#039; All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk, 4th Character Level.&#039;&#039; With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf and Advanced Smithing.&#039;&#039; This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant)  Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 1st Character Level, can only be taken at character creation.&#039;&#039; While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Brawl, Monk.&#039;&#039; This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Noxious Spores:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Only when called:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Warrior and Overpower.&#039;&#039; This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Combat Archery.&#039;&#039; This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis.&#039;&#039; This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambush.&#039;&#039; This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Increases the Flurry of pistols by 1.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royal Candidate:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf, 10th Character Level.&#039;&#039; You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Recover:&#039;&#039;&#039; &#039;&#039;Prerequisites: 10th level character.&#039;&#039; Once per encounter, you may draw back in the spent resources. This can only be done if your skill (spell, technique, etc.) got the &#039;No Effect&#039; response and only once per Encounter. This take Concentration and 2 minutes to complete.  This may only be taken once.&lt;br /&gt;
&#039;&#039;&#039;Refracted Light:&#039;&#039;&#039; &#039;&#039;Prerequisites: Shared Light, Mage.&#039;&#039; You gain 2 extra targets when using chain spell.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: At least one Knowledge (Area) at Rank 4.&#039;&#039; Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; You have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Right Between the Eyes:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
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&amp;lt;p&amp;gt; &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 30 Mana.&#039;&#039; This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Righteous Chorus:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Acrobatics.&#039;&#039; This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Conceal, Move Silent.&#039;&#039; This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Small Shield.&#039;&#039; This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Medium Shield.&#039;&#039; This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis and Lengthen Claws.&#039;&#039; This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Survival x 2.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambidexterity.&#039;&#039; This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sneak Sneaky, Rogue.&#039;&#039; This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion, Trooper or Warrior, 4th Character Level.&#039;&#039; This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Advanced Production skill in the specialization being chosen&#039;&#039;. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows. (Any &amp;quot;free&amp;quot; additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill)  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: High-Elf.&#039;&#039; Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Pool 2.&#039;&#039; This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Spell Pool 3 and Spell Focus 1.&#039;&#039; This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprouts:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the [[Harvesting]] page. Eye for Quality does not apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Born to Serve.&#039;&#039; This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion or Trooper.&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Rogue or Ranger and 4th Character Level.&#039;&#039; This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ:&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2, Champion.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Planes) Rank 3.&#039;&#039; This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*:&amp;lt;/b&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Hunter’s Call and Snare.&#039;&#039; This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Regeneration x 5.&#039;&#039; This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Athletics.&#039;&#039; This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf or Deep Dwarf.&#039;&#039; While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: (Caller Only).&#039;&#039; This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana  &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power: Magical Training&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bathe in Poison&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Paralytic Spores&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Regrowth&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Healer Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|-&lt;br /&gt;
|Flutter Harder!&lt;br /&gt;
|Pixie, Flit &amp;amp; Flutter&lt;br /&gt;
|-&lt;br /&gt;
|Harder to Spot&lt;br /&gt;
|Pixie, Corner of Your Eye&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training:&#039;&#039;&#039; &#039;&#039;Prerequisites: Magical Training.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored to the Teeth:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Armor Proficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade, Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Oath:&#039;&#039;&#039; &#039;&#039;Prerequisite: Family Weapon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodyguard:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast Iron:&#039;&#039;&#039; &#039;&#039;Prerequisite: Nomad.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm:&#039;&#039;&#039; &#039;&#039;Prerequisite: Mage, Warlock.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat-Like Reflexes:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Felis.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Scholar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity Armor*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Skin:&#039;&#039;&#039; &#039;&#039;Prerequisite: Monk.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Emulation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays hidden for a full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay hidden for the full ten seconds&#039; means the character cannot stay in Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spell Pool 4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flutter Harder!:&#039;&#039;&#039; &#039;&#039;Prerequisite: Flit &amp;amp; Flutter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardened Training:&#039;&#039;&#039; &#039;&#039;Prerequisite: Soldier Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harder to Spot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Corner of Your Eye.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Toughness*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Nova:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spirit school of magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I’m on a Boat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sailor Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Parry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Parry, Knowledge(Warfare)Rank 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Device:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gnomish Talent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; &#039;&#039;Prerequisites: 5 different Read and Write skills.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Tap:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Evoker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Mana,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending 7 of that mana from the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markup:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don&#039;t know until we see it in action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Merchant:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Creation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting:&#039;&#039;&#039;  &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Voice:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Ent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Posse:&#039;&#039;&#039; &#039;&#039;Prerequisite: Outlaw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practiced Crafter:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Craftsman Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aristocrat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Adept:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ritualism.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5, and the Named Component cost by 1, minimum 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; &#039;&#039;Prerequisite: Woodsman.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengthen Bloodline:&#039;&#039;&#039; &#039;&#039;Prerequisite: 5 Species Resists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subsonic:&#039;&#039;&#039; &#039;&#039;Prerequisites: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolerance:&#039;&#039;&#039; &#039;&#039;Prerequisite: Terrain Adaptation or Survival x 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triage:&#039;&#039;&#039; &#039;&#039;Prerequisite: Healer Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rok’Shen, Limber Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Brawl.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements:&#039;&#039;&#039; &#039;&#039;Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have successfully resurrected 3 times.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Trooper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; &#039;&#039;Prerequisite: Overwhelming Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite: Wisp Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery:&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have a single attunement and 100 favor.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2274</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2274"/>
		<updated>2026-02-20T15:45:15Z</updated>

		<summary type="html">&lt;p&gt;David: updated Maim limb by remove the strike aspects of it and rewording it to fit the spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Warlock =&lt;br /&gt;
[[Warlock#mw-head|Jump to navigation]]&lt;br /&gt;
&lt;br /&gt;
[[Warlock#searchInput|Jump to search]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;(Editor&#039;s Note: Warlock is in its infancy. What follows are placeholder values for skills and costs. This is posted as a place for Rules to iron out the details and turn a concept into a functioning character class. We are well aware of the issues presented by and facing the class and it may turn out to be unworkable for any number of reasons. Until this notice is taken down, please consider the state of the class before lighting fuses.)&#039;&#039;&#039;[edit | edit source] ===&lt;br /&gt;
Warlocks are the small fraction of those individuals who for a number of reasons Howled into the void in a time of need. These are the &amp;quot;fortunate&amp;quot; souls who received a response. Warlocks function as casters focusing predominantly on de-buffing and generally make life difficult for their foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warlocks are casters but are limited and as such have additional training in armor and can wear up to Medium armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Warlocks are proficient with Short, Medium, and Long Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Pool:&#039;&#039;&#039;  Warlocks can call forth the direct ire of their masters through force of will and use it to attack their foes.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I.  This is cast as &amp;quot;I summon &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time.  Spell Pool must be delivered in increments of 5.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation.  Warlocks flavor for their spell pool is Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other worldly Knowledge:&#039;&#039;&#039; Warlocks tie to their power from other and older sources they enjoy a discount to KA skills (reflected in their class chart). Warlocks will always count as having an instructor for Rare Knowledge areas with plot approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Worldly Pact:&#039;&#039;&#039; As a step to unlocking their power, warlocks make a pact with the beyond to tap into the other worldly power and master the forces of the shadows. Once a player has chosen their pact it is their path for life. In addition to the below the character receives training in a Rare Knowledge Area pertinent to their chosen Patron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Ban”:&#039;&#039;&#039; these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of two things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare | Rare KA: Abyss&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes | Rare KA: Planar Cartography &amp;amp; Planar Scholar&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic | Rare KA: Old Gods&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy | Rare KA: Titans&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ritualism&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I (Void)&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cancel Magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II (Void)&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III (Void)&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|Cap at 1 per. 2lvls.&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Advanced &amp;amp; LeySkills&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Penetrating Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Curse Wave&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Techniques&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
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|Weakening Pool&lt;br /&gt;
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|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|-&lt;br /&gt;
|Conceal&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-12)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Group Meld&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;CLASS SKILL DESCRIPTIONS:&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast a spell in its rawest form. When used, the character substitutes the normal spell casting incant with “Arcane ” for a single spell; or if used with Spell Pool points, it changes the Delivery Type for the current Pool. Example: Instead of the incant “I force the will to Charm You”, the call would become “Arcane Charm”. This skill costs 3 Ley Points.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz-&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel Magic-&#039;&#039;&#039; This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action. This may only be used in darkness or at a marshal&#039;s discretion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dampen (Mastery):&#039;&#039;&#039; By weaving the power of the shadows around yourself you dampen hostile magic that might strike you. The next 2 offensive spells, with an effect other than numerical damage, that hits you deals 5 Body Damage to you instead of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Pact-&#039;&#039;&#039; Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Un-shatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. Further, you can channel your Shadow spell pool through your pact weapon like a Spellblade. This still follows the rules for spell cap. Can buy Precision and Focus one additional time each (15 SP cost)&lt;br /&gt;
* &#039;&#039;&#039;Pact of Iron-&#039;&#039;&#039; Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  Can purchase Heavy armor proficiency for 7 SP&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Eye&#039;&#039;&#039;- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form). Can purchase Gifted Eye for 5 SP each&lt;br /&gt;
* &#039;&#039;&#039;Pact of Knowledge&#039;&#039;&#039;- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells. Can buy an additional 20 mana at 1 sp per mana&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group Meld -&#039;&#039;&#039; This allows you to have a group of people (up to 10) within weapon reach to meld into shadows with you. Same hide rules apply with the exception of it puts you in Hide immediately. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Eye&#039;&#039;&#039; - Allows the user to place a Foresight effect on another person (cannot be self targeted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbody the Shadow (Mastery)-&#039;&#039;&#039; This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for &#039;&#039;Circle, Dispel, light, Implosion, Wall of Force&#039;&#039;, and &#039;&#039;Wizard Lock&#039;&#039;, as well &#039;&#039;Voice&#039;&#039; and &#039;&#039;Arcane Delivery&#039;&#039; Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a &#039;&#039;dispel,&#039;&#039; or any light effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge Area (Common/Rare)-&#039;&#039;&#039; This skill allows the character to purchase any of the &amp;quot;Known&amp;quot; Knowledge Areas without the need of an instructor up to five ranks each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Magic (Ley Magic)-&#039;&#039;&#039; This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakening Pool&#039;&#039;&#039; - This allows you to spend 20 spell pool to generate a &amp;quot;Magic Weakness&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Familiar (Mastery)-&#039;&#039;&#039; Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Meld-&#039;&#039;&#039; Allows the Warlock use of the Hide Skill only in Anything less than direct light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke screen-&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Wave&#039;&#039;&#039; -  Allows you to cast one of your curses as “Magic &amp;lt;spell name&amp;gt; Burst” this still costs the mana to cast the spell&lt;br /&gt;
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&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks cast exclusively Void magic The default incant for void spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to &#039;&#039;grant you/create/*nothing*&#039;&#039; &amp;lt;effect&amp;gt;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, blade spells cannot stack onto a single swing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). When the spell is cast you must add the limb you are effecting. If no limb specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon*-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
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&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
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&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty (20) steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;POWERS&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
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This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
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* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Void Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
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&#039;&#039;&#039;Void Messenger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability &#039;&#039;Resist Magic&#039;&#039; which can be used Twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Separate Shadow- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the &#039;&#039;Void familiar&#039;&#039; mastery without expending a use. If you have the &#039;&#039;Shadow Messenger Power&#039;&#039; your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2275</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2275"/>
		<updated>2026-02-20T15:44:56Z</updated>

		<summary type="html">&lt;p&gt;David: updated Maim Limb spell to remove the skill parts and replaced them with spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Spell Rules ==&lt;br /&gt;
Spells are delivered with spell packets.  Full construction rules are available under Combat but they&#039;re small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  &#039;&#039;Before&#039;&#039;.  Start your incant, finish your incant, and &#039;&#039;then&#039;&#039; throw your packet. Incants don&#039;t have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.  Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect.  The incants below are common but not absolute.  &amp;quot;I call upon the homeland&amp;quot; is predominant for Biomancer Mages, bug mages are frequently bred with &amp;quot;We invoke the Queen and Hive&amp;quot; for Evocation, and so on.  We don&#039;t expect everyone to memorize every possible incant for every path; we&#039;re counting on players to police their own incant failures.  That said, a couple of us do know the ones that have been released and if this gets abused we&#039;ll react accordingly. You must have at least one free hand with which to cast a spell unless otherwise stated (as in the case of Invoked spells, the spell type not the incant word).&lt;br /&gt;
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Spells, generally, require that your packet connect with your target&#039;s body.  Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely.  This is a small deviation from other larps and we&#039;re including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason.  We&#039;re reducing attack to surface to &amp;quot;person&amp;quot; in the hopes of relaxing that constraint and encouraging better costuming.  That said:  we are also keenly aware of how easy it is to abuse this.  It&#039;s not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you.  It&#039;s easier than that to devise a Cousin Itt-style &#039;cloak&#039; out of sheer material that covers your torso but doesn&#039;t seriously impair your vision, and now you&#039;re immune to packets.  If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat.  There are a hundred ways to abuse this; please don&#039;t.  We&#039;ll certainly make allowances for excellent costuming; if your dragonfly just doesn&#039;t feel right without a wingspan and also looks like you&#039;re just larping in between takes of your stage play or feature film, we&#039;ll work something out.&lt;br /&gt;
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Spell casting behind shields can be tricky. While a caster may invoke any spells behind their shield no matter the size, ranged attacks are not the same. Spells may not be cast, even on yourself, when using a Medium or Large shield unless they are &#039;Invoked&#039; such as with certain Paladin spells.&lt;br /&gt;
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=== Mana ===&lt;br /&gt;
Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
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Mana is the most common source of magical energy.  It is not the &#039;&#039;only&#039;&#039; source.  Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency.  The people using those alternate sources know what they are and how to replenish them; it&#039;s raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can&#039;t cast a single thing despite drowning in mana.  For mechanical purposes, if your skill is listed as &amp;quot;Mana&amp;quot;, it&#039;s affected by and affects like all other Mana sources.&lt;br /&gt;
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=== Incants ===&lt;br /&gt;
A spell incant, as noted above, is a short phrase that casts your spell.  We&#039;ve provided some examples below but you&#039;re free to design your own within some boundaries:&lt;br /&gt;
&lt;br /&gt;
# Your incant requires a certain number of syllables, depending on the spell level:&lt;br /&gt;
## 1st-3rd level spells require at least six syllables&lt;br /&gt;
## 4-6th level spells require at least seven syllables.&lt;br /&gt;
## 7-9th level spells require at least eight syllables.&lt;br /&gt;
### After this incant, you need to denote what is is you&#039;re doing by adding the call &#039;magic [spell name]&#039; to the end. For instance: &amp;quot;With thallasaphobia I restrain you! magic web&amp;quot;&lt;br /&gt;
### These syllables do not include the &amp;quot;Magic [Spell Name]&amp;quot; which is an out of game notice of what your specific incant does in game.&lt;br /&gt;
# Your incant must be grammatically coherent, if not necessarily correct.  (T&#039;&#039;here are a lot of reasons for this.  The official reason is immersion.  The unofficial reason is preventing me from writing an incant that&#039;s 6/7/8 repetitions of the letter &amp;quot;r&amp;quot;, pronounced more or less like [https://www.youtube.com/watch?v=MdBd6yNalHs this.]&#039;&#039;&lt;br /&gt;
# Your incant must end with the effect name you intend to deliver, plus or minus a &amp;quot;you&amp;quot; if it helps with grammatical coherence.&lt;br /&gt;
# Your incant can&#039;t contain game tags - as hilarious as it is, you can&#039;t use &amp;quot;Arcane chemical magic &amp;lt;effect&amp;gt;&amp;quot;  - as a playability concern.  This is raised here not because I worry that people will deliberately write confusing incants but because things like &amp;quot;I invoke arcane wrath to &amp;lt;whatever&amp;gt;&amp;quot; seem perfectly reasonable until holds get called to sort out what you just did.  While we&#039;re at it, avoid words like &amp;quot;Irresistible&amp;quot; or &amp;quot;Unshieldable&amp;quot; - also hilarious, also troublesome.&lt;br /&gt;
# And finally - I shouldn&#039;t have to say it but here it is anyway - it must be reasonably clean.  I am not putting up with calls from angry parents because you can say a given swear at warp 5.&lt;br /&gt;
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Within those bounds, you can decide your incant for any spell you&#039;ve learned from a skill points or any scroll unless the scroll has a specific incant on it then you must use the incant provided on the scroll..  &#039;&#039;&#039;If you opt instead to learn your spell from a teacher, you learn it with your instructor&#039;s incant.&#039;&#039;&#039;  In each case, incants are fixed before use; you&#039;re free to write your own incant but once it is written, it cannot later be altered.&lt;br /&gt;
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=== Starting Spells ===&lt;br /&gt;
Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.  Further schools down the road may or may not come with a starting set of spells.&lt;br /&gt;
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===  Learning Spells ===&lt;br /&gt;
Your spellcaster can learn spells in three basic ways:&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event. Using a scroll in this manner destroys it just like when it is used to cast the spell.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. &lt;br /&gt;
# If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it.  This can be done at any time during an event, and takes your instructor ten minutes to pass it on to you.  Similarly, you may teach any spell you know.&lt;br /&gt;
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Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.&lt;br /&gt;
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=== &#039;&#039;&#039;Potion-ability&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with # are able to be made into Potions&lt;br /&gt;
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=== &#039;&#039;&#039;Chain Spell&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with * are able to be [[Effects#Chain Spell|Chain Spell]]&amp;lt;nowiki/&amp;gt;ed&lt;br /&gt;
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=== &#039;&#039;&#039;Invoked Spells&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with ^ are &#039;invokable&#039; and are used with just the spell name and not a full incant. Invoked spells have no free hand requirement.&lt;br /&gt;
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=== Durations ===&lt;br /&gt;
All spells will have a duration though some may be lumped into categories that will denote their duration. For example all spells designated as &#039;Buff&#039; spells have a duration of &#039;until used&#039; or the end of the event, whichever comes first. So if you get a Magic Shield friday night and don&#039;t get hit with a magical effect until Sunday you can call your shield. Remember that all spell durations end when your character is in the Dead state unless otherwise stated.&lt;br /&gt;
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== Evocation ==&lt;br /&gt;
Standard Incantation: &amp;quot;With eldritch might I...&amp;quot;&amp;lt;grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;&amp;gt;&lt;br /&gt;
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=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic&#039;&#039;:  This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm&#039;&#039;:  This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell counters all damage taken from the next fall the recipient suffers.  It does nothing help with hazards at the landing point.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Light:&#039;&#039;  This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. Standard Incant: &amp;quot;With Eldritch Force I Create Light”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;:  This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;:  This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;:  This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#:&#039;&#039;  This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. Standard Incant: &amp;quot;With Ethereal Might, I grant you a blade&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#:&#039;&#039;  This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*#&#039;&#039;: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Repel:&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#:&#039;&#039;  This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Bind:&#039;&#039;  This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Strength this effect can be broken free from on a 3 counted action. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Charm&#039;&#039;: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This will break if the subject is dealt damage from the originator or their allies or loses line of sight to the originator of the effect for more than 5 seconds. This is a Mental effect.&lt;br /&gt;
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&#039;&#039;Secure Door:&#039;&#039;  This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell&#039;s duration&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shun:&#039;&#039;  This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Erupt&#039;&#039;:  This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#:&#039;&#039;  This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Refit*&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;:  This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Unfetter Pool*#&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use.  This allows a Mage to dump his/her entire spool as one devastating burst.  To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039;:  This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep:&#039;&#039;  This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect. that lasts 10 minutes.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin*#:&#039;&#039;  This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force:&#039;&#039;  This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, vectors like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;:  This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from. The target is considered helpless and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle:&#039;&#039;  This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#:&#039;&#039;  This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Push:&#039;&#039;  This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;:  This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most  means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in  conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock:&#039;&#039;  This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic#&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Drain:&#039;&#039;  This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have techniques, then they will lose 8 Energy, if they have mana they will lose 15 mana, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Guard*#:&#039;&#039;  This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*:&#039;&#039;  This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#:&#039;&#039;  This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not  Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 9: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;:  This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Implosion#:&#039;&#039;  This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Innervate#&#039;&#039;:  This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, 3 Energy or 6 mana. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Prison&#039;&#039;:  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Minion&#039;&#039;: Summon Minion reinforces you before a battle; it conjures one of the following:&lt;br /&gt;
&lt;br /&gt;
* Water Elemental&lt;br /&gt;
* Stone Elemental&lt;br /&gt;
* Fire Elemental&lt;br /&gt;
* Air Elemental&lt;br /&gt;
* Iron Golem&lt;br /&gt;
* Bone Golem&lt;br /&gt;
&lt;br /&gt;
General stats will be provided for summoned minions, but be aware that the vagaries of magic mean that any given summon may be weaker or stronger than the card indicates.  Also - and this is important - Plot will never, ever, ever provide a rep for your Summon.  You can ask other players, or bring your own NPC, whatever works for you, but there is no case under which Plot will dedicate event resources to your butler.  Ever.  Summoned minions last for one hour or module, at which point they either return to their home planes or crumble into dust.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spirit ==&lt;br /&gt;
Standard Incantation: &amp;quot;With occult power I...&amp;quot;(grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;grant you a Featherfall&#039; or &#039;grant you a poison shield&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 1&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic:&#039;&#039; This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-a item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Endurance*#&#039;&#039;: This spell grants the recipient 10 Temporary Body Points. These Body Points are the first Body Points lost and are not healable. This spell will not stack with itself. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell will allow the character to call, “Slow Fall!” as a defense on the next occasion they fall. They cannot choose when to call it. The spell will go off at the first opportunity, or not at all. This will not prevent the recipient from ending up wherever the fall would have dropped them. The spell will not slow their descent but will negate any ill effects they would have received from the fall.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light&#039;&#039;: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Weakness&#039;&#039;: This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 2&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Disease*#&#039;&#039;: This spell will end the duration of all normal diseases on a living target. Some rare diseases will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Displacement*#&#039;&#039;: This spell causes the targets image to become slightly off center, making it hard to attack them from ranged. The character takes Reduced: Half from ranged effects that have a number in the call, for the first 3 effects that strike them. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. Multiple spells cannot be active at the same time to gain more than a +4 bonus to strength. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shackle&#039;&#039;: This spell binds a Helpless target’s hands and feet, which requires +6 Strength to break free from. In addition to being bound the spell also neutralizes Magic, Elemental, Poison, and Natural abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 3&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#&#039;&#039;: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#&#039;&#039;: This spell allows the recipient to Breathe water  for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Poison Shield*#&#039;&#039;: This spell protects the target from the next attack with the Poison Delivery Type that strikes them. When this effect is used, the character must announce “Poison Shield”. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel&#039;&#039;: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Terror&#039;&#039;: This spell will cause the target to be unable to move from their current location and only able to defend themselves for 10 seconds. This is a Fear effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 4&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#&#039;&#039;: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind&#039;&#039;: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind Form#&#039;&#039;: This spell allows a character that has died to be resurrected without the use of a Life Well. A character still needs to have the Resurrection skill to do so, without the normal penalties of resurrecting without using a Life Well. The resurrection will still take 15 minutes, and the target must still make a Contested Roll to resurrect. When this spell is cast, the caster must declare his target. The target can choose to refuse the spell and seek a Life Well to resurrect if they wish. Additionally, this spell will have an adverse effect on non-corporeal creatures. It forces them into the material world a little more. If they were “Magic” to hit, they become “Silver” to hit. If they were “Silver” to hit, they can be hit with a normal weapon.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Metabolic*#&#039;&#039;: This spell will end the duration of any normal Metabolic effect upon a single target. Some strong effects will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun&#039;&#039;: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 5&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Freedom*#&#039;&#039;: This spell will instantly release a target from all things magically or physically binding, holding, or restraining the target. Physical Bindings will fall open to the ground, and Magical Bindings will be considered Dispelled. This spell will have no effect against creatures or items that are under a Prison effect. Any persons or creatures holding them will be affected as though disarmed. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#&#039;&#039;: This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Refit*&#039;&#039;: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast, Repairing the armor.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secure Door&#039;&#039;: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spells duration.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 6&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep&#039;&#039;: This spell will cause the affected character to fall unconscious, slipping into a coma like sleep. This is a Mental effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin&#039;&#039;*#&#039;&#039;: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.   &#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Regenerate*#&#039;&#039;: This spell will cause the target to regrow all missing or damaged limbs; this includes limbs lost to maim and sever effects. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force&#039;&#039;: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Strength or greater to break free from.. The target is considered helpless, and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knock:&#039;&#039;  This spell will instantly open a sealed object; in the case of a door it will open it with the force of +10 Strength, in the case of a lock it will open any lock lower than a level 20 Standard Lock. This does not break or damage the door or lock it simply cause them to open.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#&#039;&#039;: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock&#039;&#039;: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 8&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Command&#039;&#039;: This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Foresight*#&#039;&#039;: This spell gives the target a small glimpse into their future allowing them heightened protection. “Foresight” can be called as a defense against any single attack, that would cause you to become Helpless, this includes an attack that reduces you to -1. This is a Buff Spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#&#039;&#039;: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#&#039;&#039;: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 9&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Heroism#&#039;&#039;: This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Life#&#039;&#039;: This spell will return a creature to life at 1 Body Point. It will also remove any negative physical effects that were on the body at the time of death such as missing limbs. This spell will only work on a target that is in their 4-minute dissipation count. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Petrify&#039;&#039;: This spell turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect. Duration: 1 hour&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
Nature primarily uses one of two base incants. Either &amp;quot;I summon the Wilds to grant you aspect of the (spell name)&amp;quot; or &amp;quot;I curse you with (spell name)&amp;quot;. As such each spell is denoted with Aspect or Curse tags for easy incant placement. If anything deviates from this taxonomy, it will be noted with it&#039;s own incant text. All aspect spells have a duration of 1 hour unless they are &amp;quot;on use&amp;quot; spells like Deer or Ram unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Boar (Aspect)*#:&#039;&#039;  This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Brook (Aspect)*:&#039;&#039;  This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Exhaustion (Curse):&#039;&#039; Duration: 60 Minutes This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fish (Aspect)*#&#039;&#039;:  Duration: 60 Minutes This spell summons the power of the fish to grant the target the ability to breathe liquid.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Owl (Aspect)*#&#039;&#039;:  This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Deer (Aspect)*#:&#039;&#039;  This spell grants the target with a once ever Flee that lasts until the player resets or it is used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Endure (I call upon Nature to grant you the power to Endure)*#&#039;&#039;: Duration: 60 Minutes This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fumble (Curse)&#039;&#039;: Duration: 10 Seconds This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Hawk (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Sapling (Aspect)*#&#039;&#039;:  This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ash (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fog (Curse)&#039;&#039;: Duration: 10 Minutes This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mole (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ram (Aspect)*#&#039;&#039;:  This spell grants the target the Massive Prefix, useable twice ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tsunami*# (I call upon Nature to grant you the power of a Tsunami)&#039;&#039;:  This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of &amp;quot;Massive Natural Repel”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Day (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from  creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Roc (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spider (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stream (Aspect)*#&#039;&#039;:  This spell, when cast, will cause the target to heal themselves in various ways. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10 and be cured of 1 metabolic effect, have one maimed limb restored and have 1 curse removed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Venom (Curse)&#039;&#039;: Duration: 60 Minutes This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to  dead. This is a Metabolic effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bear (aspect)*#&#039;&#039;: Duration: 5 Minutes This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Command Animal (Curse)&#039;&#039;: Duration: 10 Minutes This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not&lt;br /&gt;
&lt;br /&gt;
cause direct harm to themselves.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Oak (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Polymorph (Curse)&#039;&#039;: Duration: 10 Minutes This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Wolf Pack*&#039;&#039;:  This spell allows the caster to call a group Flee. When used the caster must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect# (I call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Entangle (Curse)&#039;&#039;: Duration: 30 Seconds This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fox (Aspect)*#:&#039;&#039;  This spell gives the target a once ever “Resist Mind”. This effect lasts until used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Night*# (I call upon nature to grant you the power of Night)&#039;&#039;: Duration: 10 Minutes This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Snake*# (Aspect)&#039;&#039;: This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: Duration: 60 Minutes This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is&lt;br /&gt;
&lt;br /&gt;
the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Glitterdust (I call upon Nature to grant the power of Glitterdust)&#039;&#039;: Duration: One Encounter This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter. In addition, any tracking attempts made on a character that has been affected by a Glitterdust will receive +2 successes until the end of the event. This is not cumulative.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Rive&#039;&#039;r&#039;&#039;*#&#039;&#039; &#039;&#039;(Aspect)&#039;&#039;:  This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ruin (Curse)&#039;&#039;:  This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Typhoon (I call upon Nature to grant the power of the Typhoon)&#039;&#039;:  This spell grants the caster with the blessings of the typhoon&#039;s high winds. This spell grounds all Flying creatures in the area for an encounter. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Beast* &#039;&#039;(Aspect)&#039;&#039;: Duration: 10 Minutes This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows: &amp;lt;blockquote&amp;gt;25 Body Points&lt;br /&gt;
&lt;br /&gt;
40 Natural Armor&lt;br /&gt;
&lt;br /&gt;
Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)&lt;br /&gt;
&lt;br /&gt;
+4 Base Strength, &lt;br /&gt;
&lt;br /&gt;
Resist Toxin x 1&lt;br /&gt;
&lt;br /&gt;
Resist Physical x 1&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon Nature to create a Faultline)&#039;&#039;:  This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of &amp;quot;Massive Natural Knockdown”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spinneret (Curse)&#039;&#039;: Duration: 1 Month This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and durations will resume where they were frozen.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Whirlwind (Curse):&#039;&#039;  This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 50 points of damage and Stun them. This will not move creatures of larger than Great Size but will still deal damage. This cannot be used indoors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants. Many are melee modifications and simply modify a weapon call. Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).  Paladins follow the usual rules (above) for learning spells.&lt;br /&gt;
&lt;br /&gt;
==== 1st Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039; - immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating. This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039; - swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Weakness&#039;&#039; - ends the duration of all Weakness effects currently active on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells. Smite is not called; the damage is simply added to the weapon damage call.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039; - immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead. Rest in Peace is weapon delivered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Defender- This spell, when pre-loaded onto an individual, allows the paladin to use the Champion class Feature ‘Defend’ at some point during the next 1 hour/module. However, the Paladin may NOT use any active defenses once they decide to use the ‘Defend’ and must rely on passive defenses or the good graces of those around them to get them back in the fight. Aside from your mana pool there is no limit to the number of people you can have under a Defender spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Resolve&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Disease&#039;&#039; - Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;- this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Strength of Will&#039;&#039; - renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable&#039;&#039; - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039; - Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^#Cure Metabolic&#039;&#039; - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039; - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines. Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her. Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note: Plot will never reduce your Conviction for refusing to cast this spell. It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence. Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane&#039;&#039; -  adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Miracle&#039;&#039; - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable. There is no mechanics-enforced prohibition against multiple castings of this spell. Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039; - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Standard incantation for offensive spells or buffs: &amp;quot;By the elements I (grant) (spell name)&amp;quot; Spells marked with a ^ sign are cast on the Spellblade by invoking just the spell name&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating. his is called simply as &amp;quot;Mending&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039; - Generates the Pin effect as defined in the effects section. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead. This is called as a response and cannot be cast in advance.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing. This can stack with &#039;&#039;Elemental Blade&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;^Surf the Wind&#039;&#039;:  This will allow a Spellblade to &amp;quot;surf&amp;quot; the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shun-&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Purity of Cleansing Water&#039;&#039;- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Erupt&#039;&#039;: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unfetter Pool*#&#039;&#039;: This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Stoneskin&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Push:&#039;&#039; This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Summon Weapon - This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;). This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “Massive Natural Knockdown” and must be the next two swings taken by the caster. These attacks can last unused for up to one Encounter or 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Heroism&#039;&#039; - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Nova&#039;&#039; - Harnesses the true power of the elements to deliver a powerful blast at the caster&#039;s command. When used the caster declares &#039;Elemental 40 [Element] Burst&#039; dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warlock Spells (Void) ==&lt;br /&gt;
The default incant for Warlock spells is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to grant you/create/nothing &amp;lt;effect&amp;gt;&amp;quot; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.  Duration: 1 encounter&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). When the spell is cast you must add the limb you are effecting. If no limb specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;. This is a Buff spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel. Duration: 1 hour&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends. Duration: 1 encounter &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call.  This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells. Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect. Duration: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to Mental effects. Duration: 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2238</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2238"/>
		<updated>2026-01-05T20:50:53Z</updated>

		<summary type="html">&lt;p&gt;David: added any fey species to Fey Blooded prereq&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Clean Getaway&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corner of your Eye&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Decompose&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Modality&lt;br /&gt;
|Elemental Duplication, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|Any Fey Species&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flap Your Wings&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flit and Flutter&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock Expert&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Noxious Spores &lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Royal Candidate&lt;br /&gt;
|[[Deep Elf]], 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recover&lt;br /&gt;
|10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refracted Light&lt;br /&gt;
|Shared Light, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Shot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sir Sneaks-a-lot&lt;br /&gt;
|Sneaky Sneaky, Rogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sprouts&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt; or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Take it like a Champ&lt;br /&gt;
|Survival x2, Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dodge.&#039;&#039; This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Devotion.&#039;&#039; Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Armor Proficiency.&#039;&#039; This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf.&#039;&#039;  While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Lengthen Claws.&#039;&#039; This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Specialization.&#039;&#039; This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Strong Arm, Champion.&#039;&#039; This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Precision +4.&#039;&#039; This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Diagnose.&#039;&#039; This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets, see [[Novices]].  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner of your Eye:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the [[Rogue]] page.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Character level 4.&#039;&#039; This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Blitz or Overpower.&#039;&#039; When the character uses the Blitz, Slay Strike or Overpower  special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Decompose:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039;  As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Rush:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be a member of an Order or Attunement.&#039;&#039; This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Mage, Spellblade.&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elemental Modality:&#039;&#039;&#039; &#039;&#039;Prerequisite: Elemental Duplication, Mage.&#039;&#039; once per encounter you can throw a spell or a spell pool attack with the Elemental vector.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High Elf.&#039;&#039; This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*:&#039;&#039;&#039; &#039;&#039;Prerequisite: Mage.&#039;&#039; This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Paladin, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 8thCharacter Level.&#039;&#039; By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk.&#039;&#039; This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Area) Rank 3.&#039;&#039; This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:    &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Plants  &lt;br /&gt;
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Cycle: Undead or Abominations    &lt;br /&gt;
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Magic: Shapechangers, Dragons, or Golems    &lt;br /&gt;
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Planes: Outsiders or Elementals  &lt;br /&gt;
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Species: Must have Rank 3 Knowledge of the Species targeted.  &lt;br /&gt;
&lt;br /&gt;
Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they&#039;re Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a &#039;Wanted Criminal&#039; must be as least somewhat widely recognized, please remember Rule #1)  [Please keep in mind we&#039;re still working through this and it will likely continue to be tweaked]  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Any Fey Species.&#039;&#039; You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnome.&#039;&#039; You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Adrenaline Rush x2.&#039;&#039; This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flap your wings:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of &amp;quot;Glitterdust&amp;quot; per the Nature spell twice per reset.&lt;br /&gt;
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&#039;&#039;&#039;Flit and Flutter:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039;  Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be at least 8th character level.&#039;&#039; A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Familiar.&#039;&#039; This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Flavor must be chosen at check in and noted on Player Character card.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Fire- Increases the character&#039;s Spell Pool by 5 Points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Water- Increases the character’s Spell Cap by 5 points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Wind- Grants the character the Evade skill once each reset.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Phylactery.&#039;&#039; This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.  Glyph must be chosen at check in and noted on Player Character card.    &lt;br /&gt;
&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Lead Rain:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Short Claws.&#039;&#039; This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
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&#039;&#039;&#039;Limb Breaker:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;  This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’ Shen.&#039;&#039; This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor. This is useable on Dexterity Armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Longshot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Florentine.&#039;&#039; This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One-Hand Block.&#039;&#039; This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training:&amp;lt;/b&amp;gt;  &#039;&#039;Prerequisite: A class that does not have access to magic.&#039;&#039; This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: An Advanced Production Skill.&#039;&#039; This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnomish Talent.&#039;&#039; All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk, 4th Character Level.&#039;&#039; With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf and Advanced Smithing.&#039;&#039; This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant)  Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 1st Character Level, can only be taken at character creation.&#039;&#039; While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Brawl, Monk.&#039;&#039; This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Noxious Spores:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Only when called:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Warrior and Overpower.&#039;&#039; This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Combat Archery.&#039;&#039; This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis.&#039;&#039; This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambush.&#039;&#039; This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Increases the Flurry of pistols by 1.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royal Candidate:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf, 10th Character Level.&#039;&#039; You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Recover:&#039;&#039;&#039; &#039;&#039;Prerequisites: 10th level character.&#039;&#039; Once per encounter, you may draw back in the spent resources. This can only be done if your skill (spell, technique, etc.) got the &#039;No Effect&#039; response and only once per Encounter. This take Concentration and 2 minutes to complete.  This may only be taken once.&lt;br /&gt;
&#039;&#039;&#039;Refracted Light:&#039;&#039;&#039; &#039;&#039;Prerequisites: Shared Light, Mage.&#039;&#039; You gain 2 extra targets when using chain spell.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: At least one Knowledge (Area) at Rank 4.&#039;&#039; Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; You have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Right Between the Eyes:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
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&amp;lt;p&amp;gt; &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 30 Mana.&#039;&#039; This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Righteous Chorus:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Acrobatics.&#039;&#039; This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Conceal, Move Silent.&#039;&#039; This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Small Shield.&#039;&#039; This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Medium Shield.&#039;&#039; This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis and Lengthen Claws.&#039;&#039; This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Survival x 2.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambidexterity.&#039;&#039; This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sneak Sneaky, Rogue.&#039;&#039; This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion, Trooper or Warrior, 4th Character Level.&#039;&#039; This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Advanced Production skill in the specialization being chosen&#039;&#039;. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows. (Any &amp;quot;free&amp;quot; additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill)  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: High-Elf.&#039;&#039; Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Pool 2.&#039;&#039; This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Spell Pool 3 and Spell Focus 1.&#039;&#039; This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprouts:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the [[Harvesting]] page. Eye for Quality does not apply.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Born to Serve.&#039;&#039; This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion or Trooper.&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Rogue or Ranger and 4th Character Level.&#039;&#039; This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ:&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2, Champion.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Planes) Rank 3.&#039;&#039; This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*:&amp;lt;/b&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Hunter’s Call and Snare.&#039;&#039; This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Regeneration x 5.&#039;&#039; This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Athletics.&#039;&#039; This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf or Deep Dwarf.&#039;&#039; While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: (Caller Only).&#039;&#039; This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana  &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power: Magical Training&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bathe in Poison&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Paralytic Spores&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Regrowth&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Healer Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|-&lt;br /&gt;
|Flutter Harder!&lt;br /&gt;
|Pixie, Flit &amp;amp; Flutter&lt;br /&gt;
|-&lt;br /&gt;
|Harder to Spot&lt;br /&gt;
|Pixie, Corner of Your Eye&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training:&#039;&#039;&#039; &#039;&#039;Prerequisites: Magical Training.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored to the Teeth:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Armor Proficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade, Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Oath:&#039;&#039;&#039; &#039;&#039;Prerequisite: Family Weapon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodyguard:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cast Iron:&#039;&#039;&#039; &#039;&#039;Prerequisite: Nomad.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cataclysm:&#039;&#039;&#039; &#039;&#039;Prerequisite: Evoker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cat-Like Reflexes:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Felis.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Scholar.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity Armor*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diamond Skin:&#039;&#039;&#039; &#039;&#039;Prerequisite: Monk.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Emulation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay concealed for the full ten seconds&#039; means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spell Pool 4.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flutter Harder!:&#039;&#039;&#039; &#039;&#039;Prerequisite: Flit &amp;amp; Flutter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardened Training:&#039;&#039;&#039; &#039;&#039;Prerequisite: Soldier Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harder to Spot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Corner of Your Eye.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Toughness*:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Nova:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spirit school of magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I’m on a Boat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sailor Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Parry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Parry, Knowledge(Warfare)Rank 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jam Device:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gnomish Talent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; &#039;&#039;Prerequisites: 5 different Read and Write skills.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Tap:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Evoker.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Mana,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending 7 of that mana from the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markup:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don&#039;t know until we see it in action)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master Merchant:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Creation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting:&#039;&#039;&#039;  &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Momentum:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Voice:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Ent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Posse:&#039;&#039;&#039; &#039;&#039;Prerequisite: Outlaw.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Practiced Crafter:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Craftsman Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Renown:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aristocrat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Adept:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ritualism.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5, and the Named Component cost by 1, minimum 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout:&#039;&#039;&#039; &#039;&#039;Prerequisite: Woodsman.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengthen Bloodline:&#039;&#039;&#039; &#039;&#039;Prerequisite: 5 Species Resists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subsonic:&#039;&#039;&#039; &#039;&#039;Prerequisites: Bard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolerance:&#039;&#039;&#039; &#039;&#039;Prerequisite: Terrain Adaptation or Survival x 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triage:&#039;&#039;&#039; &#039;&#039;Prerequisite: Healer Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rok’Shen, Limber Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Brawl.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements:&#039;&#039;&#039; &#039;&#039;Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have successfully resurrected 3 times.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Trooper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; &#039;&#039;Prerequisite: Overwhelming Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite: Wisp Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery:&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have a single attunement and 100 favor.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2223</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2223"/>
		<updated>2025-10-09T00:31:58Z</updated>

		<summary type="html">&lt;p&gt;David: changed Medic Background to Healer Background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Clean Getaway&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corner of your Eye&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Decompose&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Modality&lt;br /&gt;
|Elemental Duplication, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flap Your Wings&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flit and Flutter&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock Expert&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Noxious Spores &lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Royal Candidate&lt;br /&gt;
|[[Deep Elf]], 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recover&lt;br /&gt;
|10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refracted Light&lt;br /&gt;
|Shared Light, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Shot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sir Sneaks-a-lot&lt;br /&gt;
|Sneaky Sneaky, Rogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sprouts&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt; or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Take it like a Champ&lt;br /&gt;
|Survival x2, Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dodge.&#039;&#039; This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Devotion.&#039;&#039; Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Armor Proficiency.&#039;&#039; This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf.&#039;&#039;  While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Lengthen Claws.&#039;&#039; This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Specialization.&#039;&#039; This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Strong Arm, Champion.&#039;&#039; This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Precision +4.&#039;&#039; This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Diagnose.&#039;&#039; This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets, see [[Novices]].  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Corner of your Eye:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the [[Rogue]] page.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Character level 4.&#039;&#039; This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Blitz or Overpower.&#039;&#039; When the character uses the Blitz, Slay Strike or Overpower  special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Decompose:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039;  As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Defense is Good Offense:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
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&#039;&#039;&#039;Desperate Rush:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be a member of an Order or Attunement.&#039;&#039; This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Mage, Spellblade.&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elemental Modality:&#039;&#039;&#039; &#039;&#039;Prerequisite: Elemental Duplication, Mage.&#039;&#039; once per encounter you can throw a spell or a spell pool attack with the Elemental vector.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High Elf.&#039;&#039; This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*:&#039;&#039;&#039; &#039;&#039;Prerequisite: Mage.&#039;&#039; This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Paladin, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 8thCharacter Level.&#039;&#039; By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk.&#039;&#039; This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Family Weapon&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Family Weapon:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Favored Enemy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Favored Enemy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Area) Rank 3.&#039;&#039; This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:    &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Plants  &lt;br /&gt;
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Cycle: Undead or Abominations    &lt;br /&gt;
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Magic: Shapechangers, Dragons, or Golems    &lt;br /&gt;
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Planes: Outsiders or Elementals  &lt;br /&gt;
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Species: Must have Rank 3 Knowledge of the Species targeted.  &lt;br /&gt;
&lt;br /&gt;
Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they&#039;re Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a &#039;Wanted Criminal&#039; must be as least somewhat widely recognized, please remember Rule #1)  [Please keep in mind we&#039;re still working through this and it will likely continue to be tweaked]  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Any Fey Species.&#039;&#039; You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnome.&#039;&#039; You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Adrenaline Rush x2.&#039;&#039; This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flap your wings:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of &amp;quot;Glitterdust&amp;quot; per the Nature spell twice per reset.&lt;br /&gt;
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&#039;&#039;&#039;Flit and Flutter:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039;  Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be at least 8th character level.&#039;&#039; A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Familiar.&#039;&#039; This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Flavor must be chosen at check in and noted on Player Character card.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Fire- Increases the character&#039;s Spell Pool by 5 Points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Water- Increases the character’s Spell Cap by 5 points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Wind- Grants the character the Evade skill once each reset.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Phylactery.&#039;&#039; This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.  Glyph must be chosen at check in and noted on Player Character card.    &lt;br /&gt;
&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Lead Rain:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Short Claws.&#039;&#039; This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
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&#039;&#039;&#039;Limb Breaker:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;  This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’ Shen.&#039;&#039; This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor. This is useable on Dexterity Armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Longshot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
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&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Florentine.&#039;&#039; This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One-Hand Block.&#039;&#039; This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training:&amp;lt;/b&amp;gt;  &#039;&#039;Prerequisite: A class that does not have access to magic.&#039;&#039; This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: An Advanced Production Skill.&#039;&#039; This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnomish Talent.&#039;&#039; All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk, 4th Character Level.&#039;&#039; With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf and Advanced Smithing.&#039;&#039; This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant)  Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 1st Character Level, can only be taken at character creation.&#039;&#039; While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Brawl, Monk.&#039;&#039; This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Hunter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Natural Hunter:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Noxious Spores:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Only when called:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Warrior and Overpower.&#039;&#039; This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Combat Archery.&#039;&#039; This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis.&#039;&#039; This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambush.&#039;&#039; This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Increases the Flurry of pistols by 1.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royal Candidate:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf, 10th Character Level.&#039;&#039; You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Recover:&#039;&#039;&#039; &#039;&#039;Prerequisites: 10th level character.&#039;&#039; Once per encounter, you may draw back in the spent resources. This can only be done if your skill (spell, technique, etc.) got the &#039;No Effect&#039; response and only once per Encounter. This take Concentration and 2 minutes to complete.  This may only be taken once.&lt;br /&gt;
&#039;&#039;&#039;Refracted Light:&#039;&#039;&#039; &#039;&#039;Prerequisites: Shared Light, Mage.&#039;&#039; You gain 2 extra targets when using chain spell.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: At least one Knowledge (Area) at Rank 4.&#039;&#039; Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; You have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Right Between the Eyes:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
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&amp;lt;p&amp;gt; &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 30 Mana.&#039;&#039; This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Righteous Chorus:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Acrobatics.&#039;&#039; This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Conceal, Move Silent.&#039;&#039; This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Small Shield.&#039;&#039; This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Medium Shield.&#039;&#039; This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis and Lengthen Claws.&#039;&#039; This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Survival x 2.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambidexterity.&#039;&#039; This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sneak Sneaky, Rogue.&#039;&#039; This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion, Trooper or Warrior, 4th Character Level.&#039;&#039; This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Advanced Production skill in the specialization being chosen&#039;&#039;. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows. (Any &amp;quot;free&amp;quot; additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill)  &amp;lt;/p&amp;gt;&lt;br /&gt;
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* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: High-Elf.&#039;&#039; Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Pool 2.&#039;&#039; This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Spell Pool 3 and Spell Focus 1.&#039;&#039; This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprouts:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the [[Harvesting]] page. Eye for Quality does not apply.&lt;br /&gt;
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&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Born to Serve.&#039;&#039; This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion or Trooper.&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Rogue or Ranger and 4th Character Level.&#039;&#039; This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ:&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2, Champion.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Planes) Rank 3.&#039;&#039; This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*:&amp;lt;/b&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Hunter’s Call and Snare.&#039;&#039; This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Regeneration x 5.&#039;&#039; This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Athletics.&#039;&#039; This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf or Deep Dwarf.&#039;&#039; While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: (Caller Only).&#039;&#039; This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana  &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power: Magical Training&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bathe in Poison&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Paralytic Spores&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Regrowth&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Healer Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|-&lt;br /&gt;
|Flutter Harder!&lt;br /&gt;
|Pixie, Flit &amp;amp; Flutter&lt;br /&gt;
|-&lt;br /&gt;
|Harder to Spot&lt;br /&gt;
|Pixie, Corner of Your Eye&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training:&#039;&#039;&#039; &#039;&#039;Prerequisites: Magical Training.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored to the Teeth:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Armor Proficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backlash:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade, Aura Emulation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By manipulating your power, you can cause your &#039;&#039;Barrier&#039;&#039; to lash out instead of providing protection. To use this, you must activate your &#039;&#039;Barrier&#039;&#039; skill and on the first hit that strikes you can use the effect “&#039;&#039;Magic Aura&amp;lt;Flavor&amp;gt;”.&#039;&#039;This functions as per the &#039;&#039;Aura Emulation&#039;&#039; skill. This removes the &#039;&#039;Barrier&#039;&#039; from you and does not protect from any damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Oath:&#039;&#039;&#039; &#039;&#039;Prerequisite: Family Weapon.&#039;&#039;&lt;br /&gt;
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When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
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&#039;&#039;&#039;Bodyguard:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
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This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module. &lt;br /&gt;
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&#039;&#039;&#039;Cast Iron:&#039;&#039;&#039; &#039;&#039;Prerequisite: Nomad.&#039;&#039; &lt;br /&gt;
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Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cataclysm:&#039;&#039;&#039; &#039;&#039;Prerequisite: Evoker.&#039;&#039;&lt;br /&gt;
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This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cat-Like Reflexes:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Felis.&#039;&#039; &lt;br /&gt;
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This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
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&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
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Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
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&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
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In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
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&#039;&#039;&#039;Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Scholar.&#039;&#039;&lt;br /&gt;
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This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
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&#039;&#039;&#039;Dexterity Armor*:&#039;&#039;&#039;&lt;br /&gt;
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This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
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&#039;&#039;&#039;Diamond Skin:&#039;&#039;&#039; &#039;&#039;Prerequisite: Monk.&#039;&#039;&lt;br /&gt;
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Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
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This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Emulation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aura Emulation.&#039;&#039;&lt;br /&gt;
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This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
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This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay concealed for the full ten seconds&#039; means the character cannot transition into Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
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&#039;&#039;&#039;Exotic Ammo:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
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Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Feedback Loop:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spell Pool 4.&#039;&#039;&lt;br /&gt;
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Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
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&#039;&#039;&#039;Flutter Harder!:&#039;&#039;&#039; &#039;&#039;Prerequisite: Flit &amp;amp; Flutter&#039;&#039;&lt;br /&gt;
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The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.&lt;br /&gt;
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&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
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This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
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The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
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&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
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This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
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&#039;&#039;&#039;Hardened Training:&#039;&#039;&#039; &#039;&#039;Prerequisite: Soldier Background.&#039;&#039;&lt;br /&gt;
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Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
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&#039;&#039;&#039;Harder to Spot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Corner of Your Eye.&#039;&#039; &lt;br /&gt;
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A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.&lt;br /&gt;
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&#039;&#039;&#039;Heroic Toughness*:&#039;&#039;&#039;&lt;br /&gt;
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This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
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&#039;&#039;&#039;Holy Nova:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spirit school of magic.&#039;&#039;&lt;br /&gt;
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You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
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&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
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A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
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&#039;&#039;&#039;I’m on a Boat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sailor Background.&#039;&#039;&lt;br /&gt;
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Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Improved Parry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Parry, Knowledge(Warfare)Rank 2.&#039;&#039;&lt;br /&gt;
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Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
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&#039;&#039;&#039;Jam Device:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gnomish Talent.&#039;&#039;&lt;br /&gt;
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This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
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&#039;&#039;&#039;Linguist:&#039;&#039;&#039; &#039;&#039;Prerequisites: 5 different Read and Write skills.&#039;&#039;&lt;br /&gt;
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By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
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&#039;&#039;&#039;Mana Tap:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Evoker.&#039;&#039;&lt;br /&gt;
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This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Mana,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending 7 of that mana from the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
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&#039;&#039;&#039;Markup:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Rank 5.&#039;&#039;&lt;br /&gt;
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When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don&#039;t know until we see it in action)&lt;br /&gt;
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&#039;&#039;&#039;Master Merchant:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Background.&#039;&#039;&lt;br /&gt;
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In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
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&#039;&#039;&#039;Master of Creation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.&#039;&#039;&lt;br /&gt;
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Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Shifting, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
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This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Totems:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
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Your totems gain the following effect options:&lt;br /&gt;
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* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
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&#039;&#039;&#039;Magical Shifting:&#039;&#039;&#039;  &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.&#039;&#039;&lt;br /&gt;
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This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.&lt;br /&gt;
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&#039;&#039;&#039;Momentum:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;&lt;br /&gt;
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An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
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&#039;&#039;&#039;Nature’s Embrace:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039;&lt;br /&gt;
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This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;One Voice:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Ent.&#039;&#039;&lt;br /&gt;
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This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
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&#039;&#039;&#039;Posse:&#039;&#039;&#039; &#039;&#039;Prerequisite: Outlaw.&#039;&#039;&lt;br /&gt;
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You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
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&#039;&#039;&#039;Practiced Crafter:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Craftsman Background.&#039;&#039;&lt;br /&gt;
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This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
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&#039;&#039;&#039;Rapid Shot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
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This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;Renown:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aristocrat.&#039;&#039;&lt;br /&gt;
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You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
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&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
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This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
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&#039;&#039;&#039;Ritual Adept:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ritualism.&#039;&#039;&lt;br /&gt;
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This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5 and the Named Component costby 1, minimum 1.&lt;br /&gt;
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&#039;&#039;&#039;Scout:&#039;&#039;&#039; &#039;&#039;Prerequisite: Woodsman.&#039;&#039;&lt;br /&gt;
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While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
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&#039;&#039;&#039;Strengthen Bloodline:&#039;&#039;&#039; &#039;&#039;Prerequisite: 5 Species Resists.&#039;&#039;&lt;br /&gt;
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By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
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&#039;&#039;&#039;Subsonic:&#039;&#039;&#039; &#039;&#039;Prerequisites: Bard.&#039;&#039;&lt;br /&gt;
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The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
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&#039;&#039;&#039;Tolerance:&#039;&#039;&#039; &#039;&#039;Prerequisite: Terrain Adaptation or Survival x 5.&#039;&#039;&lt;br /&gt;
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This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
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&#039;&#039;&#039;Triage:&#039;&#039;&#039; &#039;&#039;Prerequisite: Healer Background.&#039;&#039;&lt;br /&gt;
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This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rok’Shen, Limber Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Brawl.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements:&#039;&#039;&#039; &#039;&#039;Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have successfully resurrected 3 times.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Trooper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; &#039;&#039;Prerequisite: Overwhelming Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite: Wisp Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery:&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have a single attunement and 100 favor.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=2206</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=2206"/>
		<updated>2025-09-30T17:44:52Z</updated>

		<summary type="html">&lt;p&gt;David: added &amp;lt;Effect&amp;gt; in the vials call&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;CHEMISTRY&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chemistry is the mastery of mixing the natural elements of the world and creating a useful and sometimes deadly product. Chemistry creates Elixirs, which can be imbibed similar to potions to have an effect on the drinker, Salves, which can be applied to a surface for some effect or so that the next unlucky soul to touch it is exposed to the chemical, and finally Vials of toxic chemical that can have assorted effect on the target. Unless otherwise stated, you must have the rank of Chemistry equal to the production rank of the item in order to use it.&lt;br /&gt;
&lt;br /&gt;
Salves- Requires a 3 count to apply to a target or surface.&lt;br /&gt;
&lt;br /&gt;
Elixirs- Requires a 3 counted action to drink; doing so requires no special skill. To add the Elixir to food or drink requires a 3 counted and must be done in front of a Marshal; the first person to imbibe the food/drink will take the effect.&lt;br /&gt;
&lt;br /&gt;
Vial- These are a thrown item and require the use of a packet, preferably orange. To throw the Vial the player must announce “Poison &amp;lt;Effect&amp;gt; Vial”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Vial and once the verbal has been said they have 3 seconds to throw the Vial or it is wasted. Vials function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions. Vials cannot be thrown while wielding a Medium or Large shield.&lt;br /&gt;
&lt;br /&gt;
Blade Poison- These poisons can be applied to a weapon that can be used at a later time. Up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons, and 3 on Great Weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. It takes a 10 counted action to safely apply each poison to a weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Component costs&lt;br /&gt;
!Rank&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common Herb&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common Herb&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common Herb,&lt;br /&gt;
1 Uncommon Herb&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common Herb,&lt;br /&gt;
2 Uncommon Herb&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Chemistry&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Acid 5 &lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Alchemical Solvent&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Antidote&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Healing&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Intoxicant&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Light&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Nausea&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Oil of slipperiness&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Smelling Salts&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Vorpal +2&lt;br /&gt;
|Blade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 2&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Acid 10&lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Antitoxin&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Berserk&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Hardening Agent&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Minor Catalyst&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Nausea&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Paralysis&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Vorpal +4&lt;br /&gt;
|Blade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 3&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Acid 20 &lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Blue Luster&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Catalyst&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Nausea&lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Paralysis&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Paste of Stickiness&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Smelling Salts&lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Vorpal +6&lt;br /&gt;
|Blade&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 4&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Acid 30 &lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Berserk&lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Forget (15min)&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Greater Catalyst&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Paralysis&lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Red Luster&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 5&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bonding Compound&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Blade Poison: Nausea&lt;br /&gt;
|Blade&lt;br /&gt;
|-&lt;br /&gt;
|Decanter&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Epoxy&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Firedamp&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Flask Flame&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Glowing Bottle&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Night Eyes Powder&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Petrification Salve&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Resin&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Setting Solution&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Thermite&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Universal Solvent&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Vorpal +8&lt;br /&gt;
|Blade&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Acid&#039;&#039;&#039; Type: Vial Duration: Immediate Target takes damage of the specified amount, from volatile acid and fumes. The call for this Vial is different than the standard the call. The call is “Elemental (number)  Acid”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alchemical Solvent&#039;&#039;&#039; Type: Salve Duration: Immediate This substance will eat away and weaken the surface it is applied to. If it is applied to a surface that has a chemical salve already present it will neutralize it. If placed on an item or surface that is not Indestructible, the item becomes weak and requires 2 fewer points of Strength to break. 1 Dose of this salve will affect up to 1 square foot of surface, 1 inch thick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antidote&#039;&#039;&#039; Type: Elixir Duration: Immediate This elixir will cure the imbiber of any Metabolic effects that currently affect their person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antitoxin&#039;&#039;&#039; Type: Elixir Duration: Immediate This elixir will allow the imbiber to Resist the next Toxin that affects them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berserk&#039;&#039;&#039; Type: Salve, Vial Duration: 30 Minutes This chemical mixture causes the affected character to become Berserked, forcing them into a blind rage they will attack everyone in line of sight until the duration expires or they are unable to do so. This is a metabolic altering effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blue Luster&#039;&#039;&#039; Type: Elixir Duration: 5 Minutes This chemical will make the imbiber immune to Fear effects for the duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalyst, Greater&#039;&#039;&#039; Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that generates a protective, its effect multiplies. When the potion is in imbibed the effect will be double in some manner; if the effect has a duration then it is doubled, if the effect generates a shield/resist effect then it is doubled. This in fact grants the imbiber a double stacking of the same shield. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalyst, Lesse&#039;&#039;&#039;r Type: Elixir Duration: Instant This chemical has no effect on its own; however, it can be mixed with up to 3 potions. This concentrates all 3 potions into a single vial, allowing all 3 effects to be gained on a single action. It takes 1 minute to mix the elixir with the potion, after which the tags must be clipped together. Also, once mixed, they cannot be separated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catalyst, Minor&#039;&#039;&#039; Type: Elixir Duration: Instant This chemical has no effect on its own, however when mixed with a potion that has a Restoration effect the effect of the potion is doubled. It takes 1 minute to mix the elixir with the potion, after which the 2 tags must be clipped together, also once mixed they cannot be separated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forget&#039;&#039;&#039; Type: Elixir Duration: Instant This effect will cause a character to forget the 15 minutes prior to imbibing the elixir. All they will remember for the time frame is a blank spot and nothing else from that time. This must be Role-played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardening Agent&#039;&#039;&#039; Type: Salve Duration: 1 hour Applying this chemical to an item will increase its durability allowing the item to resist Shatter/Destroy effect once, after which the effects will fade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healing&#039;&#039;&#039; Type: Elixir Duration: Immediate Target is cured for 5 Body Points. This is non-magical healing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intoxicant&#039;&#039;&#039; Type: Elixir Duration: Extended An intoxicant is the equivalent to a strong alcoholic drink and will affect all races. While under the effect, which last 15 minutes per dose, the target is Slowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liquid Light&#039;&#039;&#039; Type: Salve Duration: Until next sunrise This creates a salve that when applied to an item will generate a Light effect allowing the player to use a diffused light source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nausea&#039;&#039;&#039; Type: Salve, Elixir, Vial Duration: 30 Minutes The character becomes extremely nauseated and violently sick. They can use no game skills but can still speak in 3-4 word sentences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oil of Slipperiness&#039;&#039;&#039; Type: Salve Duration: Extended One dose of this oil covers up to one square foot and makes an area or item extremely slick. It can be used in a Counted Action to free a character from a Physical Entangle, Pin, Bind, or Web Effect. If placed on an object, it will make that object impossible to pick up (for 10 seconds from the first time it is touched). If on an area of ground or floor, anyone stepping into that area should roleplay sliding through or falling. This can be used as a Counted Action on a character not already subject to a Physical Entangle, Pin, Bind or Web (and not already so treated) to grant one Indefinite Resist (Physical Entangle, Pin, Bind, or Web), called as “Oil of Slipperiness.” An Oil of Slipperiness may also be used to dissolve a Paste of Stickiness (negating both).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralysis&#039;&#039;&#039; Type: Vial, Elixir, Salve Duration: 30 Minutes The target of this chemical becomes Paralyzed for the duration. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paste of Stickiness&#039;&#039;&#039; Type: Salve Duration: Permanent This paste is a strong glue, and a single application will cover up to one square inch. If the item treated touches another item for three seconds, the two stick together. This can be used to glue an item into a character&#039;s hand and this will automatically Resist the next Disarm/Fumble Effect against that item with the call, “Paste of Stickiness.” A Paste of Stickiness may also be used to dissolve an Oil of Slipperiness (negating both). A Disarm Effect targeting any item stuck to another item with Paste of Stickiness will remedy the effect of the Paste of Stickiness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Luster&#039;&#039;&#039; Type: Elixir Duration: 10 Minutes This chemical forces the imbiber into a controlled Berserk effect, while under its effects the imbiber is immune to Fear and Shun effects, additionally if affected by a Berserk effect they do not lose control and gain +4 Base Weapon Damage verse the player that generated the effect. While under this effect the character will pursue all enemies until there are none in sight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smelling Salts&#039;&#039;&#039; Type: Salve, Vial Duration: Instant This chemical will remove the following effects from the target: Charm, Stun, Fear and Unconsciousness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vorpal Coating&#039;&#039;&#039; Type: Blade Poison Duration: 24 Hours This contact gel is applied to a weapon and unlike all other Blade Poisons, needs no special skill to use once applied to the weapon. It adds the Vorpal bonus to the Base Weapon Damage for their next attack until it lands successfully a swing which lands or causes an active defense to be called. Vorpals cannot be resisted like normal Chemistry (ie poison shield or resist toxin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;ADVANCED PRODUCTION&amp;lt;/u&amp;gt;&#039;&#039;&#039; Advanced Chemistry items can only be crafted in game at a Laboratory. Each Recipe will have the required materials and the time needed to craft the item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BONDING COMPOUND&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  5 Uncommon Herbs  1 Rare Herb  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This chemical takes a full minute to apply to the objects to be affected. It will cover up to 1sq.ft. on each item. Once applied the pieces must be put together and left undisturbed for 2 full minutes, at the end of which time the items will become as one. They cannot be separated without breaking the item. This can even be used to Rebuild broken items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLADE POISON: NAUSEA&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Common Herbs  2 Uncommon Herbs  1 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This blade poison is applied to a weapon; giving the weapon a Carrier Attack. It causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it, to have Nausea added as an Effect Carrier to the damage normally called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DECANTER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  1 Rare Herb  1 Named Herb  1 Glowing Bottle&lt;br /&gt;
&lt;br /&gt;
Description This item allows a character to change a chemical into a more basic form in the field. This means a character could take a Vial and turn it into a Salve or Elixir of the same type, this takes 2 minutes of work.&lt;br /&gt;
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&#039;&#039;&#039;EPOXY&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;FIREDAMP&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;FLASK FLAME&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herb&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;GLOWING BOTTLE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  1 Named Herb&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;NIGHT EYES POWDER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Uncommon Herbs  3 Rare Herbs&lt;br /&gt;
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Description This chemical is a light powder that is applied to the character’s eyelids. Once applied, the character will be able to see in dark conditions without a light source. This does not allow for out of game items like night vision scopes, as this is intended for use in certain in game situations like Modules. This powder will last for 2 hours or until wiped away.&lt;br /&gt;
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&#039;&#039;&#039;PETRIFICATION SALVE&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This will remove the effects of Petrify from the target, restoring them to the state that they were in when they became Petrified. This means that all time for them starts again, and time sensitive things like Bleed Out counts will resume from where they were halted.&lt;br /&gt;
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&#039;&#039;&#039;RESIN&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;SETTING SOLUTION&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs  5 Rare Herbs  1 Named Herb&lt;br /&gt;
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Description This chemical can be applied to a single item up to 8 sq. ft. in surface area. Once applied, the chemical grants the item the Unshatterable property until the item expires.&lt;br /&gt;
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&#039;&#039;&#039;THERMITE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  1 Rare Herb  1 Named Herb&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;UNIVERSAL SOLVENT&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This chemical will cause up to 3 sq. ft. of an object to become weakened and easier to break. It takes a 10 counted action to apply to a surface, and lowers the Strength required to break the object by 6.&lt;br /&gt;
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&#039;&#039;&#039;BLADE POISON: VORPAL +8&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs&lt;br /&gt;
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Description This Blade Poison is applied to a weapon, and unlike all other Blade Poisons, needs no Energy expenditure from Poison Use to use once applied to the weapon. It causes the next successful swing by the weapon (a swing which lands or causes an active defense to be called), and all unsuccessful swings leading up to it, to have 8 bonus damage applied to the amount of damage normally called.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Previous_Order_Abilities&amp;diff=2205</id>
		<title>Previous Order Abilities</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Previous_Order_Abilities&amp;diff=2205"/>
		<updated>2025-09-29T21:07:14Z</updated>

		<summary type="html">&lt;p&gt;David: changed Natural Shapechanger  to downgrade stun to Knockdown from daze&lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
= Order and Attunement Abilities = &lt;br /&gt;
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&#039;&#039;&#039;Alarm&#039;&#039;&#039;&lt;br /&gt;
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On the watch you can never let your guard down, not even for one second. Gain &#039;&#039;Resist Ambush/Sleep/Charm/Command&#039;&#039; twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;Amplify Mind&#039;&#039;&#039;&lt;br /&gt;
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This ability allows the character to unlock inner reserves of power within a target’s mind. By spending 10 minutes of concentration with another character, this ability will restore one of the following: 1 Time per Reset skill, up to 4 Energy or 8 Mana. This cannot target the character using this ability. This ability costs 5 Psionic Points.&lt;br /&gt;
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&#039;&#039;&#039;Ancient Lore 1&#039;&#039;&#039;&lt;br /&gt;
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The Loremaster uncovers hidden and true knowledge; they can purchase the first rank of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills without requiring an instruction. Additionally, the player can choose 3 Common Knowledge (Areas) to become favored and receive a 1 SP discount on purchasing ranks, these cannot already be favored from the Scholar Background.&lt;br /&gt;
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&#039;&#039;&#039;Ancient Lore 2&#039;&#039;&#039;&lt;br /&gt;
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The Loremaster uncovers hidden and true knowledge; they can purchase the second rank of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills without requiring an instruction. Additionally, the player can choose 3 Common Knowledge (Areas) (6 Total) to become favored and receive a 1 SP discount on purchasing ranks, these cannot already be favored from the Scholar Background.&lt;br /&gt;
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&#039;&#039;&#039;Ancient Wisdom&#039;&#039;&#039;&lt;br /&gt;
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This ability has two functions. First it can be used to gather information similar to Knowledge Areas; during an encounter if a Plot Marshal asks if anyone has a certain Common Knowledge skill you can spend a 60 count action to tap into the Myst, at the end of the count you will gain at least part of the information that could be garnered; in the case of a Rare Knowledge the count is 120 as you have to reach farther to find the hidden answers. Second this ability allows you to have one question per month answered as honestly and completely as possible, about a plotline or story, by plot. This is not perfect; be warned that answers regarding deliberately concealed information may be hazy or useless. If this feature is used during an event it will take 1 hour of meditation after the question has been given to plot, this represent you reaching into the Myst to see the possible fates to find the answer and gives plot time to get your answer together.&lt;br /&gt;
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&#039;&#039;&#039;Animal Form&#039;&#039;&#039;&lt;br /&gt;
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This ability allows the character to assume the form of their breed creature, requiring a 10 counted action to change in and out of. Unlike the Caller’s &#039;&#039;Shifter&#039;&#039; Class Feature, the character’s gear does not change with them, so turning into a raccoon might make it hard to move their gear. While the change does not grant any special ability per se, the character can function in any manner that natural creature has at their disposal. Additionally, the character can use any of their skills in which they still meet all the requirements to function. &lt;br /&gt;
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&#039;&#039;&#039;Arcane Banish&#039;&#039;&#039;&lt;br /&gt;
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 This ability functions as the &#039;&#039;Banish&#039;&#039; effect, sending an extra Planar creature back to its plane of origin.&lt;br /&gt;
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&#039;&#039;&#039;Arcane Freedom&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039; &#039;&#039;&#039;As the breaker of bonds you have become difficult to bring down. This ability can be used on the character per the normal functions of the effect; alternatively, if the character is not currently under any negative effect this ability can instead be used as &amp;quot;Everyone in the sound of my voice Arcane Freedom&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Ascension&#039;&#039;&#039;&lt;br /&gt;
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This ability cannot be obtained between games, and can only be obtained during an event and only after the character takes part in an In Game RP encounter for their power base. Once a character has completed the necessary IG actions, they receive this ability, and the following applies: The character becomes an Outsider, meaning they are susceptible to Banish. Their body and metabolism are so altered that they are not affected by Paralyze, Sleep, and Stun, and can no longer be the target of First Aid or Diagnose unless the character attempting to use First Aid or Diagnose has Knowledge (Planes) Rank 5.&lt;br /&gt;
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&#039;&#039;&#039;Awakened Spirit&#039;&#039;&#039;&lt;br /&gt;
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When the body fails, a pure spirit remains. An Ascetic with this power cannot be rendered Unconscious. Effects that produce Unconsciousness (Sleep, Slumber, etc) still render the Ascetic helpless, but they will remain fully awake and aware for the entire duration. This explicitly includes death counts and time spent as a spirit on the way to the life well. At rank 7 the character no longer requires sleep each day; only prayer and meditation. This must be noted on the Marshal Notes, as the Marshal in the case of a Cabin Raid will wake up a player with this power.&lt;br /&gt;
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&#039;&#039;&#039;Bane Elemental/Fey&#039;&#039;&#039; &lt;br /&gt;
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This ability allows the character to deal +5 &#039;&#039;Temporary Damage&#039;&#039; with their weapons to Elementals or Fey. This ability lasts for 5 minutes or one Encounter, and is activated by announcing either &amp;quot;Bane Elemental&amp;quot; or &amp;quot;Bane Fey&amp;quot;, so that it is known which type of monsters are receiving the bonus damage from &#039;&#039;Bane&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Beast Mode&#039;&#039;&#039;&lt;br /&gt;
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This ability allows the character to awaken the primal essence of the beast within them. When activated, the character gains the following effects for the duration: +2 &#039;&#039;Permanent Weapon Damage&#039;&#039; with Claws, &#039;&#039;[[Effects|Evade]]&#039;&#039; x 3, &#039;&#039;Natural [[Effects|Fear]] Strike&#039;&#039; x 2. This ability lasts for one hour or Module. &lt;br /&gt;
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&#039;&#039;&#039;Beast Stride&#039;&#039;&#039;&lt;br /&gt;
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This ability allows the character to travel in natural terrain without disrupting the plant life. This has two benefits; animals do not notice your tracks as a threat, and when being tracked in a natural setting the penalties are doubled.&lt;br /&gt;
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&#039;&#039;&#039;Befuddle&#039;&#039;&#039;&lt;br /&gt;
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Part of the Wildlings’ nature is that their whims and wiles drive them, and that flightiness can have sway on others, especially when focused. This ability allows the character to use &#039;&#039;Arcane [[Effects|Feeblemind]]&#039;&#039; delivered with a packet. On the plane of &#039;&#039;Essence,&#039;&#039; the Delivery Type of this ability changes from &#039;&#039;Arcane&#039;&#039; to &#039;&#039;Magic&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Blacklight&#039;&#039;&#039;&lt;br /&gt;
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The colony has fully infected the character’s mind and has altered their body as well. Once each reset the colony can take over, turning the character’s physical form into that of a Swarm. While active, the character gains Damage Cap 1, Resist (Physical/Magic/Toxin) x 2, and they are Immune to Mental Effects. More importantly, this may be activated Passively, as a response to effects that would affect the character normally, but not affect a Swarm; such as: if Ambushed, this can be called this as a response to defeat the Ambush and activate this ability. This ability lasts for 5 minutes or 1 Encounter.&lt;br /&gt;
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&#039;&#039;&#039;Blind Traveler’s Sutra&#039;&#039;&#039;&lt;br /&gt;
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As the first step of training, all must learn to focus their inner will and navigate the Myst to reach the Monastery. This is often the stepping stone on which other abilities are developed. This Sutra takes 20 minutes of meditation to perform, after which the players goes out of game to NPC camp to speak with plot. The journey to and from the Monastery is not a quick one and can take up to an hour round trip. Additionally, once a character has their rank 5 ability they can expend a use of Iron Will to reduce the meditation time to 1 minute. Once a character has mastered rank 10 this ability can be used to travel to almost any location &#039;&#039;&#039;(on the Prime and Inner Plane, and possibly other planes),&#039;&#039;&#039; at the approval of plot.&lt;br /&gt;
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&#039;&#039;&#039;Blinding Speed&#039;&#039;&#039;&lt;br /&gt;
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This ability has two functions; first, it allows the character to expend one of their Flee abilities to move to a location they are aware of on this plane and is with 10 miles of their location. Second, because they can naturally move with amazing speed, they can also perceive similar things. When used, they can expend a Flee to call “No Effect” to a target’s use of Conceal; allowing them to continue attacking the Concealed target. The first function of this ability can only be used at night, and so long as it is not a new moon.&lt;br /&gt;
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&#039;&#039;&#039;Body of Perfection&#039;&#039;&#039;&lt;br /&gt;
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Through deep meditation in the harshest of elements, the character has gained focus over their physical form allowing them to overcome and ignore the minor planer effects of the Inner Planes. Once the character has gained their Rank 8 ability this effect becomes more powerful, allowing them to ignore minor and standard planer effects of the Inner Planes, as well as minor planer effects of all other planes (River, Void, Acheron, etc.) Additionally, the character can expend a use of Iron Will to extend this protection to two allies.&lt;br /&gt;
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&#039;&#039;&#039;Bonded Weapon&#039;&#039;&#039;&lt;br /&gt;
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Each Kensai has a weapon that they are bonded to; this bond is where they derive their chi and strength. The bond is so strong that should the weapon be lost or destroyed they lose all Kensai abilities until they personally rebuild the weapon with &#039;&#039;Smithing.&#039;&#039; Additionally, Kensai abilities with the # notation can only be used with their bonded weapon.&lt;br /&gt;
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&#039;&#039;&#039;I&#039;&#039;&#039; – Once each reset the characters bonded weapon can gain the carrier &#039;&#039;Magic&#039;&#039; for 5 minutes or an encounter. If the character has the &#039;&#039;Aura Blade&#039;&#039; skill the duration is increased to 1 hour.  &lt;br /&gt;
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&#039;&#039;&#039;II –&#039;&#039;&#039;A bonded weapon is the manifestation of the character’s power; as such it is also a conduit. Once each reset the character can spend 30 minutes in meditation to refocus their chi with their weapon, doing so allows the character to give the bonded weapon the weapon flavor, Silver, Cold Iron, or Magic, for the next 24 hours. Additionally, the &#039;&#039;Aura Blade&#039;&#039; skill gains added effect when used with the bonded weapon; instead of only granting the &#039;&#039;Magic Flavor Carrier&#039;&#039;, the character also gains 6 &#039;&#039;Blade&#039;&#039; effects (+5 &#039;&#039;Temporary Damage&#039;&#039;) that must be used during the duration.&lt;br /&gt;
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&#039;&#039;&#039;III –&#039;&#039;&#039; By this point the character has fully bonded with their chosen weapon making it an extension of the character. The bonded weapon is always considered to be &#039;&#039;Honed.&#039;&#039; Additionally, using the &#039;&#039;Aura Blade&#039;&#039; skill will activate the bonded weapon&#039;s full potential; while active, the effect of &#039;&#039;Blitz&#039;&#039; will be cause the appropriate number of swings to deal +10 &#039;&#039;Temporary Damage&#039;&#039;, instead of its normal +5 &#039;&#039;Temporary Damage&#039;&#039; bonus.&lt;br /&gt;
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&#039;&#039;&#039;Call to Spirits&#039;&#039;&#039;&lt;br /&gt;
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This ability allows the character to sense and communicate with dormant spirits. This ability can be used twice each reset in one of the following ways: First it can be used as a &#039;&#039;Detect Spirit&#039;&#039; announced as “Are there any spirits in the sound of my voice”, this will ping anything with a spirit even hidden/invisible targets. While it does not reveal them you are aware they are present and roughly where. Second they can speak to lesser spirits that live in all objects. This allows them to ask one question of an object. Note – most objects will have very low intelligence.&lt;br /&gt;
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&#039;&#039;&#039;Caravan Master&#039;&#039;&#039;&lt;br /&gt;
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Your training in leading goes far beyond just battle, but also in the assurance of safe passage. When leading others to a location that you have traveled to before you ignore natural terrain hazards (by avoiding them) and you can invoke the &#039;&#039;Warning Signs&#039;&#039; skill once each journey.&lt;br /&gt;
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&#039;&#039;&#039;Carrier at Will&#039;&#039;&#039;&lt;br /&gt;
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The character has the ability to add a Flavor Carrier to their weapon swings as they choose. &#039;&#039;&#039;Planar Champions&#039;&#039;&#039; will have their Flavor Carrier based on the following:&lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Inner Plane&#039;&#039;&#039;&#039;&#039; grants Fire, Stone, Water, or Wind, &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Acheron&#039;&#039;&#039;&#039;&#039; grants Shadow, and &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Abyss&#039;&#039;&#039;&#039;&#039; grants Silver(Astral Fire).&lt;br /&gt;
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&#039;&#039;&#039;Chase&#039;&#039;&#039;&lt;br /&gt;
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Letting the mark get away is not an option for several reasons, and because of this you have learned how to give chase in almost any circumstance. Once each reset the character can use this ability to follow a target that has escaped, including magical means such as &#039;&#039;Teleport&#039;&#039;. This must be used within 5 minutes of the target leaving the Encounter, and gives no information about where they will end up. This will only transport the character using the ability, but may also transport up to 5 other targets so long as they are also Iron Star Mercenaries.&lt;br /&gt;
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&#039;&#039;&#039;Chi Warlord&#039;&#039;&#039;&lt;br /&gt;
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The character has not only learned to focus their power through their weapon but also through their presence. Once each reset they can bolster those around him granting &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm&#039;&#039; effects. Additionally, it reduces the &#039;&#039;Energy cost&#039;&#039; of their offensive Techniques by 1; to a minimum of 1 for all allies for the Encounter.&lt;br /&gt;
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&#039;&#039;&#039;Chi Projection&#039;&#039;&#039;&lt;br /&gt;
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The character has not only learned to focus their power through their weapon but also through their presence. A limited number of times each reset the character can force his presence on a target; this is delivered as “&amp;lt;Target&amp;gt;&#039;&#039;Voice Arcane [[Effects|Fear]]&#039;&#039;” or ““&amp;lt;Target&amp;gt;&#039;&#039;Voice Arcane [[Effects|Command]]&#039;&#039;”.&lt;br /&gt;
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&#039;&#039;&#039;Child of Atuntoril&#039;&#039;&#039;&lt;br /&gt;
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It is in the darkest hours that your watch will be the longest, and in times rest is not for you. As part of their training, they are blessed in the holiest of sites granting you the blessing of your ancestors. This ability makes the character &#039;&#039;Immune&#039;&#039; to &#039;&#039;Sleep&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may also be part of the attack.&lt;br /&gt;
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&#039;&#039;&#039;Combat Focus (Renamed Inspiration)&#039;&#039;&#039;&lt;br /&gt;
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This ability gives the character extreme focus for 5 minutes or one Encounter, granting either +1 &#039;&#039;Permanent Weapon Damage&#039;&#039;, or 25 additional &#039;&#039;Spell Pool&#039;&#039; points while it is active.&lt;br /&gt;
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&#039;&#039;&#039;Contact Ancient Dead&#039;&#039;&#039;&lt;br /&gt;
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This ability works much like Speak with Spirits; however, the character can reach much further into the River. The character can awaken a spirit that has been permanently dead for up to 150 years per character level times their skill level in &#039;&#039;Knowledge (Cycle)&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Consume Component&#039;&#039;&#039;&lt;br /&gt;
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Making the most out of everything you have is sometimes the make or break on getting a job done. This ability allows the character to consume the power stored in a Named Component and draw from it either (4) Energy or (9) &#039;&#039;mana&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Consume Infection&#039;&#039;&#039;&lt;br /&gt;
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This ability allows the character to remove the &#039;&#039;[[Effects|Rot]]&#039;&#039; effect from a target, on a 10 counted action. In addition to removing the &#039;&#039;Rot&#039;&#039; effect from the target, the Plague Bearer is healed for 20 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Crafting Perfection&#039;&#039;&#039;&lt;br /&gt;
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This ability reflects the character’s skill at not only crafting but doing so in ways that limit waste and imperfection. Their time to create items is reduced by the listed time, this is not cumulative and it cannot reduce the time below 1 minute per level of the item.&lt;br /&gt;
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&#039;&#039;&#039;Exhaustion Strike&#039;&#039;&#039;&lt;br /&gt;
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This ability allows the character to deliver a blow to a target that has almost instant and lasting effects. This attack is delivered with the call &amp;quot;Exhaustion Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace and cannot use Flee/Wolfpack.&lt;br /&gt;
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&#039;&#039;&#039;Dark Phase&#039;&#039;&#039;&lt;br /&gt;
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This ability works just as the Phase monster power, except that it can only be used at night, in heavy shadows, or in darkness.&lt;br /&gt;
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&#039;&#039;&#039;Deconstruct&#039;&#039;&#039;&lt;br /&gt;
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Those who have truly mastered their art hold this ability, they have learned not only how to build but how to break anything, for everything is made up of the same energy. This ability can be used on any loose item, up to 8 sq.ft., or against golem creatures. The call for this ability is “&#039;&#039;Arcane Deconstruct&#039;&#039;” and is packet delivered, this effect will instantly destroy the target item reducing it to dust, even if the item was Unshatterable; as well the item cannot be affected by &#039;&#039;Refit or Rebuild&#039;&#039;. This ability can be used once each reset, however, the character may bank 10 Production Points at check-in for an additional use.&lt;br /&gt;
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&#039;&#039;&#039;Deep Roots&#039;&#039;&#039;&lt;br /&gt;
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The Ent begins to realize how deep their roots actually run. The character is are treated as having +1 rank of &#039;&#039;Knowledge (Nature)&#039;&#039;. This stacks with the Scholar Background and with the Circle benefit if casting rituals.&lt;br /&gt;
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&#039;&#039;&#039;Destructive Blow&#039;&#039;&#039;&lt;br /&gt;
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This ability functions the same as the Champion Advanced Skill.&lt;br /&gt;
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&#039;&#039;&#039;Detect Elements&#039;&#039;&#039;&lt;br /&gt;
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This ability duplicates &#039;&#039;Detect Magic&#039;&#039; but only works on Elemental Planar effects, allowing the character to see traces of such, as well as identify what type of Planar energy it is.&lt;br /&gt;
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&#039;&#039;&#039;Diffusion of Body&#039;&#039;&#039; &lt;br /&gt;
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 This ability allows the character to remove all status effects from their person and instantly assume an &#039;&#039;Arcane [[Effects|Gaseous Form]]&#039;&#039;. This can be used so long as the character is under their own control, and conscious. This ability can be used once each reset, however the character can expend an &#039;&#039;Iron Will&#039;&#039; for an additional use.&lt;br /&gt;
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&#039;&#039;&#039;Discern Location&#039;&#039;&#039;&lt;br /&gt;
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Once each reset you can spend 10 minutes focusing on the target to generate the effect of a &#039;&#039;Discern Location&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Double Attack&#039;&#039;&#039;&lt;br /&gt;
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This ability may be used when the character has successfully made a weapon attack upon a target, and the target defended against it in ANY fashion. If the defense initiates a chain reaction (Riposte) this chain must be completed before Double Attack can be used. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack.&lt;br /&gt;
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&#039;&#039;&#039;Drop of Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The viral load in your blood can repair your body to a usable-if-not-perfect standard, given even a drop of blood from which to work. This passively counters effects that destroy your body which would prevent you from receiving a Life effect. Additionally, if you have the &#039;&#039;Self-Stabilize&#039;&#039; power it sets you to 1 &#039;&#039;Body Point&#039;&#039; instead of 0.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duck and cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Creatures that deal Massive damage are rarely quick, and you have learned to read their motions. This ability grants the character &#039;&#039;Resist Massive&#039;&#039;, which is specifically used against attacks with the &#039;&#039;Massive&#039;&#039; Modifier. This ability can be used 3 times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duty Paramount&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whenever the character uses their species &#039;&#039;Resist Mind&#039;&#039;, it also grants the character a &#039;&#039;Mind Guard&#039;&#039; effect (as per the &#039;&#039;Mind Guard&#039;&#039; spell).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Barrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to create a &#039;&#039;Barrier&#039;&#039; around themselves that will negate the next 20 points of Fire/Stone/Water/Wind damage that strikes them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to enshroud their weapon with the power of the Planes causing them to inflict more damage against certain foes. This effect will last for 5 minutes or one Encounter. The &#039;&#039;Flavor Carrier&#039;&#039; they can choose from are: Fire, Stone,Water, Wind, and Iron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Conduit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to generate a spell effect (based on the character&#039;s power source), with the call “Elemental &amp;lt;Effect&amp;gt;”.&#039;&#039;&#039;&#039;&#039;Inner Plane&#039;&#039;&#039;&#039;&#039; generates the &#039;&#039;Implosion&#039;&#039; effect, &#039;&#039;&#039;&#039;&#039;Acheron&#039;&#039;&#039;&#039;&#039; generates the &#039;&#039;Kill&#039;&#039; effect, and &#039;&#039;&#039;&#039;&#039;Abyss&#039;&#039;&#039;&#039;&#039; generates the &#039;&#039;Psionic Command&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Damage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This grants the character a pool of damage that can be thrown in increments of 5 points of damage with the call &amp;quot;Elemental X &amp;lt;Flavor&amp;gt;&amp;quot;; where &amp;quot;X&amp;quot; is the damage and the Flavor is aligned to the Plane or power they champion. The Flavors are as follows: &#039;&#039;&#039;&#039;&#039;Inner Plane&#039;&#039;&#039;&#039;&#039; grants Fire, Stone, Water, or Wind, &#039;&#039;&#039;&#039;&#039;Acheron&#039;&#039;&#039;&#039;&#039; grants Shadow, and &#039;&#039;&#039;&#039;&#039;Abyss&#039;&#039;&#039;&#039;&#039; grants &#039;&#039;Psionic Body&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Focus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After years of focus on the nature of the &#039;&#039;&#039;&#039;&#039;Inner Plane&#039;&#039;&#039;&#039;&#039; and mastery of elements, your focus of those energies becomes magnified. This grants the character 25 points of &#039;&#039;Spell Pool&#039;&#039; for their chosen flavor (Fire/Stone/Water/Wind). These charges can be weapon delivered per &#039;&#039;Channel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Rush&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This effect allows the character to alter the delivery of their spells and abilities. Instead of the normal incant or activation, this ability allows the character to deliver a Spell or Special Attack with the &#039;&#039;Elemental&#039;&#039; Delivery Type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven Superiority&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You gain +1 &#039;&#039;Permanent Weapon Damage&#039;&#039; or 10 points of &#039;&#039;Spell Pool&#039;&#039; when wielding an Elven-Crafted weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathic Healing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to heal another target for 10 &#039;&#039;Body Points&#039;&#039; (or them self for 5 points) of body damage. This ability costs 1 Psionic Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathic Thoughts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to read the thoughts of another creature they are in contact with. To use the ability, the character must be in contact with the target and must expend 1 Psionic Point. This allows the characters to have an OOG conversation and is completely Role-Play. Once the character has reached Rank 5, they can detect sentient creatures near them; this is called as “Everyone in the sound of my Voice Detect Sentient”. Once a character has reached Rank 10, they can expend 5 Psionic Points to ask a question that must be answered truthfully out of game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empathic Transfer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to transfer body damage or active status conditions from another character to them self. This ability costs 1 Psionic Point to transfer an effect, but can transfer Body Damage freely. This takes a 3 counted action to transfer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enshroud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability is delivered as “Arcane Enshroud”; a target affected by this ability can only perceive and remember the caster as a featureless shadowy figure. This effect lasts for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereal Walk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to almost instantly vanish and appear 20 steps away. When used the player calls “&#039;&#039;Arcane Teleport&#039;&#039;”, and then puts their hands on their head and takes their 20 steps. If this puts a character on the other side of a building then the distance is measured roughly, as the 20 steps is a straight line that can pass through walls, building, and even magical barriers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fairies Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the characters’ true nature is further awakened, their tie to the past changes them even further. The characters’ &#039;&#039;Resist Enchantment&#039;&#039; skill now becomes &#039;&#039;Resist Arcane&#039;&#039; while on the &#039;&#039;Prime&#039;&#039;, and when they are on &#039;&#039;Essence&#039;&#039; the skill becomes &#039;&#039;Resist Magic&#039;&#039; instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Favor of the Gods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Devotion and service are rewarded by the powers that be. The character is granted divine favor for their works and are awarded an amount of loose to cover their first SP each event. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Field Resurrection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to act as a Life Well for the purposes of resurrection. Dead characters can sense the player just like a Life Well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fix-It&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to fix almost anything that has been destroyed. A limited number of times each reset, the character can generate a “&#039;&#039;Natural [[Effects|Rebuild]]&#039;&#039;”, which functions as the &#039;&#039;Rebuild&#039;&#039; spell, with the exception that it can be used up to one hour after the item was destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flee&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability will allow a character to escape by running away from any situation, leaving the current encounter, where such escape is not physically blocked. This ability may also be used to &#039;&#039;Resist&#039;&#039; or &#039;&#039;[[Effects|Dispel]]&#039;&#039; any effect that would prevent running, such as a [[Effects|&#039;&#039;Rot&#039;&#039; or &#039;&#039;Slow&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Follow Those before&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finding sprits has become almost natural; this ability allows the character to find others based on their relation. When trying to locate a known person that is of the same clan, they can replicate the &#039;&#039;Discern Location&#039;&#039; effect. When trying to locate a known Deep Elf they gain +2 Bonus on &#039;&#039;Tracking Contested Rolls&#039;&#039;, or tracking a known target that is not a Deep Elf they gain +1 Bonus to a &#039;&#039;Tracking&#039;&#039; &#039;&#039;Contested Roll&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force of Nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to utilize ‘&#039;&#039;The Trees Are Angry’&#039;&#039; power against any unnatural creature, (&#039;&#039;Abomination&#039;&#039; and &#039;&#039;Undead&#039;&#039; creatures are the most common), not just those who have damaged a tree in their presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the People&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may use the &#039;&#039;Defend&#039;&#039; ability to defend another High-Elf, once each Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This ability increases the character’s base &#039;&#039;Body Points&#039;&#039; by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Maximum &#039;&#039;Body Points&#039;&#039;, not their current &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fully Colonized&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your infection has taken on new heights and can fix you even faster. Using the &#039;&#039;Troll&#039;s blood&#039;&#039; power only requires 2 &#039;&#039;Regenerations&#039;&#039; to be expended instead of 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability requires the character to spend 10 minutes concentrating, and needs a plot marshal present to use. This ability allows the character to open a gateway to the Inner Plane; this gateway will allow movement back and forth to the chosen plane. When opened the character must set the time frame that the gate will stay open up to a maximum of 12 hours, the character can close the gate at any time from either side by touching the gate and concentrating for 1 minute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Passlock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ability allows the character to pass through a magically locked or sealed door, without harming the door or whatever is holding it shut.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harden Skin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes the character&#039;s skin to become more rigid and firm, granting the benefit of the &#039;&#039;Harden Skin&#039;&#039; power, and stacks with the power if the character already has it. This makes manufactured armor hard to fit, however, and the character becomes limited to Light Armor as a wearable maximum, regardless of class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harm Touch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Fire/Stone/Water/Wind/Iron&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum &#039;&#039;Body Points&#039;&#039;. This attack is delivered with a weapon and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healed by the Light&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At this stage the character’s connection with the purity of the silver moon light has become so strong that by standing in the moonlight they can gain the effects of &#039;&#039;Slow Regeneration,&#039;&#039; allowing them to spend 1-minute concentrating while not in combat, at the end of which they will be healed to their maximum &#039;&#039;Body Points&#039;&#039;. This bond does come with a drawback they cannot regenerate hit points lost due to attacks that had a &#039;&#039;Disease Effect Carrier&#039;&#039; or by attacks and &#039;&#039;Spell Pool&#039;&#039; damage with the &#039;&#039;Shadow Flavor Carrier&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hear the Voice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Event (and in BGAs), the character can use this ability to speak to their Ancestors in a one hour Ritual that requires meditation, which will give insight into future events. The character gets to ask one question for every odd rank they have in the Shugenja Attunement. At a baseline, the answers given by the Ancestors will be equal to rank 5 in the correct Knowledge (Area) necessary, although plot may grant further information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to the specified number of attacks each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hold the Line&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Holding the line means just that, and once you have decided to hold a point you will die there before you retreat. Once activated the character gains &#039;&#039;Immunity&#039;&#039; to the effects of &#039;&#039;Binding Strike, Charm, Command, Fear, Knockdown, Repel, Shun, and Terror.&#039;&#039; However, they cannot and will not leave the fight of their own free will. This can be used once each reset and will last for an Encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Honor Bound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Kensai must live their life by a strict code of law and honor to maintain their chi and bond.&lt;br /&gt;
&lt;br /&gt;
Disgrace before Dishonor&lt;br /&gt;
&lt;br /&gt;
Lies are the weapons of the weak and feeble&lt;br /&gt;
&lt;br /&gt;
Forsake the shadow, for it is corruption&lt;br /&gt;
&lt;br /&gt;
Obey the law of an honorable man’s house&lt;br /&gt;
&lt;br /&gt;
Eschew unfairness and deceit&lt;br /&gt;
&lt;br /&gt;
Persevere to the end in any enterprise begun&lt;br /&gt;
&lt;br /&gt;
Never to refuse a challenge from an equal&lt;br /&gt;
&lt;br /&gt;
Never to turn the back upon a foe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbue Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to imbue another character&#039;s weapon with their chosen element (Fire/Stone/Water/Wind), allowing them to add that Flavor Carrier to their damage call for 5 minutes or one Encounter. Additionally when you have this ability and are the target of this effect your Base Weapon damage is increased by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immune to Disease&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability makes the character Immune to all Diseases. In the case of carrier attacks, the character is only Immune to the effect but still takes the damage from such an attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Resurrection&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This ability increases the character’s mastery of the arts of &#039;&#039;Resurrection&#039;&#039; far beyond what can simply be learned. The character gains a +2 Bonus to their &#039;&#039;Contested Roll;&#039;&#039; additionally once they reach rank 10 the time to perform a &#039;&#039;Resurrection&#039;&#039; is reduced by up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Resistance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions the same as the Improved Species, Resist Magic Power. If the character has already purchased the Improved Species, Resist Magic Power, then all of their Resist Magic species abilities, both purchased with Skill Points and earned from levels, become Resist Arcane/Magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Taproot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the character&#039;s link to nature becomes more firm, they are better able to call upon its healing ability. In addition to the effect of &#039;&#039;Taproot&#039;&#039;, the character can also gain other effects: 5 minutes of concentration will regenerate all lost or damaged limbs as per the &#039;&#039;Regenerate&#039;&#039; spell, 10 minutes of concentration will heal the character to maximum &#039;&#039;Body Points&#039;&#039;, and 15 minutes of concentration will cure ANY &#039;&#039;Disease&#039;&#039; affecting the character. These times are inclusive, so all benefits up to the time bracket spent concentrating are gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inconspicuous&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the first gifts to take hold isthe ability for the character to alter their body’s appearance. This ability allows the character to alter their base appearance in minor ways: eye color, hair color, height, and even weight can be altered a small amount. While this may not seem like a big deal, it makes it virtually impossible to identify the character based on just a description. Those who have interacted with the character for an extended period of time would still recognize them, but for a stranger there is no chance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infected Understanding&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Plaguebearer can tell at a glance what’s wrong with someone - they&#039;ve probably had the same thing wrong with them before, more than once. This acts as the &#039;&#039;Diagnose&#039;&#039; skill, except that it has no prerequisites and can be used at any distance where you do not have to yell for your target to know it’s happening.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inflict ??&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to gain one of two effects when it is used: add the &#039;&#039;Rot&#039;&#039; Effect Carrier to attacks made with the character&#039;s Claws, or may change the Flavor of the character&#039;s current &#039;&#039;Spell Pool Charges&#039;&#039; to &#039;&#039;Rot&#039;&#039;. This ability can be used twice each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Into the Night&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the job is done, escape is the best action. This grants the character the &#039;&#039;Flee&#039;&#039; ability that can be used twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know the Lingo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a reflection of their need to deal in all lands, the character receives an additional &#039;&#039;Read and Write&#039;&#039; skill at no cost. In addition, they are well versed in contracts and deals, and will be very aware if they are being short-changed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lay of the Land&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 By the time the character has reached this level of training, they have done more than a small amount of traveling. The character can never truly become lost and is always able to backtrack their journeys to the starting point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lay Hands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions exactly as the Paladin class feature, with the exception that the Order power is only usable a limited number of times each reset based on the character&#039;s rank in the Seven Shields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leader’s Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both on and off the battlefield it is a leader&#039;s duty to offer guidance and to boost morale. By working with another character who is performing a counted action, the Pack Master can reduce the time by 50%.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Link Body&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability combines the caster and a target’s base &#039;&#039;Body Point&#039;&#039; totals together, and then divides them equally for the duration. (Example: Caster has 30 &#039;&#039;Body Points&#039;&#039; and the target has 14 &#039;&#039;Body Points&#039;&#039;. While this effect is active, their &#039;&#039;Body Point&#039;&#039; totals would change to 22 for each of them.) This ability requires 5 minutes of concentration to forge the link, which once created, will last for one hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Linked Resurrection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character and others to join their skill of &#039;&#039;Resurrection&#039;&#039; together for a more powerful effect. This can be used with any number of Riverwalkers, and can include up to 1 Non-Riverwalker. The total number of ranks of &#039;&#039;Resurrection&#039;&#039; is added together, however only one character who is leading the resurrection can gain the benefits of Improved Resurrection, all others only add their purchased skill ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locate Item&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to spend 10 minutes focusing on a very specific item that they either have seen or have a very good description of. At the end of the time, this ability will generate the &#039;&#039;Locate Item&#039;&#039; Ritual effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Longevity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes Basic items created by the character to last double the normal amount of time before expiring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grants the Loremaster the listed benefit, can only be chosen once. The Loremaster must have purchased 5 ranks in the associated knowledge skill in order to choose lore.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Lore&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Astronomy&lt;br /&gt;
|Can cast 10 mana worth of spells each reset, follows all standard casting rules.&lt;br /&gt;
|-&lt;br /&gt;
|Cycle&lt;br /&gt;
|Resist Spirit/Shadow once each reset&lt;br /&gt;
|-&lt;br /&gt;
|Geography&lt;br /&gt;
|Resist Impairment once each reset&lt;br /&gt;
|-&lt;br /&gt;
|History&lt;br /&gt;
|Reduces the effect of &#039;&#039;Forget&#039;&#039; by 75%&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Gain a free Ritual into Memory&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|Resist Toxin once each reset&lt;br /&gt;
|-&lt;br /&gt;
|Nautical&lt;br /&gt;
|Gains Underwater Combat&lt;br /&gt;
|-&lt;br /&gt;
|Nobility&lt;br /&gt;
|Gets member discount on items for no &#039;market mark up&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Planes&lt;br /&gt;
|Resist Elemental once each reset&lt;br /&gt;
|-&lt;br /&gt;
|Warfare&lt;br /&gt;
|Gain a 2 &#039;&#039;Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Species&lt;br /&gt;
|Species Affinity&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Allergy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As one of the first Fae lines, the Wildlings were truly creatures of the Arcane and the power of magic was something they not only could not grasp, but in fact, were inept. This ability limits the character from being able to cast spells above 6&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level; at Rank 5, this limit further drop to 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; level spells; and at Rank 10, the character cannot use magic at all; this has no effect on &#039;&#039;Ritualism.&#039;&#039; Additionally, the ability limits the character to only be able to carry one &#039;&#039;Forged Item&#039;&#039; on their person. Carrying a second &#039;&#039;Forged Item&#039;&#039; reduces their maximum &#039;&#039;Body Points&#039;&#039; by half and attempting to carry more renders them &#039;&#039;Unconscious&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Awaken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to deliver with a packet a “Magic Awaken”, this functions as the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Freedom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to deliver with a packet a “Magic Freedom”, this functions as the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Cure Disease&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions as the spell, but may only be touch cast and is called as “Magic Cure Disease”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Flare&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of work and effort have been spent to learn to control the ether of the world, and it is shown in this ability. When activated, the character visibly ignites with blue fire as the ether they are channeling becomes so strong and volatile it takes on an appearance; causing all spells cast to be delivered as Arcane, however, each spell cast as such consumes 1 maximum Body Point from the character. This loss of &#039;&#039;Body Points&#039;&#039; cannot be healed, as it is reducing their maximum &#039;&#039;Body Points&#039;&#039;, and if the character&#039;s maximum &#039;&#039;Body Points&#039;&#039; are reduced to 0, they instantly dissipate. The &#039;&#039;Body Points&#039;&#039; burned away by this ability will return after 8 hours of sleep. This ability can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to deliver with a packet a “Magic Life”, this functions as the spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana Sink&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to amplify the effects of tapping a Ley Line with Knowledge &#039;&#039;(Astronomy)&#039;&#039;. When tapping a Ley Line with &#039;&#039;Knowledge (Astronomy),&#039;&#039; the time is reduced from 15 minutes to 2 minutes, and the cost is reduced to 2 Knowledge Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mass Resurrection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to attempt to resurrect a number of targets at one time, equal to the character&#039;s purchased ranks of &#039;&#039;Resurrection&#039;&#039;. This ability can be used in conjunction with other &#039;&#039;Resurrection&#039;&#039; powers and abilities&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Message&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to send a short message to a target which must be a Midnight Thorn, with a preset number of words. To do so the player must either have a marshal deliver the message to the target or the player can go out of game to deliver the message.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meta Augmentation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability augments the character&#039;s &#039;&#039;Ley Study&#039;&#039; power by granting them one additional &#039;&#039;Ley Point&#039;&#039; each time this ability is earned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Blast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to inflict 10 points of Body damage to a target, with the call “Arcane Psionic 10 Body”. This ability costs 2 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once each reset the Moon-blooded can force themselves to shapechange and take on the form of a moon beast. This follows the normal rules for shape change, with the following differences: the character can stay shape changed this way for up to 1 hour and their form is humanoid so they can still use skills, speak, even use weapons and cast spells, and gain the following stats.&lt;br /&gt;
&lt;br /&gt;
+20 &#039;&#039;Body Points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
+2 &#039;&#039;Permanent Strength&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medium Claws&lt;br /&gt;
&lt;br /&gt;
Silver to Hit&lt;br /&gt;
&lt;br /&gt;
Resist Magic x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 5&lt;br /&gt;
&lt;br /&gt;
Can use each of their other attunement abilities 1 additional time in this form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mushroom Ring&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While many of the Fae know of the power of the fairy rings, Wildlings were some of the first to create and master them. The character can spend an hour growing a mushroom ring and create Fae portal that can be used to create a &#039;&#039;Gate&#039;&#039; between the &#039;&#039;Prime&#039;&#039; and &#039;&#039;Essence&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mystery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grants the Loremaster the listed benefit, can only be chosen once. The Loremaster must have Lore in the associated Knowledge (Area) in order to choose a Mystery.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Knowledge&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Mystery&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Astronomy&lt;br /&gt;
|Once each month the character can use the &#039;&#039;High Horoscope&#039;&#039; ritual at no cost&lt;br /&gt;
|-&lt;br /&gt;
|Cycle&lt;br /&gt;
|On a failed resurrection pick the player draws twice from the 2nd bag taking the better result&lt;br /&gt;
|-&lt;br /&gt;
|Geography&lt;br /&gt;
|Beast Stride&lt;br /&gt;
|-&lt;br /&gt;
|History&lt;br /&gt;
|&#039;&#039;Delve History&#039;&#039; as the ritual once each reset at no cost&lt;br /&gt;
|-&lt;br /&gt;
|Magic&lt;br /&gt;
|Reduces the Named Component cost of ritual they cast by up to 2&lt;br /&gt;
|-&lt;br /&gt;
|Nature&lt;br /&gt;
|Once each reset can rapidly regenerate, healing the character to full &#039;&#039;Body Points&#039;&#039; and removing Toxins from their system. This effect takes 1 minute to have effect once activated; this can be activated while at -1.&lt;br /&gt;
|-&lt;br /&gt;
|Nautical&lt;br /&gt;
|Can hold their breath underwater for up to 30 minutes unaffected by combat&lt;br /&gt;
|-&lt;br /&gt;
|Nobility&lt;br /&gt;
|Knows enough of a family&#039;s sordid past that they can influence a Noble 1 rank higher than their expenditure of KA: Nobility states.&lt;br /&gt;
|-&lt;br /&gt;
|Planes&lt;br /&gt;
|Open Portal at no cost (Twice each reset, takes 5 minutes to perform)&lt;br /&gt;
|-&lt;br /&gt;
|Warfare&lt;br /&gt;
|Can use Zeal once each day&lt;br /&gt;
|-&lt;br /&gt;
|Species&lt;br /&gt;
|Once each reset can use a species special ability for 1 hour or module&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Shapechanger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Being a natural shapechanger means their bodies are almost free flowing in their ability to change form. This ability changes the character’s base classification a small amount, granting them the following changes: &#039;&#039;Reduced Effect Stun: Knockdown&#039;&#039; and they can &#039;&#039;Regenerate&#039;&#039; damaged limbs on a 30 count as their body returns to its natural form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Fury&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability gives the character a well of damage that can be thrown in any increment of 5 they choose. The ability is called as “Elemental &amp;lt;Damage&amp;gt; Lightning”. This set pool is per reset, and cannot be reset like &#039;&#039;Spell Pool&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Escape&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Escaping the character is a task that is not easy. This ability allows the character to prevent a target from escaping twice each reset, by countering the target&#039;s &#039;&#039;Flee&#039;&#039;. The call for this ability is &amp;quot;Flee&amp;quot;, but it cannot be used to &#039;&#039;Flee&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Mans Fool&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The character&#039;s focus on pursuing their target has been well honed. This ability causes the character to not be subject to illusions or disguises that their target is using to hide their true person.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of Them&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 As your true nature takes over you are returned to a more natural state, as the world would see it. Natural animals will see you as one of the natural world and if not provoked or threatened, they will not harm you. There are even times that creatures of the wild may come to your aid. Almost as though the will of nature is for all its creatures to be at peace and survive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pack Commands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the leader, your orders are heeded and followed. Each time this ability is gained, choose one option from the list below. These can be used interchangeably with your daily uses.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Stalkers Command&#039;&#039;&#039;&#039;&#039;- This ability can only be used when none of the intended targets are in combat. This ability mimics &#039;&#039;Conceal&#039;&#039;, but will be granted to up to 8 targets. Any Felis that are the target of this effect will have the duration doubled from 10 seconds to 20 seconds.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Strikers Command&#039;&#039;&#039;&#039;&#039;- This ability grants up to 5 allies the following: 3 &#039;&#039;Blade&#039;&#039; effects of +5 &#039;&#039;Temporary Critical Weapon Damage.&#039;&#039; Felis characters who are the target of this effect gain 6 &#039;&#039;Blade&#039;&#039; effects, instead of 3.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Prowlers Command-&#039;&#039;&#039;&#039;&#039; This ability will affect up to 8 allies when used. Each ally that is affected will become &#039;&#039;Immune&#039;&#039; to &#039;&#039;Blind, Slow&#039;&#039;, and &#039;&#039;Fog&#039;&#039; effects, as their other senses are heightened. Additionally Felis can block the &#039;&#039;Flee&#039;&#039; skill, if used by an enemy. Making it almost impossible for a foe to get away. This ability lasts for 5 minutes or one Encounter.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Hunters Command&#039;&#039;&#039;&#039;&#039;- Once you have the scent you can almost lead others to the prey. This ability will effect up to 5 targets. So long as you have found the targets scent, and the trail is no more than 24 hours old, each target gets &#039;&#039;Contested Roll&#039;&#039; with no modifiers. If a Felis is the target of this ability then the &#039;&#039;Contested Roll&#039;&#039; has a +3 modifier.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passlock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ability allows the character to pass through a non-magically locked or sealed door, without harming the door or whatever is holding it shut.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; &#039;&#039;&#039;This ability allows the character to momentarily shift partially to another Plane, allowing them to completely avoid a single attack of any type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plague Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability may be used in one of two ways: the character either can make a &#039;&#039;Plague Strike&#039;&#039; attack with their Claws, or can throw &#039;&#039;Natural Plague&#039;&#039; with a packet. This ability can be used three times each reset and is one attack, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plague Host&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Plague Bearer&#039;s colony has adapted almost fully to them and now seeks to be the only thing crawling around inside them. This ability causes the character to become &#039;&#039;Immune&#039;&#039; to all parasitic creatures and &#039;&#039;Diseases&#039;&#039;, as their colony violently attacks them upon entry. Additionally, whenever the character reaches -1 &#039;&#039;Body Points&#039;&#039; and begins Bleeding Out, their body reeks of a rotten corpse. This causes Natural animals (other than carrion feeders) and even some humanoids to just avoid the character&#039;s body like the plague.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planar Asylum&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability will protect the character and up to 10 of their allies from the adverse effects of the &#039;&#039;&#039;&#039;&#039;Inner Plane&#039;&#039;&#039;&#039;&#039; for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planar Conduit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability replicates the effect of the &#039;&#039;Contact Extra Planar Creature&#039;&#039; ritual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Play Dead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to fake their own death, fooling even the most advanced detections. When this ability is used, the character falls prone and for up to the next 6 minutes is considered &#039;&#039;Dead&#039;&#039;. This effect can be ended at any time before the end of the duration; however, if it is not ended they will &#039;&#039;Dissipate.&#039;&#039; While using this skill, they are not subject to effects that do not function on a &#039;&#039;Dead&#039;&#039; target; this includes &#039;&#039;Kill&#039;&#039; effects, &#039;&#039;Toxins&#039;&#039;, and most spell effects. Skills like &#039;&#039;Diagnose&#039;&#039; will also show the target as &#039;&#039;Dead.&#039;&#039; Additionally, since the character’s body smells dead, natural animals (with the exception of carrion breeds) will leave them alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protector of the Realm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While wielding an Elven crafted weapon that is also &#039;&#039;Delimited&#039;&#039;, the character gains an additional number of &#039;&#039;Energy&#039;&#039; or Manax2 equal to their Ranks in &#039;&#039;Knowledge (High-Elf)&#039;&#039;, this stacks with the effect of &#039;&#039;Delimit&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Clear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability works like &#039;&#039;Dispel&#039;&#039; but only removes the following effects: &#039;&#039;Charm, Command, Fear, Feeblemind, Paralysis, Shun,&#039;&#039; and &#039;&#039;Stun&#039;&#039;. This ability can be used to remove a listed effect from their person at double the normal cost. This ability costs 2 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Shun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions exactly like the &#039;&#039;Shun&#039;&#039; spell. This ability costs 3 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Charm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions exactly like the &#039;&#039;Charm&#039;&#039; spell. This ability costs 3 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Sleep&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions exactly like the &#039;&#039;Sleep&#039;&#039; spell. This ability costs 4 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Command&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions exactly like the&#039;&#039;Command&#039;&#039; spell. This ability costs 4 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Restore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability can instantly remove almost the all that ails a target. When used this will heal the target for up to 40 &#039;&#039;Body Points&#039;&#039; and will remove all status effects that do not have a &#039;&#039;Permanent&#039;&#039; duration or require a specific cure. This costs 6 Psionic Points to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psionic Slay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability deals 100 points of Body damage to the target. This is a Slay effect. This ability costs 6 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Bastion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to harden their minds, making mental attacks against them futile. This ability must be used in advance and cannot be used reflectively. When used, the character will gain a &#039;&#039;Resist Mind&#039;&#039;; this can be used multiple times to stack up &#039;&#039;Resists&#039;&#039;. Use of this ability takes 1 minute of &#039;&#039;Concentration,&#039;&#039; and will last for 1 hour or until the &#039;&#039;Resist Mind&#039;&#039; is used. This ability costs 4 Psionic Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pure Breed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only those of the strongest bloodlines are dominant enough to command the respect of the pack. This strength of bloodline grants the character 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Fear&#039;&#039; and &#039;&#039;Terror&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razor Talons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to shift their natural claws into vicious weapons. This increases their base damage with Claws by 1 point permanently.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reflective&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remembrance of the past is by far the virtue revered most by the Knights. When Knights rest their minds, they reflect on things that have come to pass, allowing them a second chance to scan the knowledge of their lives. At marshal discretion, the player may ask for information that they have learned but have forgotten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repulsion Rune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability creates a glyph that once placed, will cause enemies to avoid it; keeping them at least 10 feet away from the glyph. If an enemy is actively engaged in combat, they may ignore the glyph&#039;s effect versus their current single target, after which they must back away. The glyph must be Phys-Repped by a minimum 12&amp;quot;x12&amp;quot; glyph placed on the ground and announced to make NPC&#039;s aware of the presence of its effect. This ability&#039;s effect will last up to 1 hour, as long as the character stays within Line of Sight of the glyph.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist &amp;lt;Type&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to &#039;&#039;Resist&#039;&#039;a single effect, the type of effect varies with the source of their power. &#039;&#039;&#039;&#039;&#039;Inner Plane&#039;&#039;&#039;&#039;&#039; can resist &#039;&#039;Implosion,&#039;&#039; and any effect that has &#039;&#039;Fire/Stone/Water/Wind&#039;&#039; Flavor in the call, &#039;&#039;&#039;&#039;&#039;Acheron&#039;&#039;&#039;&#039;&#039;can resist any&#039;&#039;Metabolic&#039;&#039; or &#039;&#039;Mental&#039;&#039; effect, and &#039;&#039;&#039;&#039;&#039;Abyss&#039;&#039;&#039;&#039;&#039; can resist anyeffect that would render them &#039;&#039;Helpless&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to resist being controlled by the following effects: Binding, Charm, Command, Fear, and Shun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Shadow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to &#039;&#039;Resist&#039;&#039; Shadow effects and spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Surprise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to &#039;&#039;Resist&#039;&#039; attacks with the &#039;&#039;Surprise&#039;&#039; Flavor Carrier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Elemental&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to &#039;&#039;Resist&#039;&#039; an attack with either the &#039;&#039;Elemental&#039;&#039; Delivery Type or had Fire/Stone/Water/Wind Flavor in the call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Toxin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to resist an attack with the &#039;&#039;Poison&#039;&#039; Delivery Type, a &#039;&#039;Disease&#039;&#039; in the call, or has an Effect Carrier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reverie&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a sentinel and watcher of sacred places, the believers must make their body and mind one and the same, and with this comes some advantages. Knights do not require sleep like many of the other species they only require rest, which is gained in a form of meditation. With this ability, the character does not need to sleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roar of Courage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to inspire &#039;&#039;Courage&#039;&#039; in their allies on the battlefield; used with the call “All allies Voice Courage”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runic Blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlocking the ancient warding magic of the dwarves you have harnessed the power to change even yourself. This ability allows the character&#039;s &#039;&#039;Resist Toxin&#039;&#039; species abilities that are earned from levels, not purchased with Skill Points, to resist &#039;&#039;Magic&#039;&#039; or &#039;&#039;Toxins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ascetic with this ability has learned all the flavors of the spirit, and can bring any of them to bear when called. When this ability is activated, the character may change their weapon&#039;s Flavor Carrier to “Ward”; this Flavor Carrier has no special effect other than it will overcome any creature&#039;s “to hit” requirements. This ability lasts for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sacred Vigor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ascetics through necessity are often exposed to harsh elements; however, such things cease to be a bother after a time. This ability negates all reasonable Prime environmental effects (no amount of physical conditioning lets them survive being tossed into a volcano, for example). At marshal discretion, it may ease effects of other Planes, but this cannot be relied upon. Additionally, they are &#039;&#039;Immune&#039;&#039; to the &#039;&#039;Fatigue&#039;&#039; effect. At Ascetic rank 9, the character can exist without breathing for up to 8 hours, and can survive for up to one week without food or water and suffer no ill effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Salvage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to break down an item into base components, destroying the item but leaving behind up to 70% of the creation components based on the time remaining on the duration. This can only be done at check-in and costs a number of Production Points equal to the item being salvaged, in the case of advanced items, it takes 10 production points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability functions exactly the same as the &#039;&#039;Scent&#039;&#039; Power&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Loremaster unlocks some hidden power from the past. This ability allows the character to emulate any &#039;&#039;Special Attack&#039;&#039; once each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Self-Resurrection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability reflects the character&#039;s bond to and control of the spirit world, granting them a number of benefits: The character has the ability to use the &#039;&#039;Resurrection&#039;&#039; skill on themselves at a Life Well to return to life, though they must still perform a &#039;&#039;Contested Roll&#039;&#039; with a Marshal present, so their death is recorded; the character is aware of their surroundings while in their death count; and finally, the character can instantly resurrect themselves on the battlefield without need of a &#039;&#039;Contested Roll&#039;&#039;, restoring up to 50% of their expended resources, though doing so costs them a permanent loss of 5 Favor and they still take a death on their character card.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sentinel in the Night&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the Pack Master&#039;s duty to guard the pack, especially when the pack is the most vulnerable. This ability allows the character to generate the &#039;&#039;Night’s Watch&#039;&#039; effect once each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shape of the Wild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to shapechange into one of the animals on the shapechange list in Appendix 1. While shapechanged all normal rules apply, however they can only stay in this form for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shapechange: Moon Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This functions as the &#039;&#039;Caller&#039;&#039; class feature &#039;&#039;Shifter&#039;&#039;, with the exceptions that the only form is a large silver &amp;lt;Animal&amp;gt;. The stats for the beast are as follows:&lt;br /&gt;
&lt;br /&gt;
20 Hit Points&lt;br /&gt;
&lt;br /&gt;
20 Natural Armor&lt;br /&gt;
&lt;br /&gt;
+3 Strength&lt;br /&gt;
&lt;br /&gt;
Single Medium Claw (Bite) “5 Silver”&lt;br /&gt;
&lt;br /&gt;
Flee x 1/Day&lt;br /&gt;
&lt;br /&gt;
Resist Magic x 1/Day&lt;br /&gt;
&lt;br /&gt;
Resist Toxin x 1/Day&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared Lineage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When this ability is earned, the dragon begins to bond with its Warder. Due to this mystical connection, the character takes on some minor changes in appearance: developing scales of the eggs&#039; color around the edges of their face and on the tops of their hands. This alteration comes with the benefits of +1 &#039;&#039;Permanent Strength,&#039;&#039; and 10 points of Natural Armor that go above class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shared Minor Lineage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When this ability is earned, the egg&#039;s bond with the Warder strengthens. Due to this mystical connection, the character becomes able to &#039;&#039;Glide&#039;&#039; at will. &#039;&#039;Glide&#039;&#039; functions like &#039;&#039;Featherfall&#039;&#039;, however, the character may choose where to land, so long as the landing location is both lower than where they started and within 100 yards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Against the Impure&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ascetic with this ability has forsworn greed and false treasure, and in doing so has gained a measure of power over the wondrous. This ability allows the character to turn aside special weaponry in two ways: first, it strips all Flavor Carriers and Effect Carriers from melee weapon attacks, except for &#039;&#039;Critical, Massive,&#039;&#039; and &#039;&#039;Surprise&#039;&#039;; second, the character gains &#039;&#039;Threshold 4&#039;&#039;. This confers no special defense against spells, Bombs, Vials, or other non-weapon attacks. This ability can be used once per reset and lasts for 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silencing Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to deliver a powerful weapon attack, announced as “Silence Strike”, which will &#039;&#039;Silence&#039;&#039; the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one attack, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silver Haven&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The moon creates more than just light, it also creates all the shadows of the night, and as such it gives the moon-blooded the power to manipulate the light and shadows. When this ability is used the call is “Natural Conceal” and follows the normal hand gesture rules; however, the character can stay hidden in this manner for up to 1 minute. This ability can only be used at night, outdoors, where there is moonlight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silver Light&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The bond with the moon is a strong one, and it can control the characters will as it controls the ocean. While the character is outside at night and there is some amount of moonlight; the character is &#039;&#039;Immune&#039;&#039; to &#039;&#039;Berserk&#039;&#039;, &#039;&#039;Fear&#039;&#039;, and &#039;&#039;Shun&#039;&#039;effects. The bond however comes with a setback causing the character to be &#039;&#039;Vulnerable&#039;&#039;: &#039;&#039;Shadow&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Size them Up&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Years of training in the field and intense study has given the character the ability to truly understand their foes far better than those who have simply studied war. By spending a 10 counted action studying a monster, the character can get a very good feel for its prowess and ability. This ability may be hard to use on in town random monsters but can be used on Modules with little issue. While this will not get you a copy of the monster card, it will give you good information, which could greatly turn an upcoming battle: I.E. rough Body Point totals, their approx. damage and some offensive/defensive abilities. This ability can be used once each reset for each rank of &#039;&#039;Knowledge (Warfare)&#039;&#039; the character has purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Spirit Slay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to deliver a heavy blow against their target. It is used by calling &amp;quot;Arcane Spirit Slay&amp;quot; and landing a legal weapon blow. This attack deal 100 points of &#039;&#039;Spirit&#039;&#039; flavored damage to the target. This attack is delivered with a weapon and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speak with Nature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to communicate on a very basic level with natural animals and plants. Realize that just because you can communicate with them does not infer and kind of special intelligence to the target and they be limited to their natural sensory abilities. As well it does not change a targets disposition to the character just because it can understand you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speak with Spirits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to contact a person that has been permanently dead for up to 50 years. For this ability to work, the character must know the target’s name. This requires a Marshal and 10 minutes of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Jammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to place the natural flow of magic into a knot. This ability is delivered using the call “&amp;lt;Target&amp;gt; Voice Inept Magic”, and will prevent to use of any magic by the target, per &#039;&#039;Inept.&#039;&#039; This ability will not function on &#039;&#039;Relics or Artifacts&#039;&#039;, which may still be used by the target. This effect last for 24 hours or until the target dies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Turning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to empower their Ley to rebound magic that is used against them, back to the original caster. If the character does not have the &#039;&#039;Spell Turning&#039;&#039; skill, then this ability allows them to now use that skill as though they had purchased it, but do not gain the additional &#039;&#039;Ley Point&#039;&#039;. If the character already has &#039;&#039;Spell Turning&#039;&#039;, then this ability changes how it can be used: For 1 &#039;&#039;Ley Point&#039;&#039;, damage with the &#039;&#039;Magic&#039;&#039; Delivery Type can be turned; for 2 &#039;&#039;Ley Points&#039;&#039;, normally incanted spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that appear on the Spell Lists in the Magic and Spell Casting section can be turned; for 3 &#039;&#039;Ley Points&#039;&#039;, effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that do not appear on the Spell Lists can be turned; and for 4 &#039;&#039;Ley Points&#039;&#039;, effects with the &#039;&#039;Arcane&#039;&#039; Delivery Type that appear on the Spell Lists can be turned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Anchor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to keep a targets spirit from fleeing their body to seek the River. If the target is currently in their Bleed Out count, they will instantly be set to 0 &#039;&#039;Body Points&#039;&#039; and be stabilized. However, if the target is in their Death count, it will restart their count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Energy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability can function in one of two ways, chosen when it is used: it either imbues the character&#039;s weapon with the &#039;&#039;Spirit&#039;&#039; Flavor Carrier, or changes the Flavor of their current &#039;&#039;Spell Pool&#039;&#039; to &#039;&#039;Spirit&#039;&#039;. This ability lasts for up to 5 minutes or one Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Made Steel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pure spirit is proof against weapons; an Ascetic who knows this secret may wrap their spirit around themselves as armor. Each time this ability is earned, the character gains 15 points of Natural Armor that stacks with itself cumulatively. This Natural Armor may be readjusted with 60 seconds of concentration or healed as normal. It may stack with manufactured armor, but the combination cannot exceed the maximum total allowed by class and other powers. At Ascetic rank 5, the character can no longer wear mansfactured armor, as they cast off the last of their physical ties. At this point, once an Ascetic has gained sufficient rank to equal or exceed their class armor maximum, they continue to gain Natural Armor from this ability, exceeding their class maximum. Additionally, this ability extends to the Ascetic’s weaponry, granting them a &#039;&#039;Weapon Ward&#039;&#039; once each reset each time this ability is earned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Touch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Shugenja can begin to speak to lesser spirits that live in all objects. This allows them to ask one question per knowledge point of an object. Note – most objects will have very low intelligence so their information may be limited.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengthened Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability extends the character&#039;s death count by 10 minutes; making it 14 minutes total. This does not affect the 2 minute Bleed Out count; an Ascetic may die as quickly as anyone else, but their spirit holds fast to their body long past the point when others would leave to resurrect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Lineage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
High Elves, unlike some species, were gifted creations of a wind dragon. Through devotion of their ancestors and the species, the character unlocks hidden potential. This ability allows the character to cast the following spell like abilities twice per reset: &amp;quot;Magic 5 Healing&amp;quot;, &amp;quot;Magic 10 Wind&amp;quot;, &amp;quot;Magic Knock&amp;quot;, and &amp;quot;Magic Shielding or Blade&amp;quot;. At Knights of the Fallen Leaves rank 7, these can be used a number of times each reset equal to the number of ranks of &#039;&#039;Knowledge (High Elf)&#039;&#039; the character has purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sturdy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability causes weapons and shields wielded by the character to be &#039;&#039;Immune&#039;&#039; to &#039;&#039;Shatter, Destroy&#039;&#039;, or any other effect that harms items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sutra of Hastened Steps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Mistweaver with this degree of enlightenment can use the Mist as a highway leading anywhere. This increases overland travel speed by up to 10 times, and a Mistweaver can accommodate a number of guests equal to their Mistweaver rank.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sutra of Safe Travel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per reset, (an additional use can be had by expending 2 Iron Will) a sufficiently enlightened Mistweaver can recite this Sutra, with the call ‘Natural Teleport” to immediately travel to any location that fits one of these requirements:&lt;br /&gt;
&lt;br /&gt;
·It must be a place the Mistweaver has physically visited prior to this invocation, upon invitation.&lt;br /&gt;
&lt;br /&gt;
·Must be a location that the weaver considers a safe sanctum for himself.&lt;br /&gt;
&lt;br /&gt;
·A location assigned or granted by a grandmaster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sutra of Weaving&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Twice eachreset, a Mistweaver may weave from the Mist any one piece of normal gear; a sword, a shield, a compass, a rope, or other simple item. This equipment is normal in every respect except that it may not be destroyed by any means. Mist weapons are good for one module or 1 hour. Other Mist items can be counted on for five minutes, but may extend longer at marshal discretion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sutra of Wonders Realized&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each day during the Mistweaver&#039;s morning meditation, they can perform this ability. This ability allows the character to weave an exotic item from the Mist that is an extension of themselves, though they may only maintain one such item at any given time. Once chosen the item will remain until the character sleeps, 24 hours has passed, or the character resurrects. Items from this ability are automatically considered &#039;&#039;Indestructible&#039;&#039;, will not function for anyone other than the character, and should the item be unattended, it is insubstantial and cannot be touched by anyone other than the character. Most commonly these are weapons, however other items can be created this way. The following list are examples of effects that can be generated with this power. This list is left intentionally vague; don’t get out of hand, and Plot won’t have to roll their eyes.&lt;br /&gt;
&lt;br /&gt;
·Weapons- Flavor Carrier: (Fire/Stone/Water/Wind/Silver/Magic/Iron)&lt;br /&gt;
&lt;br /&gt;
·Armor- Resistance x 3/day (Fire/Stone/Water/Wind)&lt;br /&gt;
&lt;br /&gt;
·Vestments- Self Stabilizing, Shadow Resistance 10&lt;br /&gt;
&lt;br /&gt;
·Crafting Tools- Lowers the creation time of items made with a production skill by up to 3 minutes (the character must have ranks in the chosen skill, and can still only produce items they already have access to), to a minimum of 1 minute per item. &#039;&#039;&#039;Surge of Might&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Meditation and focus teaches the character to channel their chi in many directions at once, and shape it like a weapon. This ability grants the character +2 &#039;&#039;Permanent Strength&#039;&#039; for 5 minutes or one Encounter, and may be used a limited number of times per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbiotic Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Healing effects now rejuvenate your colonies, and they in turn work to repair your body. This ability causes the character to receive double the amount of &#039;&#039;Body Points&#039;&#039; from healing effects, regardless of source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take them Alive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to generate a &amp;quot;Natural Spinneret&amp;quot;, which functions exactly like the Spinneret spell. This ability can be used once each reset&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tame the Ether&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character gains an amount of mana each reset equal to their combined ranks in &#039;&#039;Knowledge (Astronomy)&#039;&#039; and &#039;&#039;Knowledge&#039;&#039; (&#039;&#039;Magic)&#039;&#039;. These spells must come from the characters Spell List.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tooth and Claw&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Pack Master prowess with natural weapons is paramount, and it shows. This ability improves the character’s skill with Claws, by granting the character the &#039;&#039;Lengthen Claws&#039;&#039; Power. If the character already has this Power&#039;&#039;,&#039;&#039; then it increases their base damage with Claws by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tough Enough&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to tap into the potency of their heritage for a brief time. When activated, this grants the character &#039;&#039;Damage Cap 5&#039;&#039; for one hour or Module. This ability can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treewalk&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to use the &#039;&#039;Treewalk&#039;&#039; Ritual once each reset at no cost, and can transport a number of allies equal to their rank in the Thickets attunement plus their ranks in &#039;&#039;Knowledge (Nature)&#039;&#039;. Other Ents with the Thickets attunement are not counted towards that limit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbroken Vow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By now the Kensai has solidified thei chi and therefore has stayed true to a lawful and honorable path. The character&#039;s resolve has become almost unwavering and as such they become &#039;&#039;Immune&#039;&#039; to the following effects: &#039;&#039;Charm, Command,&#039;&#039; and &#039;&#039;Shun&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. At Kensai rank 10, this ability also makes the character &#039;&#039;Immune&#039;&#039; to &#039;&#039;Enslavement&#039;&#039; and &#039;&#039;Thrall&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unchained&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The minds of Shattered Chains simply refuse to be held down by the will of others. This ability reduces the duration of the following effects on the character to a 3 count: &#039;&#039;Charm, Command, Enslavement, Shun,&#039;&#039; and &#039;&#039;Thrall&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleashed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character call upon the beast that runs through their veins. Once each reset, the character can use the &#039;&#039;Battlerage&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Untaintable&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability makes the character &#039;&#039;Immune&#039;&#039; to effects that trap a spirit as well as effects that create undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability makes the character &#039;&#039;Immune&#039;&#039; to effects with the &#039;&#039;Poison&#039;&#039; Delivery Type that are not from the &#039;&#039;Chemistry&#039;&#039; skill; meaning that they do not have &amp;quot;Vial&amp;quot; in the call. In addition, this ability makes the character &#039;&#039;Immune&#039;&#039; to &#039;&#039;Venom&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vigilance Rune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability creates a glyph that once placed, will prevent enemies from going unseen; preventing use of skills or abilities like &#039;&#039;Conceal, Hide,&#039;&#039; and &#039;&#039;Invisibility&#039;&#039;. The glyph must be Phys-Repped by a minimum 12&amp;quot;x12&amp;quot; glyph placed on the ground, and announced to make NPC&#039;s aware of the presence of its effect. This ability&#039;s effect will last up to 1 hour, as long as the character stays within Line of Sight of the glyph. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice Delivered Courage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability is a voice deliver effect, called as “Everyone in the sound of my voice Courage” this effect will dispel all Fear effects from all targets who can hear the call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Voice of the Wild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to deliver by Voice a &#039;&#039;Charm&#039;&#039; or &#039;&#039;Command&#039;&#039; effect at a Plant or Animal creature, and is used with the call &amp;quot;&amp;lt;Target&amp;gt; Voice Charm/Command Animal/Plant&amp;quot;; so long as the target is the correct type, they will be affected. This ability requires the character to be able to speak In Game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vow of Purity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ascetic has taken a sacred vow to avoid contact with dead flesh. To fulfill the vow, the character may not touch fallen foes, may fight undead foes (but must purify themselves as soon as possible afterward), and may touch dead characters in order to restore them to life with spells or abilities that require one to touch the corpse, but for no other purpose. If the character does touch dead flesh or combat an undead creature, they must purify themselves in a special ritual that requires 1 hour and a flask of blessed water. This ability makes the character &#039;&#039;Immune&#039;&#039; to &#039;&#039;Disease&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. At Ascetic rank 6, the character also becomes &#039;&#039;Immune&#039;&#039; to &#039;&#039;Nausea&#039;&#039; and &#039;&#039;Plague&#039;&#039;; and at Ascetic rank 9, the character becomes &#039;&#039;Immune&#039;&#039; to &#039;&#039;Venom&#039;&#039; and &#039;&#039;Wither.&#039;&#039; These additional &#039;&#039;Immunities&#039;&#039; follow the same rule that this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wanderlust&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The passion to explore and learn makes them hard to control. The character becomes &#039;&#039;Immune&#039;&#039; to the effects listed under the &#039;&#039;Resist Enchantment&#039;&#039; skill. The character also becomes &#039;&#039;Vulnerable: Iron.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warding Rune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ability allows the character to place a powerful protection on an ally. When used, the target&#039;s weapons and armor become &#039;&#039;Unshatterable&#039;&#039; for 5 minutes or 1 Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watcher of the Departed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Preservation of life is as important as that of the past. This ability allows the character to bring an ally&#039;s Death Count to a halt so long as the character maintains concentration and contact with the ally&#039;s body.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Birch&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Slim, willowy, and seemingly weak, the Birch tree is truly unique in its beauty. However, it is also one of the most used trees for various woodworking projects by younger species. This ability allows the character to borrow from nature to assist in fueling themselves. The character can use &#039;&#039;Knowledge (Nature)&#039;&#039; to tap Nature for &#039;&#039;Energy&#039;&#039; or &#039;&#039;Mana(x2)&#039;&#039; as one with &#039;&#039;Knowledge (Astronomy)&#039;&#039; can tap a Ley Line. This must be done in a natural setting and can only be used a number of times per Event equal to the number of ranks in &#039;&#039;Knowledge (Nature)&#039;&#039; that the character has purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Cedar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The majestic Cedar tree is found far and wide across the plain. By studying its strength, the character is able to channel its power into their own body. When in a natural setting, the character is always treated as having their choice of either the &#039;&#039;Ash&#039;&#039; or &#039;&#039;Oak&#039;&#039; spell effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Cottonwood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cottonwood Thickets leave marks that are seen far and wide; sometimes even convincing others that it is snowing. The character always leaves a trail wherever they go, and while this makes them easier to &#039;&#039;Track&#039;&#039; (+3 successes), it also allows them to always find their way home. This effect ends at the close of each Event.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Cypress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Usually growing out of fetid swamps yet infinitely beautiful in their own right, those that follow the way of the Cypress gain 1 &#039;&#039;Resist Toxin&#039;&#039; each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Juniper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though the character&#039;s skin cracks easily, they are made of sterner stuff. A Thickets following the Way of the Juniper receives an additional +5 Natural Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Maple&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sap of a maple tree is used to by many species to the sweetest of treats. But you’ve learned to use it for a deadlier effect when necessary. You may use either “Poison Life” or “Poison Venom” as an ability twice per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Pine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pine needles have been the bane of many a critter, and with this ability, the character has learned to sharpen them to deadly accuracy. This ability grants the character an attack pool (much like a &#039;&#039;Spell Pool&#039;&#039;) with points equal to 5 times their Thickets rank. This ability uses the &#039;&#039;Spell Pool&#039;&#039; rules for its function, with the only difference being that the call to use the ability is the same as a ranged weapon attack; &amp;quot;X Normal&amp;quot;. This pool is refreshed after 5 minutes of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Way of the Sycamore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sycamore is one of the oldest species of tree on this planet. As such, a Thickets that devotes themselves to its study may ask 1 Nature related &#039;&#039;Delve History&#039;&#039; question between games (or at Plot’s acceptance if during an Event). If the character wishes to use this ability during an Event, it will require the use of &#039;&#039;Ent Moot&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Way of the Yew&#039;&#039;&#039;&lt;br /&gt;
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Grants the character +1 Permanent Strength.&lt;br /&gt;
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&#039;&#039;&#039;Weave Fate&#039;&#039;&#039;&lt;br /&gt;
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Once each reset, the Mistweaver may change the weave of fate for themselves. This ability allows the character to call a generic &#039;&#039;Resist&#039;&#039; to a single attack that strikes only them&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Way of the Walnut&#039;&#039;&#039;&lt;br /&gt;
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As a food source for all of nature, the Walnut stands near to the hearts of many. This ability allows the character to produce 1 random Rare Foodstuff/Herbal component each reset.&lt;br /&gt;
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&#039;&#039;&#039;Work Ether&#039;&#039;&#039;&lt;br /&gt;
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This ability duplicates the &#039;&#039;Unleash Elements&#039;&#039; Heroic Power; however, they do not need any of the prerequisites.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2203</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2203"/>
		<updated>2025-09-29T21:02:29Z</updated>

		<summary type="html">&lt;p&gt;David: Changed Daze to Stun&lt;/p&gt;
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&lt;div&gt;== General Spell Rules ==&lt;br /&gt;
Spells are delivered with spell packets.  Full construction rules are available under Combat but they&#039;re small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  &#039;&#039;Before&#039;&#039;.  Start your incant, finish your incant, and &#039;&#039;then&#039;&#039; throw your packet. Incants don&#039;t have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.  Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect.  The incants below are common but not absolute.  &amp;quot;I call upon the homeland&amp;quot; is predominant for Biomancer Mages, bug mages are frequently bred with &amp;quot;We invoke the Queen and Hive&amp;quot; for Evocation, and so on.  We don&#039;t expect everyone to memorize every possible incant for every path; we&#039;re counting on players to police their own incant failures.  That said, a couple of us do know the ones that have been released and if this gets abused we&#039;ll react accordingly. You must have at least one free hand with which to cast a spell unless otherwise stated (as in the case of Invoked spells, the spell type not the incant word).&lt;br /&gt;
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Spells, generally, require that your packet connect with your target&#039;s body.  Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely.  This is a small deviation from other larps and we&#039;re including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason.  We&#039;re reducing attack to surface to &amp;quot;person&amp;quot; in the hopes of relaxing that constraint and encouraging better costuming.  That said:  we are also keenly aware of how easy it is to abuse this.  It&#039;s not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you.  It&#039;s easier than that to devise a Cousin Itt-style &#039;cloak&#039; out of sheer material that covers your torso but doesn&#039;t seriously impair your vision, and now you&#039;re immune to packets.  If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat.  There are a hundred ways to abuse this; please don&#039;t.  We&#039;ll certainly make allowances for excellent costuming; if your dragonfly just doesn&#039;t feel right without a wingspan and also looks like you&#039;re just larping in between takes of your stage play or feature film, we&#039;ll work something out.&lt;br /&gt;
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Spell casting behind shields can be tricky. While a caster may invoke any spells behind their shield no matter the size, ranged attacks are not the same. Spells may not be cast, even on yourself, when using a Medium or Large shield unless they are &#039;Invoked&#039; such as with certain Paladin spells.&lt;br /&gt;
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=== Mana ===&lt;br /&gt;
Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
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Mana is the most common source of magical energy.  It is not the &#039;&#039;only&#039;&#039; source.  Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency.  The people using those alternate sources know what they are and how to replenish them; it&#039;s raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can&#039;t cast a single thing despite drowning in mana.  For mechanical purposes, if your skill is listed as &amp;quot;Mana&amp;quot;, it&#039;s affected by and affects like all other Mana sources.&lt;br /&gt;
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=== Incants ===&lt;br /&gt;
A spell incant, as noted above, is a short phrase that casts your spell.  We&#039;ve provided some examples below but you&#039;re free to design your own within some boundaries:&lt;br /&gt;
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# Your incant requires a certain number of syllables, depending on the spell level:&lt;br /&gt;
## 1st-3rd level spells require at least six syllables&lt;br /&gt;
## 4-6th level spells require at least seven syllables.&lt;br /&gt;
## 7-9th level spells require at least eight syllables.&lt;br /&gt;
### After this incant, you need to denote what is is you&#039;re doing by adding the call &#039;magic [spell name]&#039; to the end. For instance: &amp;quot;With thallasaphobia I restrain you! magic web&amp;quot;&lt;br /&gt;
### These syllables do not include the &amp;quot;Magic [Spell Name]&amp;quot; which is an out of game notice of what your specific incant does in game.&lt;br /&gt;
# Your incant must be grammatically coherent, if not necessarily correct.  (T&#039;&#039;here are a lot of reasons for this.  The official reason is immersion.  The unofficial reason is preventing me from writing an incant that&#039;s 6/7/8 repetitions of the letter &amp;quot;r&amp;quot;, pronounced more or less like [https://www.youtube.com/watch?v=MdBd6yNalHs this.]&#039;&#039;&lt;br /&gt;
# Your incant must end with the effect name you intend to deliver, plus or minus a &amp;quot;you&amp;quot; if it helps with grammatical coherence.&lt;br /&gt;
# Your incant can&#039;t contain game tags - as hilarious as it is, you can&#039;t use &amp;quot;Arcane chemical magic &amp;lt;effect&amp;gt;&amp;quot;  - as a playability concern.  This is raised here not because I worry that people will deliberately write confusing incants but because things like &amp;quot;I invoke arcane wrath to &amp;lt;whatever&amp;gt;&amp;quot; seem perfectly reasonable until holds get called to sort out what you just did.  While we&#039;re at it, avoid words like &amp;quot;Irresistible&amp;quot; or &amp;quot;Unshieldable&amp;quot; - also hilarious, also troublesome.&lt;br /&gt;
# And finally - I shouldn&#039;t have to say it but here it is anyway - it must be reasonably clean.  I am not putting up with calls from angry parents because you can say a given swear at warp 5.&lt;br /&gt;
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Within those bounds, you can decide your incant for any spell you&#039;ve learned from a skill points or any scroll unless the scroll has a specific incant on it then you must use the incant provided on the scroll..  &#039;&#039;&#039;If you opt instead to learn your spell from a teacher, you learn it with your instructor&#039;s incant.&#039;&#039;&#039;  In each case, incants are fixed before use; you&#039;re free to write your own incant but once it is written, it cannot later be altered.&lt;br /&gt;
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=== Starting Spells ===&lt;br /&gt;
Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.  Further schools down the road may or may not come with a starting set of spells.&lt;br /&gt;
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===  Learning Spells ===&lt;br /&gt;
Your spellcaster can learn spells in three basic ways:&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event. Using a scroll in this manner destroys it just like when it is used to cast the spell.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. &lt;br /&gt;
# If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it.  This can be done at any time during an event, and takes your instructor ten minutes to pass it on to you.  Similarly, you may teach any spell you know.&lt;br /&gt;
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Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.&lt;br /&gt;
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=== &#039;&#039;&#039;Potion-ability&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with # are able to be made into Potions&lt;br /&gt;
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=== &#039;&#039;&#039;Chain Spell&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with * are able to be [[Effects#Chain Spell|Chain Spell]]&amp;lt;nowiki/&amp;gt;ed&lt;br /&gt;
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=== &#039;&#039;&#039;Invoked Spells&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with ^ are &#039;invokable&#039; and are used with just the spell name and not a full incant. Invoked spells have no free hand requirement.&lt;br /&gt;
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=== Durations ===&lt;br /&gt;
All spells will have a duration though some may be lumped into categories that will denote their duration. For example all spells designated as &#039;Buff&#039; spells have a duration of &#039;until used&#039; or the end of the event, whichever comes first. So if you get a Magic Shield friday night and don&#039;t get hit with a magical effect until Sunday you can call your shield. Remember that all spell durations end when your character is in the Dead state unless otherwise stated.&lt;br /&gt;
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== Evocation ==&lt;br /&gt;
Standard Incantation: &amp;quot;With eldritch might I...&amp;quot;&amp;lt;grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;&amp;gt;&lt;br /&gt;
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=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic&#039;&#039;:  This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm&#039;&#039;:  This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell counters all damage taken from the next fall the recipient suffers.  It does nothing help with hazards at the landing point.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Light:&#039;&#039;  This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. Standard Incant: &amp;quot;With Eldritch Force I Create Light”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;:  This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;:  This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;:  This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#:&#039;&#039;  This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. Standard Incant: &amp;quot;With Ethereal Might, I grant you a blade&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#:&#039;&#039;  This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*#&#039;&#039;: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Repel:&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#:&#039;&#039;  This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Bind:&#039;&#039;  This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Strength this effect can be broken free from on a 3 counted action. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Charm&#039;&#039;: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This will break if the subject is dealt damage from the originator&#039;s allies or loses line of sight to the originator of the effect for more than 5 seconds. This is a Mental effect.&lt;br /&gt;
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&#039;&#039;Secure Door:&#039;&#039;  This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell&#039;s duration&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shun:&#039;&#039;  This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Erupt&#039;&#039;:  This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#:&#039;&#039;  This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Refit*&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;:  This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Unfetter Pool*#&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use.  This allows a Mage to dump his/her entire spool as one devastating burst.  To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039;:  This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep:&#039;&#039;  This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect. that lasts 10 minutes.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin*#:&#039;&#039;  This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force:&#039;&#039;  This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, vectors like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;:  This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle:&#039;&#039;  This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#:&#039;&#039;  This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Push:&#039;&#039;  This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;:  This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most  means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in  conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock:&#039;&#039;  This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic#&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Drain:&#039;&#039;  This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have techniques, then they will lose 8 Energy, if they have mana they will lose 15 mana, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Guard*#:&#039;&#039;  This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*:&#039;&#039;  This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#:&#039;&#039;  This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not  Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 9: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;:  This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Implosion#:&#039;&#039;  This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Innervate#&#039;&#039;:  This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, 3 Energy or 6 mana. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Prison&#039;&#039;:  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Minion&#039;&#039;: Summon Minion reinforces you before a battle; it conjures one of the following:&lt;br /&gt;
&lt;br /&gt;
* Water Elemental&lt;br /&gt;
* Stone Elemental&lt;br /&gt;
* Fire Elemental&lt;br /&gt;
* Air Elemental&lt;br /&gt;
* Iron Golem&lt;br /&gt;
* Bone Golem&lt;br /&gt;
&lt;br /&gt;
General stats will be provided for summoned minions, but be aware that the vagaries of magic mean that any given summon may be weaker or stronger than the card indicates.  Also - and this is important - Plot will never, ever, ever provide a rep for your Summon.  You can ask other players, or bring your own NPC, whatever works for you, but there is no case under which Plot will dedicate event resources to your butler.  Ever.  Summoned minions last for one hour or module, at which point they either return to their home planes or crumble into dust.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spirit ==&lt;br /&gt;
Standard Incantation: &amp;quot;With occult power I...&amp;quot;(grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;grant you a Featherfall&#039; or &#039;grant you a poison shield&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 1&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic:&#039;&#039; This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-a item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Endurance*#&#039;&#039;: This spell grants the recipient 10 Temporary Body Points. These Body Points are the first Body Points lost and are not healable. This spell will not stack with itself. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell will allow the character to call, “Slow Fall!” as a defense on the next occasion they fall. They cannot choose when to call it. The spell will go off at the first opportunity, or not at all. This will not prevent the recipient from ending up wherever the fall would have dropped them. The spell will not slow their descent but will negate any ill effects they would have received from the fall.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light&#039;&#039;: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Weakness&#039;&#039;: This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 2&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Disease*#&#039;&#039;: This spell will end the duration of all normal diseases on a living target. Some rare diseases will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Displacement*#&#039;&#039;: This spell causes the targets image to become slightly off center, making it hard to attack them from ranged. The character takes Reduced: Half from ranged effects that have a number in the call, for the first 3 effects that strike them. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. Multiple spells cannot be active at the same time to gain more than a +4 bonus to strength. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shackle&#039;&#039;: This spell binds a Helpless target’s hands and feet, which requires +6 Strength to break free from. In addition to being bound the spell also neutralizes Magic, Elemental, Poison, and Natural abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 3&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#&#039;&#039;: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#&#039;&#039;: This spell allows the recipient to Breathe water  for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Poison Shield*#&#039;&#039;: This spell protects the target from the next attack with the Poison Delivery Type that strikes them. When this effect is used, the character must announce “Poison Shield”. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel&#039;&#039;: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Terror&#039;&#039;: This spell will cause the target to be unable to move from their current location and only able to defend themselves for 10 seconds. This is a Fear effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 4&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#&#039;&#039;: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind&#039;&#039;: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind Form#&#039;&#039;: This spell allows a character that has died to be resurrected without the use of a Life Well. A character still needs to have the Resurrection skill to do so, without the normal penalties of resurrecting without using a Life Well. The resurrection will still take 15 minutes, and the target must still make a Contested Roll to resurrect. When this spell is cast, the caster must declare his target. The target can choose to refuse the spell and seek a Life Well to resurrect if they wish. Additionally, this spell will have an adverse effect on non-corporeal creatures. It forces them into the material world a little more. If they were “Magic” to hit, they become “Silver” to hit. If they were “Silver” to hit, they can be hit with a normal weapon.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Metabolic*#&#039;&#039;: This spell will end the duration of any normal Metabolic effect upon a single target. Some strong effects will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun&#039;&#039;: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 5&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Freedom*#&#039;&#039;: This spell will instantly release a target from all things magically or physically binding, holding, or restraining the target. Physical Bindings will fall open to the ground, and Magical Bindings will be considered Dispelled. This spell will have no effect against creatures or items that are under a Prison effect. Any persons or creatures holding them will be affected as though disarmed. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#&#039;&#039;: This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Refit*&#039;&#039;: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast, Repairing the armor.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secure Door&#039;&#039;: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spells duration.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 6&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep&#039;&#039;: This spell will cause the affected character to fall unconscious, slipping into a coma like sleep. This is a Mental effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin&#039;&#039;*#&#039;&#039;: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.   &#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Regenerate*#&#039;&#039;: This spell will cause the target to regrow all missing or damaged limbs; this includes limbs lost to maim and sever effects. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force&#039;&#039;: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Strength or greater to break free from.. The target is considered helpless, and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knock:&#039;&#039;  This spell will instantly open a sealed object; in the case of a door it will open it with the force of +10 Strength, in the case of a lock it will open any lock lower than a level 20 Standard Lock. This does not break or damage the door or lock it simply cause them to open.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#&#039;&#039;: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock&#039;&#039;: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 8&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Command&#039;&#039;: This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Foresight*#&#039;&#039;: This spell gives the target a small glimpse into their future allowing them heightened protection. “Foresight” can be called as a defense against any single attack, that would cause you to become Helpless, this includes an attack that reduces you to -1. This is a Buff Spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#&#039;&#039;: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#&#039;&#039;: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 9&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Heroism#&#039;&#039;: This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Life#&#039;&#039;: This spell will return a creature to life at 1 Body Point. It will also remove any negative physical effects that were on the body at the time of death such as missing limbs. This spell will only work on a target that is in their 4-minute dissipation count. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Petrify&#039;&#039;: This spell turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect. Duration: 1 hour&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
Nature primarily uses one of two base incants. Either &amp;quot;I summon the Wilds to grant you aspect of the (spell name)&amp;quot; or &amp;quot;I curse you with (spell name)&amp;quot;. As such each spell is denoted with Aspect or Curse tags for easy incant placement. If anything deviates from this taxonomy, it will be noted with it&#039;s own incant text. All aspect spells have a duration of 1 hour unless they are &amp;quot;on use&amp;quot; spells like Deer or Ram unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Boar (Aspect)*#:&#039;&#039;  This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Brook (Aspect)*:&#039;&#039;  This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Exhaustion (Curse):&#039;&#039; Duration: 60 Minutes This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fish (Aspect)*#&#039;&#039;:  Duration: 60 Minutes This spell summons the power of the fish to grant the target the ability to breathe liquid.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Owl (Aspect)*#&#039;&#039;:  This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Deer (Aspect)*#:&#039;&#039;  This spell grants the target with a once ever Flee that lasts until the player resets or it is used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Endure (I call upon Nature to grant you the power to Endure)*#&#039;&#039;: Duration: 60 Minutes This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fumble (Curse)&#039;&#039;: Duration: 10 Seconds This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Hawk (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Sapling (Aspect)*#&#039;&#039;:  This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ash (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fog (Curse)&#039;&#039;: Duration: 10 Minutes This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mole (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ram (Aspect)*#&#039;&#039;:  This spell grants the target the Massive Modifier, useable twice ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tsunami*# (I call upon Nature to grant you the power of a Tsunami)&#039;&#039;:  This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural Repel Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Day (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from  creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Roc (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spider (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stream (Aspect)*#&#039;&#039;:  This spell, when cast, will cause the target to heal themselves in various ways. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10 and be cured of 1 metabolic effect, have one maimed limb restored and have 1 curse removed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Venom (Curse)&#039;&#039;: Duration: 60 Minutes This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to  dead. This is a Metabolic effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bear (aspect)*#&#039;&#039;: Duration: 5 Minutes This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Command Animal (Curse)&#039;&#039;: Duration: 10 Minutes This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not&lt;br /&gt;
&lt;br /&gt;
cause direct harm to themselves.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Oak (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Polymorph (Curse)&#039;&#039;: Duration: 10 Minutes This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Wolf Pack*&#039;&#039;:  This spell allows the caster to call a group Flee. When used the caster must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect# (I call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Entangle (Curse)&#039;&#039;: Duration: 30 Seconds This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fox (Aspect)*#:&#039;&#039;  This spell gives the target a once ever “Resist Mind”. This effect lasts until used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Night*# (I call upon nature to grant you the power of Night)&#039;&#039;: Duration: 10 Minutes This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Snake*# (Aspect)&#039;&#039;: This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: Duration: 60 Minutes This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is&lt;br /&gt;
&lt;br /&gt;
the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Glitterdust (I call upon Nature to grant the power of Glitterdust)&#039;&#039;: Duration: One Encounter This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter. In addition, any tracking attempts made on a character that has been affected by a Glitterdust will receive +2 successes until the end of the event. This is not cumulative.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Rive&#039;&#039;r&#039;&#039;*#&#039;&#039; &#039;&#039;(Aspect)&#039;&#039;:  This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ruin (Curse)&#039;&#039;:  This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Typhoon (I call upon Nature to grant the power of the Typhoon)&#039;&#039;:  This spell grants the caster with the blessings of the typhoon&#039;s high winds. This spell grounds all Flying creatures in the area for an encounter. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Beast* &#039;&#039;(Aspect)&#039;&#039;: Duration: 10 Minutes This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows: &amp;lt;blockquote&amp;gt;25 Body Points&lt;br /&gt;
&lt;br /&gt;
40 Natural Armor&lt;br /&gt;
&lt;br /&gt;
Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)&lt;br /&gt;
&lt;br /&gt;
+4 Base Strength, &lt;br /&gt;
&lt;br /&gt;
Resist Toxin x 1&lt;br /&gt;
&lt;br /&gt;
Resist Physical x 1&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon Nature to create a Faultline)&#039;&#039;:  This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of “Natural Knockdown Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spinneret (Curse)&#039;&#039;: Duration: 1 Month This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and durations will resume where they were frozen.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Whirlwind (Curse):&#039;&#039;  This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 50 points of damage and Stun them. This will not move creatures of larger than Great Size but will still deal damage. This cannot be used indoors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants. Many are melee modifications and simply modify a weapon call. Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).  Paladins follow the usual rules (above) for learning spells.&lt;br /&gt;
&lt;br /&gt;
==== 1st Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039; - immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating. This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039; - swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Weakness&#039;&#039; - ends the duration of all Weakness effects currently active on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells. Smite is not called; the damage is simply added to the weapon damage call.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039; - immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead. Rest in Peace is weapon delivered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;- diverts all damage (but not effects) from a friendly target in melee range to the Paladin casting this spell.  Once cast, that damage is not optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring damage into bleed-out and like most effects, ceases when the death count begins. Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Resolve&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Disease&#039;&#039; - Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;- this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Strength of Will&#039;&#039; - renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable&#039;&#039; - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039; - Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^#Cure Metabolic&#039;&#039; - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039; - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines. Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her. Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note: Plot will never reduce your Conviction for refusing to cast this spell. It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence. Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane&#039;&#039; -  adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Miracle&#039;&#039; - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable. There is no mechanics-enforced prohibition against multiple castings of this spell. Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039; - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Standard incantation for offensive spells or buffs: &amp;quot;By the elements I (grant) (spell name)&amp;quot; Spells marked with a ^ sign are cast on the Spellblade by invoking just the spell name&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating. his is called simply as &amp;quot;Mending&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039; - Generates the Pin effect as defined in the effects section. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead. This is called as a response and cannot be cast in advance.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing. This can stack with &#039;&#039;Elemental Blade&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;^Surf the Wind&#039;&#039;:  This will allow a Spellblade to &amp;quot;surf&amp;quot; the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shun-&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Purity of Cleansing Water&#039;&#039;- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Erupt&#039;&#039;: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unfetter Pool*#&#039;&#039;: This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Stoneskin&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Push:&#039;&#039; This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Summon Weapon - This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;). This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “Natural Knockdown Massive” and must be the next two swings taken by the caster. These attacks can last unused for up to one Encounter or 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Heroism&#039;&#039; - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Nova&#039;&#039; - Harnesses the true power of the elements to deliver a powerful blast at the caster&#039;s command. When used the caster declares &#039;Elemental 40 [Element] Burst&#039; dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warlock Spells (Void) ==&lt;br /&gt;
The default incant for Warlock spells is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to grant you/create/nothing &amp;lt;effect&amp;gt;&amp;quot; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.  Duration: 1 encounter&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. Duration: Until cured/end of the event&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;. This is a Buff spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel. Duration: 1 hour&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends. Duration: 1 encounter &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call.  This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells. Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect. Duration: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to Mental effects. Duration: 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=2202</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=2202"/>
		<updated>2025-09-29T21:01:38Z</updated>

		<summary type="html">&lt;p&gt;David: Removed Daze from the effects list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;[[Effect tier breakdown]]&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Effect Categories ==&lt;br /&gt;
Categories are groupings of Effects that operate in a similar fashion.  Fear, Sleep, Shun, Charm, and Command, for example, are all Mental effects - they fiddle with your mind to make you do something you&#039;d rather not.  Most effects belong to at least one category, and this is important for two reasons.  One, there are a variety of curatives and resistances that counter categories rather than specific effects.  Resist Fear blocks fear, but Resist Mental blocks everything mind-affecting.  Two, some characters are unaffected by some categories.  A golem just doesn&#039;t have any parts you can poison to any real end.  Common categories and their common members are listed out here, but neither is exhaustive.  Monsters across the worlds have all kinds of weird effects that may or may not fit into categories, and some natives of different worlds have some resistance to categories not listed here.&lt;br /&gt;
&lt;br /&gt;
=== Mental Effects ===&lt;br /&gt;
As mentioned above, Mental effects influence your target&#039;s mind to cause or deny behavior.  Mental effects include:&lt;br /&gt;
&lt;br /&gt;
* Charm&lt;br /&gt;
* Command&lt;br /&gt;
* Awaken&lt;br /&gt;
* Shun&lt;br /&gt;
* Sleep&lt;br /&gt;
* Fear &lt;br /&gt;
* Feeblemind&lt;br /&gt;
* Pacify&lt;br /&gt;
* Despair&lt;br /&gt;
* Forget&lt;br /&gt;
&lt;br /&gt;
=== Metabolic Effects ===&lt;br /&gt;
&lt;br /&gt;
* Berserk&lt;br /&gt;
* Poison (essentially anything with the word &amp;quot;poison&amp;quot; in the call)&lt;br /&gt;
* Fatigue&lt;br /&gt;
* Nausea&lt;br /&gt;
* Rot&lt;br /&gt;
* Plague&lt;br /&gt;
* Disease&lt;br /&gt;
* Wound&lt;br /&gt;
* Venom&lt;br /&gt;
&lt;br /&gt;
=== Curse Effects ===&lt;br /&gt;
&lt;br /&gt;
* Anything with &amp;quot;Curse&amp;quot; in the call&lt;br /&gt;
* Weakness&lt;br /&gt;
&lt;br /&gt;
=== Impairment Effects:  ===&lt;br /&gt;
Impairment is a catch-all for effects that don&#039;t quite fit anywhere else but are still common enough to warrant Resists and cures.  (&#039;&#039;We are aware that &amp;quot;impairment&amp;quot; covers everything on this list I can do that you don&#039;t want done, but Resist Impairment doesn&#039;t block Paralysis no matter how inconvenient or hampering it is.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Brutal Strike&lt;br /&gt;
* Exhaustion&lt;br /&gt;
* Cripple&lt;br /&gt;
* Deprive&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;u&amp;gt; &amp;lt;span id=&amp;quot;Standard Effects&amp;quot;&amp;gt;&#039;&#039;&#039;Standard Effects:&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/u&amp;gt; ==&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Affinity(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes creatures of the listed type to see the character as one of similar type and will cause it to be fairly neutral to that individual so long as no provocation occurs. This effect will end if offensive actions are taken towards the affected creature. Creatures that are being commanded or controlled may also ignore this effect.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take Reduced: Half Damage, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as Nausea or Sleep, or any other effect that does not deal damage&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aura&amp;quot;&amp;gt;&#039;&#039;&#039;Aura:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a defense that is triggered by melee weapon attacks. When used the character announces “&amp;lt;Vector&amp;gt;Aura&amp;lt;Flavor&amp;gt;, or &amp;lt;Vector&amp;gt; Aura &amp;lt;Effect&amp;gt;” and the target must then take or defend against the Aura. In the case of the first option, the damage is always 30 points of &amp;lt;Flavor&amp;gt;damage. This is an Active ability. If this defense renders the attacker Helpless, then the defender does not suffer the attack that triggered this ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Automatic Success&amp;quot;&amp;gt;&#039;&#039;&#039;Automatic Success:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is an instant success in any Contested Roll that is applicable.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Awaken&amp;quot;&amp;gt;&#039;&#039;&#039;Awaken:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Avoidance&amp;quot;&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will negate all melee weapon delivered attacks against the character for 10 seconds, calling “No Effect” to such attacks while it is active. While active, the character may still attack with ranged weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Bane(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Bane (Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is a damage bonus toward a particular Creature &amp;lt;Type&amp;gt;(Humanoid, Elemental, Fey, etc.). It grants the character a +5 Temporary Weapon Damage increase. It is up to the character using this ability to be aware of whom they get the bonus versus.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Banish&amp;quot;&amp;gt;&#039;&#039;&#039;Banish:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect sends the target back to its plane of origin. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Barrier&amp;quot;&amp;gt;&#039;&#039;&#039;Barrier:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect acts as a damage shield negating 20 points of damage before being exhausted. These points do not stack with other armor buffs, and are the first points lost.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Battlerage&amp;quot;&amp;gt;&#039;&#039;&#039;Battlerage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When this effect is activated the character activating it gains the following temporary benefits- +15 Body Points, +2Permanent Weapon Damage, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battlerage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Berserk&amp;quot;&amp;gt;&#039;&#039;&#039;Berserk:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to attack the closest target friend or foe. They will continue to attack all targets until the effect is cured or until thirty minutes have passed. The character will actively seek out new targets during the duration of the effect. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt; &amp;lt;span id=&amp;quot;Bind Form&amp;quot;&amp;gt;&#039;&#039;&#039;Bind Form:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has two uses. First, it may allow a character that has died to be resurrected without the use of a Life Well as long as a character with the Resurrection Skill is available. This circumvents the penalties for resurrecting without a Life Well. Second, it may be used as an offensive effect against non-corporeal creatures. It reduces “Magic to Hit” to “Silver to Hit&amp;quot;, or reduces “Silver to Hit” to “Normal to Hit” for an encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Binding Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Binding Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can only be performed with Claws/Brawl. The attack must be a legal weapon strike; should the attack land and not be defended the attacker begins a Counted Action. The count begins from the top and the effect is announced once the count ends. While the Counted Action is taking place the target cannot voluntarily move but may use Skills/Abilities that do not require the characters appendages for locomotion. The target can try to Break Free by declaring “Break Free XStrength” where X is their total Strength. The attacker should announce their Strength if greater to keep the target from Breaking Free and may abort the count at any time they chose. Binding Strike’s counted action is not subject to interruption with damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blind&amp;quot;&amp;gt;&#039;&#039;&#039;Blind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsight&amp;quot;&amp;gt;&#039;&#039;&#039;Blindsight:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Characters with this effect use all of their senses to see. This allows the character to detect Hidden and Invisible targets as well as attack them, which removes them from the Hidden or Invisible state.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Blind Fighting:&#039;&#039;&#039; You may block and call defenses against invisible targets. Additionally, when hit with a Blind effect you are effected by a Curse of Fog for 10 seconds. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Enchantments&amp;quot;&amp;gt;&#039;&#039;&#039;Break Enchantments:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect Dispels and removes all negative Mental and Magical effects on the target. This includes Enslavement, as well as Silence generated by any ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Break Free from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Break Free from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; With increased and immense strength it is possible to break free from some effects. Binding effects each have a specific amount of Strength required to break free. Breaking Free is done on a 3- counted action, and damage does not interrupt this count. Breaking Free from non-physical Binding effects causes the user to suffer body damage equal to double the strength required. Breaking out of Natural/Physical Binding effects uses total +Strength, all other effects only Base Strength is used.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broken&amp;quot;&amp;gt;&#039;&#039;&#039;Broken:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  An item with this status is rendered unusable until fixed. After an item has been broken for longer than 5 minutes, all special properties that are not from Advanced Smithing/Engineering are lost, even after it has been Repaired .Broken weapons and shields may not be used for combat, broken armor has its maximum value reduced to 0 and cannot be readjusted, and special properties on items cannot be used. Items that are broken at the end of an event are removed from game and the tag must be turned in to a Marshal.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Brutal Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Brutal Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A victim of Brutal Strike takes 10 points of physical damage every time they use a tagged skill - mana, Energy, Dailies, Attunement Powers, or similar abilities.  Brutal Strike lasts for five minutes or one encounter.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst&amp;quot;&amp;gt;&#039;&#039;&#039;Burst:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to affect all targets in melee weapon range. Any Skill/Ability may be used with Burst. Skill/Abilities that have been used with Burst may be defended against normally, but must be done so for each affected target. This is a weapon attack Modifier.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burst of Strength&amp;quot;&amp;gt;&#039;&#039;&#039;Burst of Strength:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to perform feats of amazing strength. It may be used to either resist or instantly break free of any Binding or Contain effect. This effect can also be used as +20 Temporary Strength for a single action.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Burrow&amp;quot;&amp;gt;&#039;&#039;&#039;Burrow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to Burrow underneath the ground. No Skills/Abilities may be used while under the effects of Burrow. Burrow is visually demonstrated by making a circling motion towards the ground continuously with either hand or boffer. The Burrow effect makes the character un-targetable while they maintain the appropriate gesture. It takes a 5-counted action to enter and leave Burrow during which the character is vulnerable to attack, and leaves the user Helpless. Unlike most Counted Actions, taking damage while leaving Burrow does not interrupt the count. Burrow can only be used in natural terrains.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Carrier Attack(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Carrier Attack(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with noted Carrier Attacks have a flavor or effect call added to weapon swings. Carrier Attacks are static, and the character may not swing any type of damage except that listed by the Carrier Attack ability. Some characters may have the notation “At-Will” added to their Carrier Attack &amp;lt;Type&amp;gt;, which allows them to not swing the listed carrier. A target may never heal from the effect of a Flavor Carrier. Effect Carriers are by default considered Toxins.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Chain Spell&amp;quot;&amp;gt;&#039;&#039;&#039;Chain Spell:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to maximize the efficiency of their mana when casting certain spells. Each time this skill is purchased, the character can affect an additional target with touch cast spells. This skill can only be used in conjunction with the following spell Types: Protective, Blade, Healing, Summon, and Dispel effects. To use this ability, the caster must complete the normal spell incant and add “Chain Spell” to the end of the incant. They must then plant their foot and can then touch each recipient with a packet and call “Magic&amp;lt;Effect&amp;gt;”. This must be done immediately after casting the spell roughly within 5 to 10 seconds. The caster only spends mana for the spell being cast once. This skill can be purchased a maximum of four times.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Charm&amp;quot;&amp;gt;&#039;&#039;&#039;Charm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm Strike&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack as, Charm Strike which will Charm the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&#039;&#039;&#039;Clarity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&#039;&#039;&#039;Cleave:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&#039;&#039;&#039;Cocoon:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Command&amp;quot;&amp;gt;&#039;&#039;&#039;Command:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become bent to the caster&#039;s will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&#039;&#039;&#039;Compulsions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&#039;&#039;&#039;Contain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures in most cases, and will stop most effects; however, Delivery Types like Voice will often bypass.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&#039;&#039;&#039;Courage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will dispel all Fear/Terror effects from all targets, as well rendering them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&#039;&#039;&#039;Create Grove:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&#039;&#039;&#039;Critical:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage (i.e. Threshold &amp;amp; Damage Cap), and defenses that only reduce damage (such as  Roll), cannot be used as defenses against the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Crippling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&#039;&#039;&#039;Curse of Death:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&#039;&#039;&#039;Cyclone:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Cap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability reduces all damage the character takes to a set amount, no matter the source; this only applies to attacks with a number in the attack&#039;s verbal. The Critical Modifier can overcome this.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&#039;&#039;&#039;Death Throes:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Define Magic&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed. If used on a person it will reveal all magical effects on a person not actively hidden by another greater effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&#039;&#039;&#039;Deflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a vector other than physical or Natural, or the Massive modifier. To use this skill, the character must call “Deflect”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Derangements&amp;quot;&amp;gt;&#039;&#039;&#039;Derangements:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These effects are mental effects on the character that will force some amount of role-play based on the specific condition. These effects can be temporary, lasting a few months, up to permanent. A character is never aware of their condition and must follow the listed role-play and mechanics as defined under the Appendix: Derangements. These conditions are assigned by a Plot Marshal, and under no circumstance can a character cure their own conditions.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Despair&amp;quot;&amp;gt;&#039;&#039;&#039;Despair:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to double the cost of all Technique skills, and all other skills must spend 2 uses to generate a single use. This is a Mental effect that lasts until cured with Psionic Clear or Break Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Destroy&amp;quot;&amp;gt;&#039;&#039;&#039;Destroy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does the following: destroys one weapon, up to a large-sized shield, suit of armor no matter the size, or other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This does not work on natural weapons like fists or claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deprive(Skill)&amp;quot;&amp;gt;&#039;&#039;&#039;Deprive(Skill):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect strips the named skill from the target for twenty-four hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devastate&amp;quot;&amp;gt;&#039;&#039;&#039;Devastate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts 1 hour, unless overridden by duration specified by the application, such as Devastate gained from Resurrection. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, the River or Remove Curse spells.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Diagnose&amp;quot;&amp;gt;&#039;&#039;&#039;Diagnose:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill will allow the character to determine the condition of the creature, by asking the following questions: “Are you- (Dying, Dead, Conscious, Unconscious, Venomed, Diseased, Stunned, Sleeping, How much body are you down)?” The character may also be able to receive other information at the marshal’s discretion. You must be within arm’s reach of the target though you do not have to touch them.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Die Hard&amp;quot;&amp;gt;&#039;&#039;&#039;Die Hard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Difficult Terrain&amp;quot;&amp;gt;&#039;&#039;&#039;Difficult Terrain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes those in the area or those affected unable to move faster than a walk. This effect is negated by Non-Corporeal, &amp;lt;Flavor&amp;gt;Aligned, or Terrain Adaptation&amp;lt;Type&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&#039;&#039;&#039;Disarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Disarm&amp;quot;&amp;gt;&#039;&#039;&#039;Disease:&#039;&#039;&#039;&amp;lt;/span&amp;gt; You cannot run. If this effect is not healed within 24 hours you instantly dissipate and must resurrect. This is a metabolic effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Disguise&amp;quot;&amp;gt;&#039;&#039;&#039;Disguise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character can give a false answer to &amp;quot;What do I see&amp;quot;, changing their species or other minor features such as glowing hands; or for the same cost they can leave false information for Tracking. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Disrupt&amp;quot;&amp;gt;&#039;&#039;&#039;Disrupt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Dodge&#039;&#039;&#039;: This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Double Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Double Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect may be used when a character has successfully made a weapon attack upon a target and the target defended against it in any fashion. The character may then call Double Attack and force the target to defend again or suffer the effect of the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all targets lower than the designated level to become afraid of the effect’s generator. While under this effect a character cannot take offensive actions or attack the effect’s generator; as well they cannot defend against attacks from the effect’s generator. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Dragon Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Dragon Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes all affected to enter into a blind rage attacking all targets they can perceive. If there are no such targets in the immediate area, the character becomes winded and falls unconscious for 10 minutes. The call will always have a level as part of its delivery; characters above the level in the call do not suffer the normal effect but are instead affected by Weakness. This is a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Effect) Strike&amp;quot;&amp;gt;&#039;&#039;&#039;(Effect) Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These types of attacks are weapon delivered attacks, which are one swing hit or miss. The &amp;lt;Effect&amp;gt; in the call is what the target will suffer should the attack land and not be defended; the Strike portion of the call is to make it clear it is a weapon attack and only good for a single swing.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elemental&amp;quot;&amp;gt;&#039;&#039;&#039;Elemental:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Type denotes that the creature is made up totally of a singular &amp;lt;Flavor&amp;gt;, such as a Fire Elemental. Creatures with this Type are always Extra-Planar, and have the following advantages: Immune to Mental, No Metabolism, and Resistant to their &amp;lt;Flavor&amp;gt;. Their disadvantages are: Vulnerable to their opposing &amp;lt;Flavor&amp;gt;, and Crumbles at 0 Body. Additionally, they often do not have standard sensory features.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Engulf&amp;quot;&amp;gt;&#039;&#039;&#039;Engulf:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a creature to swallow a target whole. Each creature has its own count to use this effect. Once engulfed, a target immediately drops to -1 Body Points, and they may not be targeted with Skills/Abilities; until they are extracted.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enslavement&amp;quot;&amp;gt;&#039;&#039;&#039;Enslavement:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to gain mental control over a target. The character may give any number of orders during the duration of the effect and the target will obey. The target will take no actions without orders from the effects originator. This effect is both a Mental effect and a Compulsion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entangling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Entangling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill is used by calling “Entangling Strike” and landing a legal weapon blow; this is one swing, hit or miss. This effect causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Envenom&amp;quot;&amp;gt;&#039;&#039;&#039;Envenom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 totals; however they all expire at the end of the Encounter. This skill does not stack with itself.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Escape from Binding&amp;quot;&amp;gt;&#039;&#039;&#039;Escape from Binding:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to free themselves of Binding effects, on a 3 counted action, without taking any damage.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expendable Healing/Effect&amp;quot;&amp;gt;&#039;&#039;&#039;Expendable Healing/Effect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This refers to any effect that can only be used in limited amounts in a given time frame. This primarily includes Signature Spell, Potions, and times per reset skills/abilities; skills that do not affect this are ones that have no limit on usage like Healing Arts.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evade&amp;quot;&amp;gt;&#039;&#039;&#039;Evade:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to Negate any attack with a numerical damage as part of the call, excluding attacks with the Surprise Modifier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Evasion&amp;quot;&amp;gt;&#039;&#039;&#039;Evasion:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Execute&amp;quot;&amp;gt;&#039;&#039;&#039;Execute:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Exhaustion&amp;quot;&amp;gt;&#039;&#039;&#039;Exhaustion:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can move no faster than a walk and cannot Flee combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Expose armor&amp;quot;&amp;gt;&#039;&#039;&#039;Expose armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will reduce the targets physical armor (does not affect spells or Natural Armor) to 0 points; though this does not Breach the armor. This attack is delivered as &amp;quot;Voice Expose Armor&amp;quot;. While not standard, this attack can be negated with the Weapon Ward skill.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extra-planar&amp;quot;&amp;gt;&#039;&#039;&#039;Extra-planar :&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means you are native to another pane and not Nexus or one of the various Prime planes. First Aid can affect you only if the practitioner is sufficiently advanced in their knowledge of the planes (KA:Planes 3 or above). In addition, you cannot pass through a Caller&#039;s Grove skill and will be sent back to your home plane if hit with a Banish effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Healing&amp;quot;&amp;gt;&#039;&#039;&#039;Fast Healing:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability allows the character to naturally heal when not in combat or participating in strenuous activates. The character heals X Body Points every 5 minutes, at the end of the count; where X is the amount healed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fatigue&amp;quot;&amp;gt;&#039;&#039;&#039;Fatigue:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the character to be reduced to -1 Body Points. A fatigued character cannot be healed by any means. They may receive a Life spell when appropriate but become immediately Fatigued. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fear&amp;quot;&amp;gt;&#039;&#039;&#039;Fear:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Featherfall&amp;quot;&amp;gt;&#039;&#039;&#039;Featherfall: &#039;&#039;&#039;&amp;lt;/span&amp;gt;  Featherfall counters all damage taken from the next fall the recipient suffers.  It does nothing to help with hazards at the landing point.  Featherfall can be cast on others and Chain Spelled.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Feeble mind&amp;quot;&amp;gt;&#039;&#039;&#039;Feeble mind:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the target to have their mental faculties reduced almost completely. They cannot use any Skills/Abilities, nor do they have the ability to communicate. They can still move and will often wander toward bright colors and noises. This effect lasts for one hour, and is removed by Break Enchantments, Priest Rank 2, or Psionic Clear. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;First Aid&amp;quot;&amp;gt;&#039;&#039;&#039;First Aid:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows a character to stabilize a Dying creature with a 60-second counted action. While performing this count, the target’s bleeding out counts stops, but they are not stabilized until the 60-second count is completed without interruption. This will not work on Extra-Planar creatures without at least Knowledge Area: Planes at level 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;(Flavor Carrier) to Hit&amp;quot;&amp;gt;&#039;&#039;&#039;(Flavor Carrier) to Hit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes a character invulnerable to weapon damage from all but a single source. Common “to Hit” requirements are: Silver, Magic, Fire, etc.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Flee&amp;quot;&amp;gt;&#039;&#039;&#039;Flee:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect allows a character to escape combat by running away, so long as escape is not physically blocked. This effect may also be used to Resist or Dispel any effect that would prevent running, such as Rot or Slow. Once a Flee had been used it takes the user 5 minutes to reenter the encounter they left.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fly&amp;quot;&amp;gt;&#039;&#039;&#039;Fly:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to fly through the air. No Skills/Abilities may be used while flying. Flying is represented by making the gesture of a circular motion over the character’s head with hand or boffer. It is a 5 count to take off or land from flying, during which the character may be targeted with attacks, this count may not be interrupted with damage, and leaves the user Helpless. While flying outdoors the character may not be the target of any effect that does not specifically target flying targets, Such as Voice Delivery and Gaze Attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fog&amp;quot;&amp;gt;&#039;&#039;&#039;Fog:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect limits the vision of a character. While under this effect, the character is unable to make ranged attacks of any kind. This effect lasts 10 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Forget&amp;quot;&amp;gt;&#039;&#039;&#039;Forget:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause a character to forget a certain period of time. All the character will remember from the frame of time is a blank spot in their memory.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Formless&amp;quot;&amp;gt;&#039;&#039;&#039;Formless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures will this Type have no solid features to them, and gain following Immunities: Binding, Blind, Fog, Maim, Stun, and Slay. Additionally, they can fit through any opening, though items they carry might not.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fortitude&amp;quot;&amp;gt;&#039;&#039;&#039;Fortitude:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability increases the character’s Base Body Points by 30, for 1 hour or Module. When this effect expires, the amount is removed from the character’s Base Body Points, not their current Body Points.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freeze&amp;quot;&amp;gt;&#039;&#039;&#039;Freeze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become rigid and unable to move or take actions for up to 5 minutes. A creature with +6 Base Strength can break free of this status; as well fatal damage or ten second counted action from another can remove the effect. This effect is physical in nature.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Freezing shot&amp;quot;&amp;gt;&#039;&#039;&#039;Freezing shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to Freeze. This effect is physical in nature and is one attack, hit or miss.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fumble&amp;quot;&amp;gt;&#039;&#039;&#039;Fumble:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character under this effect will be unable to hold any physical objects in their hands or handle physical objects for ten seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gaze Attack&amp;quot;&amp;gt;&#039;&#039;&#039;Gaze Attack:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is used to deliver an attack to a target with the character’s gaze alone. In order to use this effect, the character must maintain eye contact with the target for three full seconds, or may deliver this effect with a packet. At the end of the time or when the packet gets delivered the call is “Target Arcane Gaze&amp;lt;Effect&amp;gt;”.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Glide&amp;quot;&amp;gt;&#039;&#039;&#039;Glide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability functions much like Feather fall with the difference that they can choose where to land so long as the location is lower than where they started and within 100 yards.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Good Will&amp;quot;&amp;gt;&#039;&#039;&#039;Good Will:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling your healing power, you give off a calming aura that causes potential hostiles to ignore your party as you avoid them; this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with sentient living creatures.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guardian Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Guardian Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill creates a safeguard on the targets spirit, binding it the target’s body. The next time the target drops to -1 Body Points or the Dead status, they will auto-stabilize to 0 Body Points. This effect lasts for one hour or Module, or until used. Additionally, the target is protected from being forcibly transformed into another creature subtype for up to one hour, as a separate duration from the auto-stabilize.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Guarding Light&amp;quot;&amp;gt;&#039;&#039;&#039;Guarding Light:&#039;&#039;&#039;&amp;lt;/span&amp;gt; By channeling positive energy, you create a temporary field that conceals you from certain creature types. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Abomination, Deathless, Shadow, and Undead&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harm Touch&amp;quot;&amp;gt;&#039;&#039;&#039;Harm Touch:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is used with the call &amp;quot;Arcane Harm Touch &amp;lt;Flavor&amp;gt;&amp;quot;. This will deal 75 points of damage to the target and will heal the character for an equal amount, up to their maximum Base Body Points. This attack is delivered with a weapon and is one swing, hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Healing Arts&amp;quot;&amp;gt;&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to treat a targets wounds and injuries. This skill takes 20 minutes and can be applied to 2 targets at once. At the end of the treatment, the targets will be healed for up to half of their maximum Body Points, all Toxins removed from their body and up to 2 limbs regenerated. Alternatively, the user can choose to spend only 10 minutes, but will generate only one of the effects instead of all 3.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Helpless&amp;quot;&amp;gt;&#039;&#039;&#039;Helpless:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A character that is helpless is aware of their surroundings but can take no In-Game actions or use any skills or abilities nor move under their own power.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Heroism&#039;&#039;&#039;:  For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hide&amp;quot;&amp;gt;&#039;&#039;&#039;Hide:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Block&amp;quot;&amp;gt;&#039;&#039;&#039;High Block:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Horrify&amp;quot;&amp;gt;&#039;&#039;&#039;Horrify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be overcome by Fear so strong that it can almost kill. Horrify is Permanent, only being removed by: Dream Eater, Break Enchantments, and Resurrection. Creatures that are normally immune to Fear, downgrade this effect to the normal Fear effect lasting 5 minutes. This is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hold Spirit&amp;quot;&amp;gt;&#039;&#039;&#039;Hold Spirit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect targets a dead character. The target must be in their four-minute death count for this effect to work. The character using this effect touches the target and states, “I hold your spirit &amp;lt;#&amp;gt;” where the &amp;lt;#&amp;gt; is how long the affected target’s spirit remains in their body before seeking resurrection. This effect extends the death count of the target by &amp;lt;#&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Hunters Call&amp;quot;&amp;gt;&#039;&#039;&#039;Hunters Call:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to summon an animal natural to the terrain that the character is currently in. This animal can be given a command action which it will perform to the best of its abilities for up to 1 hour. The creatures summoned by this skill are above average intelligence for their species, such that they can comprehend complex commands. This skill cannot be used in combat&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;Impale:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to add a powerful pull to their ranged attacks. When used the character increases their Base Weapon Damage by 2 points and can add the Critical Modifier to their next 10 packet attacks.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Immunity&amp;quot;&amp;gt;&#039;&#039;&#039;Immunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Some characters can completely ignore some effects.  This is called as &amp;quot;No Effect&amp;quot; when such an effect would otherwise set in.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Impunity&amp;quot;&amp;gt;&#039;&#039;&#039;Impunity:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Incinerate&amp;quot;&amp;gt;&#039;&#039;&#039;Incinerate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is always a counted action and causes the target to turn into ash. This destroys Unshatterable items. If used on a living target the body is instantly destroyed and they immediately seek resurrection.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inept&amp;quot;&amp;gt;&#039;&#039;&#039;Inept:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will always have some other effect or type listed with it, such as Fire/Swords/Magic. The types listed in the entry are unusable by the character. .&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Initiative&amp;quot;&amp;gt;&#039;&#039;&#039;Initiative:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick escape from combat. When used, the character will proceed to retreat 10 steps form the nearest combatant in as straight of a line as possible. This does not avoid obstacles like walls which will impede the character&#039;s progress. During this time they are not a valid target for melee strikes and will announce &#039;Initiative&#039; as a defense and will keep one hand raised above their head like they&#039;re asking a question in class. The character is still a valid target for packets and voice effects but may not be engaged in melee for the duration of this skill. In addition, the character may not be followed during their movement.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inspiration&amp;quot;&amp;gt;&#039;&#039;&#039;Inspiration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Target gains +1 Permanent Weapon Damage or 25 points of Spell Pool for 5 minutes or an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Instill Rage&amp;quot;&amp;gt;&#039;&#039;&#039;Instill Rage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to incite an ally into battle frenzy; granting them Immunity to Fear and Sleep, +2 Permanent Weapon Damage, and +10 Base Body Points; however, they must continue to engage enemies until there are no enemy targets remaining. If used on oneself the effect is much weaker granting only +2 Permanent Weapon Damage and Immunity to Fear. This effect will last for 5 minutes or one Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Intimidate&amp;quot;&amp;gt;&#039;&#039;&#039;Intimidate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill has two uses: First, this can be used against a target within melee weapon reach and is delivered as &amp;quot; Voice Arcane Terror&amp;quot;. Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Invisibility&amp;quot;&amp;gt;&#039;&#039;&#039;Invisibility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect is similar to the Conceal effect, with the major differences that it has a variable duration and it does not end when the user moves or attacks. This effect can make the character a deadly foe as they are not able to be attacked but can still engage targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Body&amp;quot;&amp;gt;&#039;&#039;&#039;Iron Body:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kill&amp;quot;&amp;gt;&#039;&#039;&#039;Kill:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect instantly sets the target to dead. The targets death count begins immediately.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Killing Blow&amp;quot;&amp;gt;&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A killing blow is a 3-counted action that instantly sets the target to dead. The targets death count begins immediately.  Killing Blow can only be used on helpless or willing targets, and consists of touching your target on the chest or shoulder with a weapon or packet, then counting down - Killing Blow 3, Killing Blow 2, Killing Blow 1.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Knockdown&amp;quot;&amp;gt;&#039;&#039;&#039;Knockdown:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect does not render the target Helpless, but does prevent the use of Active Skills/Abilities as well as the target cannot walk during the duration, which by default is 10 seconds.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Maim Limb&amp;quot;&amp;gt;&#039;&#039;&#039;Maim Limb:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. This is one swing hit or miss.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magnetic Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Magnetic Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This has no effect by itself.  A character affected by Magnetic Shot can be voice-targeted by the character that applied it for five minutes or one encounter. Magnetic Shot is not curable by normal means (although it may be resisted normally).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Manticore Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the characters to unleash toxic ammo that weaken their foes. The characters next 3 ranged attacks become “Poison Weakness”. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Massive&amp;quot;&amp;gt;&#039;&#039;&#039;Massive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Massive damage affects the target if they are contacted in any way. This may not be blocked by a shield or a weapon. If used in conjunction with a Skill/Ability that allows multiple strikes, then all such strikes are Massive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mind Guard&amp;quot;&amp;gt;&#039;&#039;&#039;Mind Guard:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell wraps the recipients mind in a protective field. During the duration (normally 10 minutes) the target is immune to Mental effects.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mirror Image&amp;quot;&amp;gt;&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill causes the character to be duplicated by shifting images, causing the next 2 melee/ranged weapon attacks to be Negated. This is a visible effect; and lasts for 5 minutes or one Encounter, or until used, whichever is shorter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mob Scene&amp;quot;&amp;gt;&#039;&#039;&#039;Mob Scene:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Critical Modifier to their next single attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mobility&amp;quot;&amp;gt;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Move Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Move Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Armor&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Armor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the character armor points without the use of a Phys-Rep. These points will stack with all other forms of armor, but will not allow a character to exceed their maximum armor total. These armor points may be healed if a character is at full Body, in addition to all other rules that allow a character to refit armor.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natural Weapons&amp;quot;&amp;gt;&#039;&#039;&#039;Natural Weapons:&#039;&#039;&#039; These weapons are representative of the natural claws found on beasts and some characters throughout the game. They are completely red taped &#039;phys-reps&#039; and come in short, medium, long, and two handed variants. These weapons are immune to disarm, destroy, and shatter. They can be affected by &#039;aura blade&#039; and &#039;summon weapon&#039; skills &amp;amp; spells but cannot be the target of Ritual Enchantments.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nature&#039;s Ire&amp;quot;&amp;gt;&#039;&#039;&#039;Nature&#039;s Ire:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nausea&amp;quot;&amp;gt;&#039;&#039;&#039;Nausea:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become sick and unable to use Active Skills/Abilities for thirty minutes. The target may move at a slow walk and may speak, but the condition of sickness should be role-played. If the condition is not role-played they target may not speak. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-corporeal:&#039;&#039;&#039; You are unaffected by binding effects with the exception of Prison. Further, the Magic Carrier must be used in order for you to be affected by physical attacks. You can phase through walls or other solid objects but not people or magical barriers such as wards, circles, etc. &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Negate&amp;quot;&amp;gt;&#039;&#039;&#039;Negate:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to cancel another specific effect as it happens. This functions similar to resist, and there is generally a cost to be paid to generate this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Nightmare&amp;quot;&amp;gt;&#039;&#039;&#039;Nightmare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target is overcome by horrible waking nightmares. This effect is permanent and may only be removed by a Dispel Magic cast by a character of level 20 Break Enchantments, Resurrection, or the Dream Eater effect. While under this effect the target suffers the following disadvantages: maximum weapon damage is reduced to two, the character must expend 2 double the Energy/Mana to use/cast a Technique/Spell, the target’s bleed out count is reduced to one minute, and they only receive one point of healing per application by any source.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pacify&amp;quot;&amp;gt;&#039;&#039;&#039;Pacify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will cause the player to be unable to incite or engage in combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Padded&amp;quot;&amp;gt;&#039;&#039;&#039;Padded:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Flavor Carrier causes all damage to be temporary, this means while the damage is real enough to lower a targets hit points it will never drop them below 0, and after 10 minutes the lost Body Points will return on their own or can be healed. Armor that suffers damage from this carrier is lowered to 0 as well though again the armor does not become broken and can be refitted to full without use of a Patch Kit.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Paralysis&amp;quot;&amp;gt;&#039;&#039;&#039;Paralysis:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect becomes Paralyzed for the duration, 30 minutes by default. During the duration they are still aware of the world around them so long as they are also conscious, but cannot move, speak, or use Active Skills. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one physical weapon-delivered attack that was successfully landed on the user. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Petrify:&#039;&#039;&#039;  This turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Phase&amp;quot;&amp;gt;&#039;&#039;&#039;Phase:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to momentarily shift partially to another plane, allowing them to negate a single attack of any type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Plague&amp;quot;&amp;gt;&#039;&#039;&#039;Plague:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This is a Disease effect. The target of this effect may not be affected by any Restoration effect except Cure Disease. Additionally, if not cured, 2 hours after they are affected they will die and dissipate. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Possession&amp;quot;&amp;gt;&#039;&#039;&#039;Possession:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Creatures with this ability can bond with a host, granting them some amount of control over the host and gaining the hosts body as a defense from attack. The process by which the creature can possess a target varies and will be noted on the card, as well as how much control of the target they have.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Shot&amp;quot;&amp;gt;&#039;&#039;&#039;Power Shot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to fire a deadly volley. The characters next 4(four) ranged attacks gain a +10 Temporary Damage bonus. Each of these attacks is one shot hit or miss&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Purify&amp;quot;&amp;gt;&#039;&#039;&#039;Purify:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will remove all Metabolic and Disease effects from the target, no matter how they were generated.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&#039;&#039;&#039;Refit:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This means to readjust a suit of armor that has received damage to its full value unless breached, in which case its new maximum is adjusted according to the number of breaches to refit armor manually takes a sixty (60) second counted action and any damage received by the person doing the refit resets the counter. Refit from the source of the spell is instantaneous and repairs an breaches.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Read/Write&amp;quot;&amp;gt;&#039;&#039;&#039;Read/Write:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  All characters are assumed to be able to read and write Common.  Some species have their own written languages and characters of those species are presumed to know those as well.  Extra languages can be learned in a variety of ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Reflect&amp;quot;&amp;gt;&#039;&#039;&#039;Reflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will rebound an effect back onto the originator of said effect, making them the new target. This does not change the originator of the effect. The type of effects that can be defended with this ability will be noted on the card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Renew&amp;quot;&amp;gt;&#039;&#039;&#039;Renew:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to refresh Skills/Abilities of a target by touch. The effect will list specifically what Skills/Abilities are restored to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resist&amp;quot;&amp;gt;&#039;&#039;&#039;Resist:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability will be specifically noted what the character may use it against. Resists are considered a Passive Ability, and may be used so long as the character is Conscious. Common Resists include: School of Magic, Specific Effect, Delivery Type, or Family (Such as Binding or Mental).&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resistant&amp;quot;&amp;gt;&#039;&#039;&#039;Resistant:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability causes the character to take half damage from the designated &amp;lt;Flavor&amp;gt;.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Revive&amp;quot;&amp;gt;&#039;&#039;&#039;Revive:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to return to life from the Dead condition at its full Body total. Revive will have conditions listed to which it applies. First, the number of times per day the effect may be used. Second, are effects that can prevent the character from using this ability. Example: a troll may have Revive/Fire. Which means it will continue to revive until it is affected by a Killing Blow with the Fire Carrier.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rot&amp;quot;&amp;gt;&#039;&#039;&#039;Rot:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to move no faster than a walk. If not cured within six hours the target dies and dissipates. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect incapacitates a target, denying them the ability to take action and making them unaware of their surroundings. While under this effect they are not Helpless. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shatter&amp;quot;&amp;gt;&#039;&#039;&#039;Shatter:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This effect does the following: destroys one weapon, up to a medium-sized shield, long weapon, or other object which is no larger than a Medium Shield; making the item unusable and giving it the Broken status. This does not work on natural weaponry like claws or fists.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield&amp;quot;&amp;gt;&#039;&#039;&#039;Shield:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions to passively protect the character against the first effect of the listed Delivery Type to contact them. When a Shield is used the character must announce “Shield &amp;lt;Type&amp;gt;” where type is the Shield effect generated&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the user must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions..&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shun&amp;quot;&amp;gt;&#039;&#039;&#039;Shun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect cause a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This effect is on the target and not the caster. Dispelling the target will rid them of the effect. This effect is a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Silent&amp;quot;&amp;gt;&#039;&#039;&#039;Silent:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier goes at the beginning of an attack, instead of the end. Attacks with this Modifier and any defense called against the attack will make no In Game noise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slay&amp;quot;&amp;gt;&#039;&#039;&#039;Slay:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect deals 100 points of damage to the target.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Sleep Strike:&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack announced as, “Sleep Strike” which will Sleep the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sleep:&#039;&#039;&#039; This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect that lasts 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow&amp;quot;&amp;gt;&#039;&#039;&#039;Slow:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect slows the characters actions; reducing them to a 3 seconds delay between attacks, this includes Melee and Ranged weapons, as well as Bomb, Vials, Spells, and activated special abilities; additionally they cannot run. This has a duration of 1 hour, and the cure is based on the delivery method.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slow Regeneration&amp;quot;&amp;gt;&#039;&#039;&#039;Slow Regeneration:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to spend one hour, which they may not engage in combat, to heal themselves to their maximum Body, remove all Toxins, and Regenerate all missing limbs.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Slumber&amp;quot;&amp;gt;&#039;&#039;&#039;Slumber:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to fall unconscious. This affects targets that are immune to the Sleep effect. This effect may be ended by shaking the target vigorously for five minutes, or Break Enchantments; otherwise, the effect has duration of permanent.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to become unable to move, suffering the effect of a Natural Pin. (&#039;&#039;Do we still need this?  It seems like if Snare is always going to be Natural Pin, we can cut CL by just replacing the one with the other)&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soar&amp;quot;&amp;gt;&#039;&#039;&#039;Soar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability is grants the creature the Fly ability, with the alteration of they can take off and land instantly, negating the normal 5 counted action.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Soul Jar&amp;quot;&amp;gt;&#039;&#039;&#039;Soul Jar:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ability is a powerful effect that traps some portion of the targets Spirit within an object. This has a number of effects, first the character has their effective Death total increased for the purposes of Resurrection; as well add 5 Negatives to the roll if the object is not present.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stun&amp;quot;&amp;gt;&#039;&#039;&#039;Stun:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon/Create Creature(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon/Create Creature(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will summon or create a creature of the listed type. These effects are at plot discretion. The character generating this effect must supply the player to Phys-Rep the Summon/Created creature. If the creature leaves Line of Sight from the character who Summoned or Created it for ten seconds, or the caster dies the effect ends immediately. Summoned/Created creatures are under control of the character who generated the effect. A character may only have one Summoned/Created creature at a time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Summon Weapon(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Summon Weapon(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a weapon of the listed (Type). This weapon causes only damage of the (Type). The weapon created may take any form for which there is an appropriate Phys-Rep.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Surprise&amp;quot;&amp;gt;&#039;&#039;&#039;Surprise:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes an attack difficult to defend against. Only Passive Skills/Abilities, such as Resist, may be used to defend against an attack with this effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swarm&amp;quot;&amp;gt;&#039;&#039;&#039;Swarm:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This descriptor denotes a creature is made up of many smaller monsters or separate parts. This causes all attacks to only harm a single part of the whole. Monsters with this ability often have a Damage Cap but addition any attack that has an Effect instead deals a single point of damage.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep&#039;&#039;&#039; This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sympathy&amp;quot;&amp;gt;&#039;&#039;&#039;Sympathy:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to take any negative effect they generate on another character. This is a Mental effect and lasts until cured by Break Enchantments or 24 hours.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Taunt&amp;quot;&amp;gt;&#039;&#039;&#039;Taunt:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Taunt causes the target to focus their attack the generator of the effect.  Until Taunt expires, the victim pays twice the cost for any abilities used for anything not targeting the originator of the Taunt effect.  Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages.  A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect.  In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;. This is voice delivered &amp;quot;Voice [target] Taunt]&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Mastery&amp;quot;&amp;gt;&#039;&#039;&#039;Terrain Mastery:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to ignore terrain penalties of the listed type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terror&amp;quot;&amp;gt;&#039;&#039;&#039;Terror:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to move from their current location and only defend themselves for ten seconds. This effect is a Fear effect and Mental.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tether&#039;&#039;&#039;: Restricts the target to a 10&#039; radius around the caster. No effect my force them out of this ten foot space except Banish. Command &#039;come here&#039;, Fear, Horrify, Whirlwind, etc. would only bring them to the edge of that 10 foot circle. Essence and Earth totem abilities that allow someone to move while in a hold similarly would not let the user get out of their tether range.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Thrall&amp;quot;&amp;gt;&#039;&#039;&#039;Thrall:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect functions an Enslavement effect with a permanent duration. This effect may only be removed by [[Psionics#Clear|Psionics]] Break Enchantments ,Dream Eater, or Resurrection. The character who generated the Thrall effect may issue Psionic effects to the target that may not be resisted. This effect is both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Threshold(#)&amp;quot;&amp;gt;&#039;&#039;&#039;Threshold(#):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows a character to call “Threshold” to any attack that does not exceed the (#) listed. This includes weapon delivered and packet delivered attacks. A character with Threshold takes a single point of damage from every attack that would normally affect them but fails to exceed the character’s Threshold (#). Threshold is applied before modifiers due to increased or reduced effects due to damage type.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trackless Step&amp;quot;&amp;gt;&#039;&#039;&#039;Trackless Step:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect makes the character untraceable. They do not leave footprints of any kind unless they choose to. This makes tracking the character extremely difficult.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;True Sight&amp;quot;&amp;gt;&#039;&#039;&#039;True Sight:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to see things as they truly are. This effect sees through Invisibility, Disguise, and Illusions, and other magical effects at plot discretion.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vampiric&amp;quot;&amp;gt;&#039;&#039;&#039;Vampiric:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to lose five maximum Base Body Points every thirty minutes until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Venom&amp;quot;&amp;gt;&#039;&#039;&#039;Venom:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The target of this effect loses the ability to use Skills/Abilities for 1 hour; if this effect is not cured before the end of that time the targets status changes to Dead. This is a Metabolic effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Voice Control(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Voice Control(Type):&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to announce “Voice Control (Type)(#)” where (Type) denotes what they may control and (#) is the maximum level of the target allowed. All characters who hear the effect may be affected. Non-Sentient characters affected are enslaved by the character. Sentient characters must be affected by this effect each time they are given a command. This may also be delivered as a single target ability.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Vulnerable&amp;quot;&amp;gt;&#039;&#039;&#039;Vulnerable&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;&amp;lt;Flavor&amp;gt;:&#039;&#039;&#039; This effect causes the creature to take double damage from the listed &amp;lt;Flavor&amp;gt;, or the Ward Flavor Carrier. A target who is Vulnerable to a flavor will always be affected by these attacks, even if they have To Hit on their card.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ward&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ward:&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Ward is a Flavor of attack against which immunities and x-to-hit effects do not apply.  With (very) few exceptions, if you are hit by ward, you are burning effects to defend or taking the damage.  Ward can be parried, deflected, rolled, etc; it simply cannot be passively ignored. Ward also serves as a substitute for any flavor a creature is vulnerable to. So hitting a Fire Elemental that is Vulnerable Water with &#039;5 Ward&#039; means they will take 10 points of damage. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  The signs are everywhere if you are looking for them. You can pick out tracks quick enough to notice a bad situation before you walk into, allowing you to find another route. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works so long as there is another way to proceed.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weakness&amp;quot;&amp;gt;&#039;&#039;&#039;Weakness:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Ward&amp;quot;&amp;gt;&#039;&#039;&#039;Weapon Ward:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill will negate any Disarm/Shatter effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wither&amp;quot;&amp;gt;&#039;&#039;&#039;Wither:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes a single limb to become useless on the target. The affected character may choose the limb if the character generating the effect did not specify which limb. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Wound&amp;quot;&amp;gt;&#039;&#039;&#039;Wound:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect reduces the targets maximum Base Body Points by up to 3 points, cannot reduce a target below 1 Base Body Points. This effect will stack with itself and other effects that reduce Base Body Points. This effect lasts until cured. This effect is Metabolic and a Disease.&amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Monk&amp;diff=2201</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Monk&amp;diff=2201"/>
		<updated>2025-09-29T21:01:01Z</updated>

		<summary type="html">&lt;p&gt;David: Changed Daze to Stun&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Monks are a specialized melee class focused on honing their body as a balanced weapon. They have mastered the ability to fight and survive with the barest of means. While they are capable of standing the front line in a fight they also have the flexibility to be very mobile taking advantage of an ever-changing battle field. &lt;br /&gt;
&lt;br /&gt;
While they spend a great deal of time training in what appears to be the ways of combat from an onlooker this is not the case. A monks training is a molding on oneself into a truly centered form. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Monks rely on speed and dexterity to avoid hits rather than soaking the impact of a strike. While they can wear up to Medium Armor, more advanced Monks will wear lighter armor as they become more adept in their arts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Monks are skilled with the following weapons: Brawl, Short Weapon, Medium Weapon, Staff, and Thrown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; Monks are trained in the art of fighting without weapons, and therefore do not suffer the drawbacks of not being able to use Combat Techniques with Brawling weapons. Additionally, Monks can use up to Medium length Brawl weapons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meditation:&#039;&#039;&#039; Reaching a state of harmony takes years of practice and constant work to maintain. Each reset the character will gain a pool of Chi points that they can use to power a few abilities. A character begins with 2 Chi each reset at 1st level and gain 1 additional Chi every 3 character levels after that, (IE. 1st, 4th, 7th, and so on.). They can use their Chi for the following: &lt;br /&gt;
&lt;br /&gt;
 1 Chi- Gain Fast Healing 5 for 1 hour or module, while not in combat. &lt;br /&gt;
&lt;br /&gt;
 1 Chi- Gain a reflexive Evade, this will be triggered on the first attack it would work on and cannot be stacked with itself. &lt;br /&gt;
&lt;br /&gt;
 2 Chi- Increase Dexterity Armor by 10 points, this goes over class maximum, for 5 minutes or 1 Encounter. &lt;br /&gt;
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 2 Chi- Increase Flurry by an additional 1 for 5 minutes or 1 Encounter. &lt;br /&gt;
&lt;br /&gt;
 3 Chi- Can Natural Stabilize a target with no counted action, within melee reach.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Harmony:&#039;&#039;&#039; Monks spend countless hours practicing both combat and meditation. With this effort comes a level of unmatched focus, allowing them to quickly enter a focused combat stance. This grants the character a +1 to their Flurry limit with Brawl weapons, and Immunity to Berserk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Body, One Mind&#039;&#039;&#039; This skill allows the character to balance their fighting prowess with Brawl weapons; this allows their Focus bonus damage to apply to both hands equally.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Monk: Basic Skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
|Focus +1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|20&lt;br /&gt;
|Focus +2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-18)&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (19-36)&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Usage Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bracing Block &lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Disarm&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Center Self&lt;br /&gt;
|2&lt;br /&gt;
|1-2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Strike&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Evade&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Roundhouse&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Catch &lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Choke Hold&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Sweep&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Paralyzing Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|High Block&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|True Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 energy&lt;br /&gt;
|-&lt;br /&gt;
|Unbound&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Ricochet&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Monk: Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Abundant Leap&lt;br /&gt;
|2&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Bending Reed&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Chi Strike&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Iron Body&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One With the World&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Peaceful Minded&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monk Skills ==&lt;br /&gt;
&#039;&#039;&#039;Abundant Leap (Mastery)&#039;&#039;&#039; This skill allows the character to make almost super natural performances of athletic prowess. When activated the character can perform the Feat of Strength(Jump) as though they had an additional +4 Base Strength. Additionally, this can be used to block an opponent attempting to leave an encounter using Flee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bending Reed (Mastery)&#039;&#039;&#039; By focusing the chi in their body, a Monk can lessen the impact of weaker blows. This skill grants the character Cap 5, lasting for 5 Minutes or one Encounter. Critical still exceeds this cap if used to modify an attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracing Block&#039;&#039;&#039; This skill duplicates Weapon Ward with the exception that it can only be used to defend Brawl weapons; this will also work as a defense from Maim Limb with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catch&#039;&#039;&#039; This skill allows the character to defend against a single physical ranged attack (Ranged Weapon Attack, Bomb, Vial, or Natural Delivery attack). This defense ends the attack and does not allow the character the ability to do anything with the negated attack. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Center Self&#039;&#039;&#039; Through meditation the monk has learned to relieve their physical form of harm. Using this skill is a 3 counted action, at the end of which the character is healed for 10 Body Points per Energy expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chi Strike&#039;&#039;&#039; The skill allows the character to deliver their Brawl damage and effects with packets, for the up to 5 minutes or one Encounter. This ability does not function with the Choke Hold skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choke Hold&#039;&#039;&#039; This attack allows the character to attempt to subdue a target with a quick attack. This attack is delivered as “Silent Stun Strike”. This attack can only be delivered with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039; This skill causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be affected. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evade&#039;&#039;&#039; This skill allows the character to negate any attack with a numerical damage as part of the call, excluding attacks with the Massive, or Surprise Modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Strike&#039;&#039;&#039; When this skill is activated the character will gain a 4 Blade effects that have +5 Temporary Weapon Damage bonus and the choice of Fire/Stone/Water/Wind. These must be used on the attacks following the skills activation, and each of these Blade effects lasts until a legal weapon blow is landed. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus + X&#039;&#039;&#039; This skill increases the characters Base Weapon Damage with all weapons they are proficient with. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Block&#039;&#039;&#039; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Body&#039;&#039;&#039; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times. Dexterity armor may be healed by the Living Armor power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One with the World (Mastery)&#039;&#039;&#039; This skill grants the character the abilities of Blindsight and Immune to Stun for 5 minutes or one Encounter. This skill is Passive once activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralyzing Strike&#039;&#039;&#039; This attack is delivered with the call “Paralyzing Strike” and a single weapon swing hit or miss. This will cause and affected target to become Paralyzed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peaceful Minded&#039;&#039;&#039; By releasing your positive Chi you can temporarily soothe your would be foes, causing them to drift and ignore your party as you skirt past them, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with living creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ricochet&#039;&#039;&#039; This skill allows the character to defend against a single ranged attack by diverting it to a new target in melee weapon range with you. When used, announce “Ricochet  Voice ”  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roundhouse&#039;&#039;&#039; This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep&#039;&#039;&#039; This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;True Strike&#039;&#039;&#039; This skill allows the character to imbue their Brawl weapons with devastating power. When activated, their next 4 weapon swings that land legal blows, gain+15 Temporary Weapon Damage, the Flavor Ward, and the Critical Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound&#039;&#039;&#039; This special defense allows the character to escape from all forms of movement impairing effects, including Binding and Contain effects, currently affecting them, instantly ending their duration; though it does not work on Petrify.&lt;br /&gt;
&lt;br /&gt;
== Monk Powers ==&lt;br /&gt;
&#039;&#039;&#039;Extended Martial Training -&#039;&#039;&#039; This power allows the character to treat all of their &#039;&#039;Class Weapon Proficiencies&#039;&#039; as &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Style&#039;&#039;&#039; - With extensive training the character has mastered a favored style in which they fight. By specializing on this style they are granted a static bonus.&lt;br /&gt;
&lt;br /&gt;
·        &#039;&#039;Mantis Style&#039;&#039;- Grants 1 Additional swing to their &#039;&#039;Flurry&#039;&#039; limit.&lt;br /&gt;
&lt;br /&gt;
·        &#039;&#039;Crane Style&#039;&#039;- Grants 10 points of &#039;&#039;Dexterity Armor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
·        &#039;&#039;Bull Style&#039;&#039;- Grants +1 Damage with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merciful Strike&#039;&#039;&#039; [Brawl prerequisite) - This power allows the character to add the “Padded” flavor to their melee weapon attacks. A character brought to 0 body with the &#039;Padded&#039; damage type will not enter their bleed out count and is instead considered Unconscious. Armor dealt padded damage is reduced in value as normal but it not considered &#039;breached&#039; if it is reduced to 0. &lt;br /&gt;
&lt;br /&gt;
=== Monk Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Diamond Skin -&#039;&#039;&#039; Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Zen -&#039;&#039;&#039; This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black belt&#039;&#039;&#039; - Your prowess has increased to the level where you can main TWO Monk styles at a time in combat.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2199</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2199"/>
		<updated>2025-09-28T17:09:26Z</updated>

		<summary type="html">&lt;p&gt;David: updated Stalwart spell to only effect the caster&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Spell Rules ==&lt;br /&gt;
Spells are delivered with spell packets.  Full construction rules are available under Combat but they&#039;re small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  &#039;&#039;Before&#039;&#039;.  Start your incant, finish your incant, and &#039;&#039;then&#039;&#039; throw your packet. Incants don&#039;t have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.  Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect.  The incants below are common but not absolute.  &amp;quot;I call upon the homeland&amp;quot; is predominant for Biomancer Mages, bug mages are frequently bred with &amp;quot;We invoke the Queen and Hive&amp;quot; for Evocation, and so on.  We don&#039;t expect everyone to memorize every possible incant for every path; we&#039;re counting on players to police their own incant failures.  That said, a couple of us do know the ones that have been released and if this gets abused we&#039;ll react accordingly. You must have at least one free hand with which to cast a spell unless otherwise stated (as in the case of Invoked spells, the spell type not the incant word).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells, generally, require that your packet connect with your target&#039;s body.  Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely.  This is a small deviation from other larps and we&#039;re including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason.  We&#039;re reducing attack to surface to &amp;quot;person&amp;quot; in the hopes of relaxing that constraint and encouraging better costuming.  That said:  we are also keenly aware of how easy it is to abuse this.  It&#039;s not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you.  It&#039;s easier than that to devise a Cousin Itt-style &#039;cloak&#039; out of sheer material that covers your torso but doesn&#039;t seriously impair your vision, and now you&#039;re immune to packets.  If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat.  There are a hundred ways to abuse this; please don&#039;t.  We&#039;ll certainly make allowances for excellent costuming; if your dragonfly just doesn&#039;t feel right without a wingspan and also looks like you&#039;re just larping in between takes of your stage play or feature film, we&#039;ll work something out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell casting behind shields can be tricky. While a caster may invoke any spells behind their shield no matter the size, ranged attacks are not the same. Spells may not be cast, even on yourself, when using a Medium or Large shield unless they are &#039;Invoked&#039; such as with certain Paladin spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana ===&lt;br /&gt;
Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
&lt;br /&gt;
Mana is the most common source of magical energy.  It is not the &#039;&#039;only&#039;&#039; source.  Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency.  The people using those alternate sources know what they are and how to replenish them; it&#039;s raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can&#039;t cast a single thing despite drowning in mana.  For mechanical purposes, if your skill is listed as &amp;quot;Mana&amp;quot;, it&#039;s affected by and affects like all other Mana sources.&lt;br /&gt;
&lt;br /&gt;
=== Incants ===&lt;br /&gt;
A spell incant, as noted above, is a short phrase that casts your spell.  We&#039;ve provided some examples below but you&#039;re free to design your own within some boundaries:&lt;br /&gt;
&lt;br /&gt;
# Your incant requires a certain number of syllables, depending on the spell level:&lt;br /&gt;
## 1st-3rd level spells require at least six syllables&lt;br /&gt;
## 4-6th level spells require at least seven syllables.&lt;br /&gt;
## 7-9th level spells require at least eight syllables.&lt;br /&gt;
### After this incant, you need to denote what is is you&#039;re doing by adding the call &#039;magic [spell name]&#039; to the end. For instance: &amp;quot;With thallasaphobia I restrain you! magic web&amp;quot;&lt;br /&gt;
### These syllables do not include the &amp;quot;Magic [Spell Name]&amp;quot; which is an out of game notice of what your specific incant does in game.&lt;br /&gt;
# Your incant must be grammatically coherent, if not necessarily correct.  (T&#039;&#039;here are a lot of reasons for this.  The official reason is immersion.  The unofficial reason is preventing me from writing an incant that&#039;s 6/7/8 repetitions of the letter &amp;quot;r&amp;quot;, pronounced more or less like [https://www.youtube.com/watch?v=MdBd6yNalHs this.]&#039;&#039;&lt;br /&gt;
# Your incant must end with the effect name you intend to deliver, plus or minus a &amp;quot;you&amp;quot; if it helps with grammatical coherence.&lt;br /&gt;
# Your incant can&#039;t contain game tags - as hilarious as it is, you can&#039;t use &amp;quot;Arcane chemical magic &amp;lt;effect&amp;gt;&amp;quot;  - as a playability concern.  This is raised here not because I worry that people will deliberately write confusing incants but because things like &amp;quot;I invoke arcane wrath to &amp;lt;whatever&amp;gt;&amp;quot; seem perfectly reasonable until holds get called to sort out what you just did.  While we&#039;re at it, avoid words like &amp;quot;Irresistible&amp;quot; or &amp;quot;Unshieldable&amp;quot; - also hilarious, also troublesome.&lt;br /&gt;
# And finally - I shouldn&#039;t have to say it but here it is anyway - it must be reasonably clean.  I am not putting up with calls from angry parents because you can say a given swear at warp 5.&lt;br /&gt;
&lt;br /&gt;
Within those bounds, you can decide your incant for any spell you&#039;ve learned from a skill points or any scroll unless the scroll has a specific incant on it then you must use the incant provided on the scroll..  &#039;&#039;&#039;If you opt instead to learn your spell from a teacher, you learn it with your instructor&#039;s incant.&#039;&#039;&#039;  In each case, incants are fixed before use; you&#039;re free to write your own incant but once it is written, it cannot later be altered.&lt;br /&gt;
&lt;br /&gt;
=== Starting Spells ===&lt;br /&gt;
Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.  Further schools down the road may or may not come with a starting set of spells.&lt;br /&gt;
&lt;br /&gt;
===  Learning Spells ===&lt;br /&gt;
Your spellcaster can learn spells in three basic ways:&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event. Using a scroll in this manner destroys it just like when it is used to cast the spell.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. &lt;br /&gt;
# If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it.  This can be done at any time during an event, and takes your instructor ten minutes to pass it on to you.  Similarly, you may teach any spell you know.&lt;br /&gt;
&lt;br /&gt;
Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Potion-ability&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with # are able to be made into Potions&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chain Spell&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with * are able to be [[Effects#Chain Spell|Chain Spell]]&amp;lt;nowiki/&amp;gt;ed&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Invoked Spells&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with ^ are &#039;invokable&#039; and are used with just the spell name and not a full incant. Invoked spells have no free hand requirement.&lt;br /&gt;
&lt;br /&gt;
=== Durations ===&lt;br /&gt;
All spells will have a duration though some may be lumped into categories that will denote their duration. For example all spells designated as &#039;Buff&#039; spells have a duration of &#039;until used&#039; or the end of the event, whichever comes first. So if you get a Magic Shield friday night and don&#039;t get hit with a magical effect until Sunday you can call your shield. Remember that all spell durations end when your character is in the Dead state unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
== Evocation ==&lt;br /&gt;
Standard Incantation: &amp;quot;With eldritch might I...&amp;quot;&amp;lt;grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic&#039;&#039;:  This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm&#039;&#039;:  This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell counters all damage taken from the next fall the recipient suffers.  It does nothing help with hazards at the landing point.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light:&#039;&#039;  This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. Standard Incant: &amp;quot;With Eldritch Force I Create Light”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;:  This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;:  This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;:  This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#:&#039;&#039;  This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. Standard Incant: &amp;quot;With Ethereal Might, I grant you a blade&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#:&#039;&#039;  This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*#&#039;&#039;: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel:&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#:&#039;&#039;  This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind:&#039;&#039;  This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Strength this effect can be broken free from on a 3 counted action. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Charm&#039;&#039;: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This will break if the subject is dealt damage from the originator&#039;s allies or loses line of sight to the originator of the effect for more than 5 seconds. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Secure Door:&#039;&#039;  This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell&#039;s duration&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun:&#039;&#039;  This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Erupt&#039;&#039;:  This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#:&#039;&#039;  This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Refit*&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;:  This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Unfetter Pool*#&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use.  This allows a Mage to dump his/her entire spool as one devastating burst.  To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039;:  This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep:&#039;&#039;  This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect. that lasts 10 minutes.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin*#:&#039;&#039;  This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force:&#039;&#039;  This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, vectors like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;:  This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from, at the end of the count they will suffer 12 points of Body damage. The target is considered helpless and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle:&#039;&#039;  This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#:&#039;&#039;  This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Push:&#039;&#039;  This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;:  This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most  means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in  conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock:&#039;&#039;  This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic#&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Drain:&#039;&#039;  This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have techniques, then they will lose 8 Energy, if they have mana they will lose 15 mana, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Guard*#:&#039;&#039;  This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*:&#039;&#039;  This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#:&#039;&#039;  This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not  Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 9: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;:  This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Implosion#:&#039;&#039;  This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Innervate#&#039;&#039;:  This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, 3 Energy or 6 mana. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Prison&#039;&#039;:  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Minion&#039;&#039;: Summon Minion reinforces you before a battle; it conjures one of the following:&lt;br /&gt;
&lt;br /&gt;
* Water Elemental&lt;br /&gt;
* Stone Elemental&lt;br /&gt;
* Fire Elemental&lt;br /&gt;
* Air Elemental&lt;br /&gt;
* Iron Golem&lt;br /&gt;
* Bone Golem&lt;br /&gt;
&lt;br /&gt;
General stats will be provided for summoned minions, but be aware that the vagaries of magic mean that any given summon may be weaker or stronger than the card indicates.  Also - and this is important - Plot will never, ever, ever provide a rep for your Summon.  You can ask other players, or bring your own NPC, whatever works for you, but there is no case under which Plot will dedicate event resources to your butler.  Ever.  Summoned minions last for one hour or module, at which point they either return to their home planes or crumble into dust.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spirit ==&lt;br /&gt;
Standard Incantation: &amp;quot;With occult power I...&amp;quot;(grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;grant you a Featherfall&#039; or &#039;grant you a poison shield&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 1&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic:&#039;&#039; This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-a item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Endurance*#&#039;&#039;: This spell grants the recipient 10 Temporary Body Points. These Body Points are the first Body Points lost and are not healable. This spell will not stack with itself. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell will allow the character to call, “Slow Fall!” as a defense on the next occasion they fall. They cannot choose when to call it. The spell will go off at the first opportunity, or not at all. This will not prevent the recipient from ending up wherever the fall would have dropped them. The spell will not slow their descent but will negate any ill effects they would have received from the fall.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light&#039;&#039;: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Weakness&#039;&#039;: This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 2&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Disease*#&#039;&#039;: This spell will end the duration of all normal diseases on a living target. Some rare diseases will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Displacement*#&#039;&#039;: This spell causes the targets image to become slightly off center, making it hard to attack them from ranged. The character takes Reduced: Half from ranged effects that have a number in the call, for the first 3 effects that strike them. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. Multiple spells cannot be active at the same time to gain more than a +4 bonus to strength. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shackle&#039;&#039;: This spell binds a Helpless target’s hands and feet, which requires +6 Strength to break free from. In addition to being bound the spell also neutralizes Magic, Elemental, Poison, and Natural abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 3&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#&#039;&#039;: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#&#039;&#039;: This spell allows the recipient to Breathe water  for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Poison Shield*#&#039;&#039;: This spell protects the target from the next attack with the Poison Delivery Type that strikes them. When this effect is used, the character must announce “Poison Shield”. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel&#039;&#039;: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Terror&#039;&#039;: This spell will cause the target to be unable to move from their current location and only able to defend themselves for 10 seconds. This is a Fear effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 4&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#&#039;&#039;: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind&#039;&#039;: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action, at the end of the count they will suffer 8 points of Body damage. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind Form#&#039;&#039;: This spell allows a character that has died to be resurrected without the use of a Life Well. A character still needs to have the Resurrection skill to do so, without the normal penalties of resurrecting without using a Life Well. The resurrection will still take 15 minutes, and the target must still make a Contested Roll to resurrect. When this spell is cast, the caster must declare his target. The target can choose to refuse the spell and seek a Life Well to resurrect if they wish. Additionally, this spell will have an adverse effect on non-corporeal creatures. It forces them into the material world a little more. If they were “Magic” to hit, they become “Silver” to hit. If they were “Silver” to hit, they can be hit with a normal weapon.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Metabolic*#&#039;&#039;: This spell will end the duration of any normal Metabolic effect upon a single target. Some strong effects will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun&#039;&#039;: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 5&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Freedom*#&#039;&#039;: This spell will instantly release a target from all things magically or physically binding, holding, or restraining the target. Physical Bindings will fall open to the ground, and Magical Bindings will be considered Dispelled. This spell will have no effect against creatures or items that are under a Prison effect. Any persons or creatures holding them will be affected as though disarmed. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#&#039;&#039;: This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Refit*&#039;&#039;: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast, Repairing the armor.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secure Door&#039;&#039;: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spells duration.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 6&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep&#039;&#039;: This spell will cause the affected character to fall unconscious, slipping into a coma like sleep. This is a Mental effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin&#039;&#039;*#&#039;&#039;: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.   &#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Regenerate*#&#039;&#039;: This spell will cause the target to regrow all missing or damaged limbs; this includes limbs lost to maim and sever effects. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force&#039;&#039;: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Strength or greater to break free from.. The target is considered helpless, and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knock:&#039;&#039;  This spell will instantly open a sealed object; in the case of a door it will open it with the force of +10 Strength, in the case of a lock it will open any lock lower than a level 20 Standard Lock. This does not break or damage the door or lock it simply cause them to open.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#&#039;&#039;: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock&#039;&#039;: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 8&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Command&#039;&#039;: This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Foresight*#&#039;&#039;: This spell gives the target a small glimpse into their future allowing them heightened protection. “Foresight” can be called as a defense against any single attack, that would cause you to become Helpless, this includes an attack that reduces you to -1. This is a Buff Spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#&#039;&#039;: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#&#039;&#039;: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 9&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Heroism#&#039;&#039;: This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Life#&#039;&#039;: This spell will return a creature to life at 1 Body Point. It will also remove any negative physical effects that were on the body at the time of death such as missing limbs. This spell will only work on a target that is in their 4-minute dissipation count. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Petrify&#039;&#039;: This spell turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect. Duration: 1 hour&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
Nature primarily uses one of two base incants. Either &amp;quot;I summon the Wilds to grant you aspect of the (spell name)&amp;quot; or &amp;quot;I curse you with (spell name)&amp;quot;. As such each spell is denoted with Aspect or Curse tags for easy incant placement. If anything deviates from this taxonomy, it will be noted with it&#039;s own incant text. All aspect spells have a duration of 1 hour unless they are &amp;quot;on use&amp;quot; spells like Deer or Ram unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Boar (Aspect)*#:&#039;&#039;  This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Brook (Aspect)*:&#039;&#039;  This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Exhaustion (Curse):&#039;&#039; Duration: 60 Minutes This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fish (Aspect)*#&#039;&#039;:  Duration: 60 Minutes This spell summons the power of the fish to grant the target the ability to breathe liquid.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Owl (Aspect)*#&#039;&#039;:  This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Deer (Aspect)*#:&#039;&#039;  This spell grants the target with a once ever Flee that lasts until the player resets or it is used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Endure (I call upon Nature to grant you the power to Endure)*#&#039;&#039;: Duration: 60 Minutes This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fumble (Curse)&#039;&#039;: Duration: 10 Seconds This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Hawk (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Sapling (Aspect)*#&#039;&#039;:  This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ash (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fog (Curse)&#039;&#039;: Duration: 10 Minutes This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mole (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ram (Aspect)*#&#039;&#039;:  This spell grants the target the Massive Modifier, useable twice ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tsunami*# (I call upon Nature to grant you the power of a Tsunami)&#039;&#039;:  This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural Repel Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Day (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from  creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Roc (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spider (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stream (Aspect)*#&#039;&#039;:  This spell, when cast, will cause the target to heal themselves in various ways. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10 and be cured of 1 metabolic effect, have one maimed limb restored and have 1 curse removed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Venom (Curse)&#039;&#039;: Duration: 60 Minutes This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to  dead. This is a Metabolic effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bear (aspect)*#&#039;&#039;: Duration: 5 Minutes This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Command Animal (Curse)&#039;&#039;: Duration: 10 Minutes This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not&lt;br /&gt;
&lt;br /&gt;
cause direct harm to themselves.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Oak (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Polymorph (Curse)&#039;&#039;: Duration: 10 Minutes This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Wolf Pack*&#039;&#039;:  This spell allows the caster to call a group Flee. When used the caster must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect# (I call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Entangle (Curse)&#039;&#039;: Duration: 30 Seconds This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fox (Aspect)*#:&#039;&#039;  This spell gives the target a once ever “Resist Mind”. This effect lasts until used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Night*# (I call upon nature to grant you the power of Night)&#039;&#039;: Duration: 10 Minutes This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Snake*# (Aspect)&#039;&#039;: This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: Duration: 60 Minutes This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is&lt;br /&gt;
&lt;br /&gt;
the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Glitterdust (I call upon Nature to grant the power of Glitterdust)&#039;&#039;: Duration: One Encounter This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter. In addition, any tracking attempts made on a character that has been affected by a Glitterdust will receive +2 successes until the end of the event. This is not cumulative.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Rive&#039;&#039;r&#039;&#039;*#&#039;&#039; &#039;&#039;(Aspect)&#039;&#039;:  This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ruin (Curse)&#039;&#039;:  This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Typhoon (I call upon Nature to grant the power of the Typhoon)&#039;&#039;:  This spell grants the caster with the blessings of the typhoon&#039;s high winds. This spell grounds all Flying creatures in the area for an encounter. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Beast* &#039;&#039;(Aspect)&#039;&#039;: Duration: 10 Minutes This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows: &amp;lt;blockquote&amp;gt;25 Body Points&lt;br /&gt;
&lt;br /&gt;
40 Natural Armor&lt;br /&gt;
&lt;br /&gt;
Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)&lt;br /&gt;
&lt;br /&gt;
+4 Base Strength, &lt;br /&gt;
&lt;br /&gt;
Resist Toxin x 1&lt;br /&gt;
&lt;br /&gt;
Resist Physical x 1&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon Nature to create a Faultline)&#039;&#039;:  This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of “Natural Knockdown Massive”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spinneret (Curse)&#039;&#039;: Duration: 1 Month This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and durations will resume where they were frozen.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Whirlwind (Curse):&#039;&#039;  This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 50 points of damage and Daze them. This will not move creatures of larger than Great Size but will still deal damage. This cannot be used indoors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants. Many are melee modifications and simply modify a weapon call. Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).  Paladins follow the usual rules (above) for learning spells.&lt;br /&gt;
&lt;br /&gt;
==== 1st Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039; - immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating. This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039; - swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Weakness&#039;&#039; - ends the duration of all Weakness effects currently active on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells. Smite is not called; the damage is simply added to the weapon damage call.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039; - immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead. Rest in Peace is weapon delivered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;- diverts all damage (but not effects) from a friendly target in melee range to the Paladin casting this spell.  Once cast, that damage is not optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring damage into bleed-out and like most effects, ceases when the death count begins. Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Resolve&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Disease&#039;&#039; - Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;- this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Strength of Will&#039;&#039; - renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable&#039;&#039; - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039; - Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^#Cure Metabolic&#039;&#039; - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039; - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines. Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her. Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note: Plot will never reduce your Conviction for refusing to cast this spell. It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence. Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane&#039;&#039; -  adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Miracle&#039;&#039; - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable. There is no mechanics-enforced prohibition against multiple castings of this spell. Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039; - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Standard incantation for offensive spells or buffs: &amp;quot;By the elements I (grant) (spell name)&amp;quot; Spells marked with a ^ sign are cast on the Spellblade by invoking just the spell name&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating. his is called simply as &amp;quot;Mending&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039; - Generates the Pin effect as defined in the effects section. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead. This is called as a response and cannot be cast in advance.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing. This can stack with &#039;&#039;Elemental Blade&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;^Surf the Wind&#039;&#039;:  This will allow a Spellblade to &amp;quot;surf&amp;quot; the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shun-&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Purity of Cleansing Water&#039;&#039;- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Erupt&#039;&#039;: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unfetter Pool*#&#039;&#039;: This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Stoneskin&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Push:&#039;&#039; This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Summon Weapon - This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;). This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “Natural Knockdown Massive” and must be the next two swings taken by the caster. These attacks can last unused for up to one Encounter or 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Heroism&#039;&#039; - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Nova&#039;&#039; - Harnesses the true power of the elements to deliver a powerful blast at the caster&#039;s command. When used the caster declares &#039;Elemental 40 [Element] Burst&#039; dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warlock Spells (Void) ==&lt;br /&gt;
The default incant for Warlock spells is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to grant you/create/nothing &amp;lt;effect&amp;gt;&amp;quot; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.  Duration: 1 encounter&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon. Duration: Until cured/end of the event&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;. This is a Buff spell&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel. Duration: 1 hour&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends. Duration: 1 encounter &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call.  This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells. Duration: 1 hour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect. Duration: 10 minutes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to Mental effects. Duration: 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2198</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2198"/>
		<updated>2025-09-28T15:36:33Z</updated>

		<summary type="html">&lt;p&gt;David: updated wording of Stalwart to reflect it is a self target spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at rates explained in the chart below..  Extra mana is available, again see blow for specifics.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
!Aura&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|Hardening Aura (+10 Armor for all allies, one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|Aura of Courage (removes Fear effects, once per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|Fortitude (0self only, 1 module per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|Freedom Aura (ends duration of binding &amp;amp; mind-affecting on allies one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|Adds a second use to every previous Aura and Fortitude&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|Divine Wrath Power&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (21-40)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
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|4&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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|Craft Holy Symbol&lt;br /&gt;
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|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
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|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
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|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
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|Blinding Aura&lt;br /&gt;
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== Paladin Auras ==&lt;br /&gt;
&#039;&#039;&#039;Hardening&#039;&#039;&#039;: Grant all allies +10 repairable/refitable armor for one encounter per reset. This armor stacks with all other forms of extra armor except the Shielding spell and goes over class maximum. &amp;quot;All allies Divine Shielding&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courage&#039;&#039;&#039;: This aura removes the fear effects from allies once per reset. &amp;quot;All allies Courage&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Fortitude:&#039;&#039;&#039; This increases the base body for the Paladin by 30 for a module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Freedom:&#039;&#039;&#039; This aura (ends duration of binding &amp;amp; mind-affecting effects on allies when called once per reset. &amp;quot;All allies Magic Freedom&amp;quot;&lt;br /&gt;
&lt;br /&gt;
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== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Even if their spells do require incants, those and any Invoked spells are able to be done without the requirement of a &#039;free hand&#039;. Many are melee modifications and simply modify a weapon call.  Very few Paladin spells that are not a weapon call require incants (Cure spells mostly) and any spell that&#039;s Invoked and not a weapon swing is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Symbol key reminder: &lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*#Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz nor itself.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;: diverts all effects (but not direct damage) from a friendly target in melee range to the Paladin casting this spell.  Once cast, this is no longer optional - whatever hits your ward hits you instead, not matter how much you would rather it didn’t.  Bodyguard continues transferring effects into bleed-out and like most effects, ceases when the death count begins.  Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the damage and he/she is not.  Your ward should be careful to notify you when you&#039;re afflicted.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike. This is limited per encounter based on the following chart:&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!Uses per Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|One&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|Two&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|Three&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|Four&lt;br /&gt;
|}&lt;br /&gt;
we eagerly await feedback in your event surveys on this change, Paladins.&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Barrier&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Blitz:&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Craft Holy Symbol&#039;&#039;:  A very narrow crafting skill, this ingests 2 Uncommon Components (preferably Ore but any of herbal/residuum/ore will do in a pinch) and produces a small item that can be consumed to cast Life without the normal one minute casting time.  For now, holy symbols work only for their creators; this may open a bit as time goes by and options are discovered.  Crafting a holy symbol takes fifteen minutes but requires no special tools or equipment.  Paladins with various craft powers can apply those to this process.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#039;&#039;: Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your beliefs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Enchant Spirit: Prerequisite: Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
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&lt;br /&gt;
That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
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	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
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&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of species.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Bard&amp;diff=2180</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Bard&amp;diff=2180"/>
		<updated>2025-09-17T17:35:26Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each.&lt;br /&gt;
&lt;br /&gt;
Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances.&lt;br /&gt;
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&#039;&#039;&#039;Armor:&#039;&#039;&#039; Due to the difficulty heavy armors can impose on singing and playing most instruments, Bards are only proficient in Light Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Bards are skilled with the following weapons: Short Weapon, Medium Weapon, Bow, Thrown, and gain the &#039;&#039;Florentine&#039;&#039; Power for free. Furthermore, they can use instrument based/shaped weapons of the previously mentioned sizes.&lt;br /&gt;
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&#039;&#039;&#039;Energy:&#039;&#039;&#039; Bards utilize Energy to fuel their techniques and are limited to a max of 30&lt;br /&gt;
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&#039;&#039;&#039;Additional Note:&#039;&#039;&#039; The first Rare Knowledge (Area) the character learns may be self taught up to the third rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hidden Lore&#039;&#039;:&#039;&#039;&#039; As a master of the road, the character has learned much about the world; in every town they travel to, they pick up a little more. This allows the character to summon up some small bit of information from a Knowledge (Area) without need of having that skill, and the information that can be garnered is equivalent to rank 4 in that Knowledge (Area). This skill can be used once each reset an cannot be used for Planar Cartography or Planar Scholar.&lt;br /&gt;
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&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Perform:&#039;&#039;&#039;&#039;&#039; This gives the character the ability to affect more targets by giving an extended performance. For reasons dealing with combat safety, in combat, this skill can be a 30-count action, so as not to damage actual instruments. While performing, the character must maintain concentration, and being interrupted or stopping before the time is reached will prevent the skill from having affect and will waste the energy for the skill. When this skill is used, the player must announce it before the skill to be affected, e.g. &#039;&#039;Perform Song of Healing&#039;&#039;. At the end of the performance the character will announce, in a tone no louder than the noise generated by the performance, “All Allies Voice &amp;lt;Effect&amp;gt;”, paying the &#039;&#039;Energy&#039;&#039; cost only once, but still affecting many targets. If this skill is used with &#039;&#039;Dirges,&#039;&#039; then the attack becomes delivered as &amp;lt;i&amp;gt;“&amp;lt;Target&amp;gt; Voice &amp;lt;Effect&amp;gt;”,&amp;lt;/i&amp;gt; this will only affect a single target but greatly improves the range at which it can be used. This skill can be used 3 times each reset, and an additional time for each 5 character levels (5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 10&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;, 15, etc.). Using this skill in conjunction with a performance art outside of combat; instrument, singing, prose, etc; will waive the times per day usage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Bard: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Mobility&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15&lt;br /&gt;
|Precision +2&lt;br /&gt;
|Garrote&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15&lt;br /&gt;
|Precision +4&lt;br /&gt;
|Song of Healing&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Charm Strike&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Song of Purity&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-15)&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Dirge of Command&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (16-30)&lt;br /&gt;
|2 per&lt;br /&gt;
|&lt;br /&gt;
|Escape&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sleep Strike&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dirge of Demoralize&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Dodge&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Song of Resistance&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ambush&lt;br /&gt;
|7&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge Area (All of them)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Bard: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Skill&lt;br /&gt;
|Cost&lt;br /&gt;
|&lt;br /&gt;
|Technique&lt;br /&gt;
|SP Cost&lt;br /&gt;
|Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Encore&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|Song of Guidance&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Stash&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Dirge of Harm&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Dirge of Wipe Mind&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Dirge of Slow&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Song of Mental Focus&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Song of Inspiration&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Allegro!&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|War Cry&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Strike a Chord&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|Song of Fluidity&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bard Skills ==&lt;br /&gt;
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&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;: Sometimes the right song or verse can transport you to a place in a magical way. Sometimes you ain&#039;t got the time for that and instead elect to just push unshaped emotion and wail! Doing this is faster and less stressful than what is done by formal spellcasters. One point of spell pool generates 1 point of healing or wind specific elemental damage, to a limit of 5 points at a time and must be delivered in 5 point increments. This is cast as &amp;quot;I summon X &amp;lt;healing | wind&amp;gt;&amp;quot; and packet delivered. Every rank of Spell Pool (I &amp;amp; II) adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5.  This is different from a lot of other classes whose spell cap begins at 10. Bards start lower since they have the ability to use their pool in two different ways without things like &#039;picking up a second school of magic&#039;, since they don&#039;t use magic in schools like other caster types do. Thus, With spell pool 1 your cap is 5 points per use and with Spell Pool II you may use 10 points of pool at a time. Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level spell Evocation.  In the unique case of Bards, they have access to both healing and damage pools and can cast from their pool either way as they see fit without a Mage&#039;s School prerequisites. &lt;br /&gt;
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&#039;&#039;&#039;Allegro!:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby allies by speeding them up. With a call of &#039;Hasten Magic Burst&#039; the Bard allows all their allies within melee distance to cast their next spell via Magic Delivery&lt;br /&gt;
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&#039;&#039;&#039;Ambush:&#039;&#039;&#039;  With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target, the call is “Ambush Surprise”, making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes.&lt;br /&gt;
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&#039;&#039;&#039;Charm Strike&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack as, Charm Strike which will Charm the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Dirge of Command:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice Command&#039;&#039;” against a target in line of sight and will cause the target to be affected by &#039;&#039;Command&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Dirge of Demoralize:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice [[Effects|Weakness]]&#039;&#039;” against a target in line of sight, and will cause the target to take the &#039;&#039;[[Effects|Weakness]]&#039;&#039; effect.&lt;br /&gt;
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&#039;&#039;&#039;Dirge of Harm:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice 10 Body&#039;&#039;” against a target in line of sight and will cause the target to take 10 points of Body damage to living creatures.&lt;br /&gt;
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&#039;&#039;&#039;Dirge of Mind Wipe:&#039;&#039;&#039; This skill allows the character to remove part of a target&#039;s recent memory, acting as a &#039;&#039;[[Effects|Forget]] (1 Hour)&#039;&#039;. This skill takes 5 minutes of performance, and if the target is conscious they can choose to ignore the effect.&lt;br /&gt;
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&#039;&#039;&#039;Dirge of Slow:&#039;&#039;&#039; This skill allows the character to strike a chord of dissonance against their foe. This attack is delivered as “&amp;lt;&#039;&#039;Target&amp;gt; Voice Slow&#039;&#039;” against a target in melee weapon range and will cause the target to be affected by &#039;&#039;Slow&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Dodge&#039;&#039;&#039;: This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
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&#039;&#039;&#039;Encore:&#039;&#039;&#039; This skill is used at the end of a use of Perform, the character can continue the performance, so long as they maintain concentration. Each 60 count the &#039;&#039;Song/Dirge&#039;&#039; will repeat and the character can announce the effect again. This will allow the performance to continue for as long as the character maintains &#039;&#039;[[Effects|Concentration]]&#039;&#039; up to a maximum of 15 minutes.&lt;br /&gt;
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&#039;&#039;&#039;Escape&#039;&#039;&#039;: This special defense allows the character to escape from all forms of movement impairing and &#039;&#039;Binding&#039;&#039; effects currently affecting them, instantly ending their duration, though it does not work on &#039;&#039;Contain&#039;&#039; effects or &#039;&#039;Petrify.&#039;&#039; This skill can also be used on a target other than the character; the character must touch the target and maintain concentration for a 5 counted action.&lt;br /&gt;
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&#039;&#039;&#039;Garrote&#039;&#039;&#039;: This skill allows the character to greatly hinder their foe. The call for this skill is “Silence Strike”, which will cause the target to be affected by &#039;&#039;Silence&#039;&#039;. If used immediately after leaving Hide, the character may add the Surprise Flavor Carrier to the attack, making the call “Surprise Silence Strike”. This attack can only be used with a melee weapon and is one swing, hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Hide&#039;&#039;&#039;: This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
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&#039;&#039;&#039;Mobility:&#039;&#039;&#039; This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&lt;br /&gt;
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&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 3 times your verbal when behind your opponents will be &amp;quot;Eight Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
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&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
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&#039;&#039;&#039;Sleep Strike&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack announced as, “Sleep Strike” which will Sleep the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Song of Fluidity:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects up to 3 targets, within melee weapon range, excluding the performer. During the next 1 hour or Module, the targets can cast a spell that consumes a 4 mana less (minimum 1 mana), and that spell additionally has its Delivery Type changed to Magic (as per Hasten Spell from [[Mage|Mage)]].&lt;br /&gt;
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&#039;&#039;&#039;Song of Guidance:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects up to 3 targets, within melee weapon range, excluding the performer. The targets will gain 1 Temporary Common Knowledge Point; or grant the target +1 Bonus on their next &#039;&#039;Contested Roll&#039;&#039;. This effect lasts for the next Hour or Module, or until used.&lt;br /&gt;
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&#039;&#039;&#039;Song of Healing:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby targets with &amp;quot;I summon 5 Healing [[Effects|Burst]]&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Song of Inspiration:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby targets, with &amp;quot;[[Effects|Inspiration]] Burst&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Song of Mental Focus:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects up to 3 targets, within melee weapon range, excluding the performer. This allows the character to reduce a target&#039;s next counted action, which must be used within the next 5 minutes. The time for the counted action is reduced by 50%; additionally, the target gains the benefits of the &#039;&#039;Improved Concentration&#039;&#039; power during the action. This cannot be stacked with itself or other &#039;&#039;Temporary Reduction&#039;&#039; effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Resistance:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby allies, excluding the performer, with &amp;quot;[[Effects|Barrier]] Burst&amp;quot;. This effect lasts for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Song of Purity:&#039;&#039;&#039; This skill allows the character to give a quick performance that affects nearby allies, excluding the performer, with &amp;quot;&#039;&#039;[[Effects|Purify]]&#039;&#039; Burst&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash:&#039;&#039;&#039; This skill allows the character to hide an object, which may contain other items, for up to 3 hours. The object to be hidden can be no larger than 1 cubic foot in total area. When this skill is used, the character must place a “Stash” tag on the item and write the time the skill was used on the back of the tag. While similar to &#039;&#039;Secret Box,&#039;&#039; this item can be found- though not easily. To notice that there is a stash, a character must have at least rank 10 in the &#039;&#039;Track&#039;&#039; skill, and even then, must make a &#039;&#039;Contested Roll&#039;&#039; that is considered to have 10 levels of counter tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike a Chord:&#039;&#039;&#039; Music soothes the savage beast and does not stop there. With a short performance you can cause certain target types to drift into an entranced state. This allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with creatures that are not immune to &#039;&#039;Mental Effects.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; The standard [[Effects|War Cry]] effect&lt;br /&gt;
&lt;br /&gt;
== Bard Powers ==&lt;br /&gt;
&#039;&#039;&#039;Amp:&#039;&#039;&#039; When wielding an instrument weapon, the base damage of the weapon is increased by 1 point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Chord:&#039;&#039;&#039; When wielding an instrument weapon, the Bard may change their call for beneficial songs from &#039;Burst&#039; to &#039;All allies&#039;, or for Dirges: replace &#039;Target&#039; with &#039;All Enemies&#039;. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sling Arrow:&#039;&#039;&#039; This power allows the character to use a stringed instrument weapon (Lute, Harp, etc.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. Bards may use 1/2 their Precision damage as an increase to their range damage.&lt;br /&gt;
&lt;br /&gt;
== Bard Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes, or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subsonic&#039;&#039;&#039; Prerequisites: &#039;&#039;Bard&#039;&#039; The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=2179</id>
		<title>Caller</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=2179"/>
		<updated>2025-09-17T17:33:19Z</updated>

		<summary type="html">&lt;p&gt;David: a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, this primal magic is guarded over by servants of philosophical balance known as callers. Allies to beasts and manipulators of nature, these often-misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, callers gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.&lt;br /&gt;
&lt;br /&gt;
While some callers might keep to the fringe of battle, allowing companions to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Callers revere personifications of elemental forces, natural powers, or nature itself. Typically, this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic manifestations, or even specific awe-inspiring natural wonders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Callers have proficiency in Light Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Callers are skilled with the following weapons: Short Weapon, Staff, Spear, Thrown, and Small Shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Casting:&#039;&#039;&#039; Callers have access to the &#039;&#039;Nature&#039;&#039; school of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shifter&#039;&#039;:&#039;&#039;&#039; This skill allows the &#039;&#039;Caller&#039;&#039; to change forms into that of an animal on a 5 second counted action. While shifted, the character cannot speak, save for with animals of similar type, and they can use no active skills, abilities, or magic items that require speech. All non-self-generated protectives, blade spells, and &#039;&#039;Aspect (caller spells with an animal name)&#039;&#039; effects are suppressed. This form has the same stats as the Level 8 Caller Spell Aspect of the Beast and the abilities reset with the character not every time the Caller shifts. This form can be shifted into at anytime but it&#039;s state is tracked separately. If you are killed in animal form, you immediately revert to your normal PC form. You cannot change back into the form until the character resets. If you are shifting back to your normal form before being killed, it takes the same 5 count as it did to shift into the animal form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Nature’s Guide&#039;&#039;:&#039;&#039;&#039; Your bond with nature goes far beyond just physical to almost a spiritual level as the world around you almost speaks to you. This gives the character a few benefits: First, on the &#039;&#039;Prime&#039;&#039; or &#039;&#039;Essence&#039;&#039;, you can always find north and understand roughly where in the world you are. Second, you are always treated as though you have 1 Rank higher of &#039;&#039;Knowledge (Nature)&#039;&#039; than you have purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A note about Spells: The SP cost listed for spells below applies if your Caller wants to teach him/herself a spell without a scroll. If you have a scroll available, you can read that into memory and avoid the SP cost entirely; the SP cost is available as a means to ensure that your Caller can acquire spells even a given scroll is elusive, or overpriced, or just sold someone you can&#039;t get along with.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Skill Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (1-100)&lt;br /&gt;
!-&lt;br /&gt;
!1/2&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (101-120)&lt;br /&gt;
!Mana (100)&lt;br /&gt;
!1&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!1st level spell&lt;br /&gt;
!&lt;br /&gt;
!1*&lt;br /&gt;
!1 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!2 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!3rd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!3 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!4th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!4 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!5th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!5 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!6th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!6 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!7th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!7 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!8th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!8 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!None&lt;br /&gt;
!0&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!5&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!10&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Ley Point 1-20&lt;br /&gt;
!1 Mana&lt;br /&gt;
!2&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Hasten Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Penetrating Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Overload&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Aura Emulation&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Siphon Mana&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Forked Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Natural Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Storm&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Revitalize&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Chain Spell 1-5&lt;br /&gt;
!-&lt;br /&gt;
!6&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Tongue of the Land&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Boost Shifting&lt;br /&gt;
!-&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Cancel Magic&lt;br /&gt;
!&lt;br /&gt;
!10&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Grasping Earth&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Advanced&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Dense Fog&lt;br /&gt;
!&lt;br /&gt;
!8&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Create Grove&lt;br /&gt;
!&lt;br /&gt;
!5&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Reincarnate&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caller Skill Descriptions: ==&lt;br /&gt;
&lt;br /&gt;
=== Magic Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Mana&#039;&#039;&#039;: Mana is the fuel by which spells are generated. For Callers, spells are leveled 1-8 and every spell costs an amount of mana equal to its level to cast. Callers pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point unto infinity. Collectively, a Caller&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery. Callers on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools. It&#039;s an odd idiosyncrasy of the cosmos.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Schools&#039;&#039;&#039;: Nature. For now it&#039;s just Nature magic. Now go touch grass.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;[[Spells]]&#039;&#039;&#039; &#039;&#039;&#039;1-8&#039;&#039;&#039;: Broadly speaking, Callers may learn spells in one of two ways. The easiest is simply transcribing a written formula into memory, and Callers prefer this where the option is available. In order to do this, all your Caller needs is a scroll of the relevant spell and enough time to read it and learn it. Spells learned in this way cost no Skill Points, further endearing it to the casters of the worlds. Where this isn&#039;t possible (some worlds have outright banned magic from the lower classes, for example), it&#039;s possible to gut it out and teach yourself the spell. Doing this has no monetary cost, but it does incur a cost in skill points instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;:  At times Callers find themselves bereft of mana or needing to dish out direct damage to their foes. For times like this mother nature gave us that which has baffled early civilizations across the planes Lightning. Doing this is faster and less stressful than formal spellcasting. One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I. This is cast as &amp;quot;I summon X &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 6 you may use 35 points of pool at a time. Spell Pool must be delivered in increments of 5. Spell Pool can be refreshed with five minutes of uninterrupted time,  or immediately refreshed via the 9th level Mage effect Evocation.  Caller&#039;s have the Lightning damage type for their spell pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: ===&lt;br /&gt;
Metamagic, as the name implies, is magic that affects magic. Metamagic effects modify spells in some way, or modify some other aspect of magic in some way spells cannot. Metamagic is fueled by Ley Points, and there are as many arguments about what Ley actually is as there are people making them. Callers purchase Ley Points directly, at 2 SP each, and a Caller cannot buy more than 20 total.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Hasten Spell:&#039;&#039;&#039; A Hastened Spell is delivered without a formal incant; this is called as &amp;quot;Magic &amp;lt;Spell Effect&amp;gt;&amp;quot;. Hastened Spells bypass a number of usual spellcasting restrictions; they do not require incants and hence may be delivered while Silenced or otherwise deprived of speech. Hastened Spells may also be cast while confined. Hastening a spell costs 1 Ley Point.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Natural Spell:&#039;&#039;&#039; A Natural Spell is the closest Mages have gotten to Nature magic. Shaping a spell in this way eliminates the incant as Hasten Does, but is called as &amp;quot;Natural &amp;lt;Flavor&amp;gt; Effect&amp;gt;&amp;quot; and thereafter obeys the rules of the Natural delivery vector. Full details are available under Effect Delivery but briefly, Natural effects are stopped by shields, resisted with Resist Natural instead of Resist Magic, and affected by whatever nonsense &#039;magic&#039; Callers use. Natural effects tend to be easier to stop than Magical effects, but some creatures are painfully resistant to magic and easily victimized by Natural effects. The existence of the Fae alone guaranteed that some Mage was going to develop this.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Penetrating Spell&#039;&#039;&#039;: Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant. Unlike most meta magic, Penetrating Spell can be applied to Spell Pool.  One application of Penetrating Spell affects your next two applications of Spell Pool - this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm:&#039;&#039;&#039; This skill allows the character to enter a stance by planting their right foot and announcing, “Spell Storm: Lightning”. This effect will last until the player falls unconscious, moves their foot, or uses any other &#039;&#039;Active Skills.&#039;&#039; While active, the caller can throw an infinite number of packet attacks called as “Magic 10 Lightning”, &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Revitalize&#039;&#039;&#039;: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 120 extra points of mana per event, at the cost of losing your use of Ley Skills for that event.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Forked Spell:&#039;&#039;&#039; This skill allows the character to split their spell so it can hit more targets. When using this skill, the player adds “Forked“ to the end of their normal spell incant, and then can throw “Magic &amp;lt;Spell Name&amp;gt;” twice in succession, and only expend a single casting&#039;s worth of mana.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Siphon Mana&#039;&#039;&#039;: This allows your Caller to drain Mana from a willing donor into your own Mana pool. This costs one Ley Point per transfer and may transfer only enough mana to return your pool to full.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039;: As practiced by Callers, this allows for mana to reflexively retaliate against a melee strike. This is called as &amp;quot;Magic Lightning Aura&amp;quot; in response to being struck. Aura Emulation allows for any of the four usual elemental flavors and Spirit. Other Auras are known to exist but those are not readily available and learning them can be a chore.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Caller Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Boost Shifting -&#039;&#039;&#039; The form granted to the caster via Shifter has the following changes:&lt;br /&gt;
* The base strength increases to +6&lt;br /&gt;
* Base Body increases to 40&lt;br /&gt;
&#039;&#039;&#039;Chain Spell&#039;&#039;&#039;: Chain spells delivers one beneficial spell to one extra target per level of Chain Spell. A spell caster with 5 levels of Chain Spell can cast Magic Shield (for example) on a total of six targets. The spell is cast normally for the first target; successive targets are called as &amp;quot;Chain Spell &amp;lt;Effect Name&amp;gt;&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Cancel Magic&#039;&#039;&#039;: This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth&#039;&#039;&#039; - This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice &#039;&#039;Difficult Terrain&#039;&#039;”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Tongue of the Land&#039;&#039;&#039; - The character gains the ability to speak with natural plants and rock formations. While most of the time such are not too smart, and communication can be difficult, the character can ask 2 questions that will be answered with a yes or no, of a given creature.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Caller Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Grove&#039;&#039;&#039; - This skill allows the character to imbue an area with the power of nature, returning it to a purer state. The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fae, and Abominations, as well as a few others types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a &#039;&#039;Wizard Lock.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reincarnate&#039;&#039;&#039; - This skill allows the character to bring back a character who is &#039;&#039;Dead&#039;&#039; and in need of a &#039;&#039;Life&#039;&#039; spell. Like much of nature nothing happens instantly. To use this skill, the character must touch the target and make a 3 counted action ‘I Reincarnate you 3, I Reincarnate you 2,…”. After the count the effect takes hold, the target will continue their death count and when they hit the 4-minute count where they would normally dissipate; they instead begin a 1-minute count, at the end of which the target will be restored to life at full &#039;&#039;Body Points.&#039;&#039; This can be used once per reset for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Fog&#039;&#039;&#039; - Pulling on the natural forces around you, you summon up an ultra dense fog around you giving your party cover as you slip past a potential fight, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works while on Modules set in a natural terrain.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Caller Powers ==&lt;br /&gt;
&#039;&#039;&#039;Animal Speech -&#039;&#039;&#039; This power allows the character to talk normally while shape changed, as well as will let them  communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect Mastery-&#039;&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting&#039;&#039;&#039; - This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow. In addition, the Short Claws received when shifting are now Medium Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Wilds-&#039;&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Magic-&#039;&#039;&#039;  Wild Magic: (Caller Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form -&#039;&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana&lt;br /&gt;
&lt;br /&gt;
== Caller Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting&#039;&#039;&#039; - Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Enhanced Shifting -&#039;&#039;&#039; Prerequisite Enhanced Shifting, Caller may not have Magical Shifting. &lt;br /&gt;
&lt;br /&gt;
This power allows the Caller to use a single two-handed claw or a long and medium claw instead of paired medium claws. In addition, they receive one Regenerate and two special attacks per reset chosen from  Crippling Strike, Knockdown, Maim, and Shred (Destroy Armor Strike). They may use the same one twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Wisp Form -&#039;&#039;&#039; Prerequisite Wisp Form&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop&#039;&#039;&#039; Prerequisite: &#039;&#039;Spell Pool 4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace -&#039;&#039;&#039; This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2178</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2178"/>
		<updated>2025-09-17T17:32:21Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Champion&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039; &#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Champions can wear up to Battle Armor.&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapon&#039;&#039;&#039;]] &#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Champions use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defend&#039;&#039;:&#039;&#039;&#039; This skill allows the character to protect others from harm by getting in the way of the attack. To use this skill, the character must be within weapon reach of a target, have a weapon or shield in hand, and call “Defend”. When used, this skill will redirect a single attack to the character using the skill, which may then be negated normally with defenses. If the attack had a numeric value, the damage will be reduced by half. This skill can be used once each &#039;&#039;Encounter initially and twice per encounter at 20th level and above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armored Core:&#039;&#039;&#039;&#039;&#039; While wielding a shield the character gains additional armor points. These points go above the character maximum and are refit with their normal armor. As long as they are wielding a shield they gain 10 additional points of armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defensive Specialist:&#039;&#039;&#039;&#039;&#039; Your defensive skills are treated as Passive. Note this applies to Riposte but not Defend which is a class ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Skill&lt;br /&gt;
!Cost&lt;br /&gt;
!Prerequisite&lt;br /&gt;
!Combat Technique&lt;br /&gt;
!SP Cost&lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Slowing Strike&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-38&lt;br /&gt;
|3&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Impunity&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Taunt&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Stun&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Advanced Skills&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Rugged&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|Destructive Blow&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|Daily&lt;br /&gt;
|Bolster&lt;br /&gt;
|7&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Phalanx&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Take Cover&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Woven Defense&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Champion Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolster -&#039;&#039;&#039;  This skill is used by the Champion as a self healing mechanism. While this skill is active, any hit the Champion blocks whether through use of his skill at arms or use of energy such as Deflect, Parry, Riposte, or Impunity, heals the Champion for 1 body Point. This healing cannot take the champion over their maximum body at any point. This skill lasts 5 minutes or 1 encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity -&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Blow -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from &#039;&#039;&#039;&#039;&#039;&amp;quot;Flee&amp;quot;.&#039;&#039;&#039;&#039;&#039; This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X &#039;&#039;-&#039;&#039;&#039;&#039;&#039;  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impunity -&#039;&#039;&#039; This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the &#039;&#039;Parry&#039;&#039; skill are considered negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Knockdown Massive!”. This skill can only be used with 2 handed melee weapons or when using Large shield and is one swing, hit or miss (Reminder, you CANNOT swing your shield at someone)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Patch Job&amp;quot;&amp;gt;&#039;&#039;&#039;Patch Job:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick recovery in combat by &amp;lt;i&amp;gt;Repairing&amp;lt;/i&amp;gt; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx -&#039;&#039;&#039; This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged -&#039;&#039;&#039; This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to resist the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 &#039;&#039;Body Points&#039;&#039; of damage and be &#039;&#039;Slowed&#039;&#039; for the encounter, instead of suffering the effect resisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Wall -&#039;&#039;&#039; This skill allows the character to take a defensive stance to shrug off damage. While the stance is active, the character will gain &#039;&#039;Damage Cap&#039;&#039; 5, lasting for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes, or they become &#039;&#039;Helpless.&#039;&#039; Additionally, the character cannot use &#039;&#039;Offensive&#039;&#039; &#039;&#039;Special Attacks&#039;&#039; until this skill has ended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slowing Strike -&#039;&#039;&#039; An almost direct upgrade to Exhaustion strike, Slowing the target. This skill is used by calling “&#039;&#039;Slowing Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woven Defense:&#039;&#039;&#039; Your ability to block a flood of incoming strikes tires out combatants you face, wearing down their ability to engage in combat. This is called as &#039;Voice Enemies Weakness Burst&#039; and can be used once for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take Cover -&#039;&#039;&#039; This mastery skill grants everyone on your side of a module one use of &#039;Resist Ranged&#039; which can be used to avoid any ranged attack be it an arrow, spell, or other effect delivered via range except via Voice vector. This lasts for the remainder of the module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taunt:&#039;&#039;&#039; Taunt causes the target to focus their attack the generator of the effect. Until Taunt expires, the victim pays twice the cost for any abilities used against any opponent other than the Taunter. Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages. A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect. In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;. This can only be used used after a successful melee strike. This is delivered as &amp;quot;Voice (target) Taunt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Champion Powers ==&lt;br /&gt;
&#039;&#039;&#039;Bulwark -&#039;&#039;&#039;  This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defender -&#039;&#039;&#039;  This power allows the character to use the &#039;&#039;Defend&#039;&#039; skill 1 additional times each &#039;&#039;Encounter&#039;&#039;. Additionally, it allows the character to use &#039;&#039;Weapon Ward&#039;&#039; to protect others so long as they are within weapons reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense -&#039;&#039;&#039;  This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the Blitz+Critical Strike skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039;  This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive modifier&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&lt;br /&gt;
&lt;br /&gt;
=== Champion Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Body Guard -&#039;&#039;&#039; This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally, the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge -&#039;&#039;&#039; &#039;&#039;prerequisite Taunt x2&#039;&#039; Once per Encounter the character can challenge a foe across the battlefield to single combat. By doing so the character must invoke their Taunt skill via voice delivery &amp;quot;Voice [Target] Taunt&amp;quot;&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2177</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2177"/>
		<updated>2025-09-17T17:27:38Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Guardian&#039;&#039;&#039; ==&lt;br /&gt;
Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond. Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Guardians can wear up to Medium Armor at character creation and tend to wear armors that are made from natural materials like leather and bone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the &#039;&#039;Florentine Power&#039;&#039; free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heart of the Wild&#039;&#039;:&#039;&#039;&#039; While wielding either Two Weapons or a Great Weapon they can use their &#039;&#039;&#039;Defensive Techniques&#039;&#039;&#039; as &#039;&#039;Passive&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adaptive:&#039;&#039;&#039;&#039;&#039; While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Primal Fury:&#039;&#039;&#039;&#039;&#039; This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 &#039;&#039;Body Points&#039;&#039;, +2&#039;&#039;Permanent Weapon Damage&#039;&#039;, &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm, Shun, Sleep,&#039;&#039; and &#039;&#039;Terror&#039;&#039;. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against &#039;&#039;Berserk&#039;&#039;, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Energy Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Move Silent&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Entangling Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (17-32)&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (33-36)&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Ambush&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grasping Earth&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Telltale Signs&lt;br /&gt;
|3&lt;br /&gt;
|Tracking 1&lt;br /&gt;
|Conceal&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Dodge&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Earthen Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Fire Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Nature’s Ire&lt;br /&gt;
| 8&lt;br /&gt;
|Daily&lt;br /&gt;
|Cyclone&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guardian Skills ==&lt;br /&gt;
&#039;&#039;&#039;Ambush -&#039;&#039;&#039;  With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. This attack is metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal:&#039;&#039;&#039; A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge -&#039;&#039;&#039; This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy -&#039;&#039;&#039; Used as the energy source to fuel techniques&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangle Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X*&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth:&#039;&#039;&#039; This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice Difficult Terrain”.&lt;br /&gt;
&lt;br /&gt;
[[Effects#Hide|&#039;&#039;&#039;Hide&#039;&#039;&#039;]] &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent -&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision* -&#039;&#039;&#039;This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 3 times your verbal when behind your opponents will be &amp;quot;Eight Normal&amp;quot; unless you also purchased focus which would add it&#039;s amount to attacks from all sides.  Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll&#039;&#039;&#039; - his skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telltale Signs -&#039;&#039;&#039; A guardian is adept in the wilds of any plane. When not in a city, they automatically add 2 successes to any tracking attempt made.&lt;br /&gt;
&lt;br /&gt;
== Guardian Advanced Skills ==&lt;br /&gt;
&#039;&#039;&#039;Aerial Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
* An auto success to any movement based physical challenge&lt;br /&gt;
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons&lt;br /&gt;
* +2 &#039;&#039;Permanent Strength&#039;&#039; and allows the character to &#039;&#039;Break&#039;&#039; from &#039;&#039;Pin&#039;&#039; and &#039;&#039;Bind&#039;&#039;. This skill lasts for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
*Gains &#039;&#039;Underwater Combat&#039;&#039; and &#039;&#039;Breathe Liquid&#039;&#039; with no restriction&lt;br /&gt;
*Character gains 6 uses of the “&#039;&#039;Massive&#039;&#039;” Flavor Carrier,&lt;br /&gt;
*Character gains 10 &#039;&#039;Natural Armor&#039;&#039; that stack above class maximum&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an earthen creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: &lt;br /&gt;
&lt;br /&gt;
*During a hold the player can move up to 20 steps&lt;br /&gt;
*Character gains 3 uses of “&#039;&#039;Binding Strike-Slay&#039;&#039;” (6 Count) with their melee weapons&lt;br /&gt;
* 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Endure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of a fire creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:  &lt;br /&gt;
&lt;br /&gt;
*Immunity to &#039;&#039;Blind&#039;&#039; and can attack &#039;&#039;Hidden&#039;&#039; and &#039;&#039;Concealed&#039;&#039; targets&lt;br /&gt;
*Character gains 3 uses of &amp;quot;Elemental 30 Fire&amp;quot; delivered via packet attack&lt;br /&gt;
*Character gains one use of &amp;quot;Natural Cure Metabolic&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Cyclone -&#039;&#039;&#039; This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;s Ire -&#039;&#039;&#039; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
== Guardian Powers ==&lt;br /&gt;
&#039;&#039;&#039;Call of the Wild:&#039;&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endless Fury:&#039;&#039;&#039; This power allows the character to activate their &#039;&#039;Primal Fury&#039;&#039; Class Feature 2 additional times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mighty Fury:&#039;&#039;&#039; This power increases the potency of the characters &#039;&#039;Primal Fury&#039;&#039; power. While active they additionally gain 4 Blade Effects that are +5 &#039;&#039;Temporary Damage&#039;&#039; and &#039;&#039;Critical&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character &#039;&#039;Unconscious&#039;&#039; they can &#039;&#039;Resist&#039;&#039; that attack. This can be used once during each use of &#039;&#039;Primal Fury.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 &#039;&#039;Permanent Strength&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems -&#039;&#039;&#039; Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Totem:&#039;&#039;&#039; You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aquatic Totem:&#039;&#039;&#039; You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
* &#039;&#039;&#039;Earthen Totem:&#039;&#039;&#039; +10 Body and Recovery 5&lt;br /&gt;
* &#039;&#039;&#039;Fire Totem:&#039;&#039;&#039; Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character. (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039; This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Monk&amp;diff=2176</id>
		<title>Monk</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Monk&amp;diff=2176"/>
		<updated>2025-09-17T17:26:04Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Monks are a specialized melee class focused on honing their body as a balanced weapon. They have mastered the ability to fight and survive with the barest of means. While they are capable of standing the front line in a fight they also have the flexibility to be very mobile taking advantage of an ever-changing battle field. &lt;br /&gt;
&lt;br /&gt;
While they spend a great deal of time training in what appears to be the ways of combat from an onlooker this is not the case. A monks training is a molding on oneself into a truly centered form. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Monks rely on speed and dexterity to avoid hits rather than soaking the impact of a strike. While they can wear up to Medium Armor, more advanced Monks will wear lighter armor as they become more adept in their arts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Monks are skilled with the following weapons: Brawl, Short Weapon, Medium Weapon, Staff, and Thrown. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; Monks are trained in the art of fighting without weapons, and therefore do not suffer the drawbacks of not being able to use Combat Techniques with Brawling weapons. Additionally, Monks can use up to Medium length Brawl weapons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meditation:&#039;&#039;&#039; Reaching a state of harmony takes years of practice and constant work to maintain. Each reset the character will gain a pool of Chi points that they can use to power a few abilities. A character begins with 2 Chi each reset at 1st level and gain 1 additional Chi every 3 character levels after that, (IE. 1st, 4th, 7th, and so on.). They can use their Chi for the following: &lt;br /&gt;
&lt;br /&gt;
 1 Chi- Gain Fast Healing 5 for 1 hour or module, while not in combat. &lt;br /&gt;
&lt;br /&gt;
 1 Chi- Gain a reflexive Evade, this will be triggered on the first attack it would work on and cannot be stacked with itself. &lt;br /&gt;
&lt;br /&gt;
 2 Chi- Increase Dexterity Armor by 10 points, this goes over class maximum, for 5 minutes or 1 Encounter. &lt;br /&gt;
&lt;br /&gt;
 2 Chi- Increase Flurry by an additional 1 for 5 minutes or 1 Encounter. &lt;br /&gt;
&lt;br /&gt;
 3 Chi- Can Natural Stabilize a target with no counted action, within melee reach.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perfect Harmony:&#039;&#039;&#039; Monks spend countless hours practicing both combat and meditation. With this effort comes a level of unmatched focus, allowing them to quickly enter a focused combat stance. This grants the character a +1 to their Flurry limit with Brawl weapons, and Immunity to Berserk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Body, One Mind&#039;&#039;&#039; This skill allows the character to balance their fighting prowess with Brawl weapons; this allows their Focus bonus damage to apply to both hands equally.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Monk: Basic Skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
|Focus +1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|20&lt;br /&gt;
|Focus +2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge (History)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-18)&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (19-36)&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Usage Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bracing Block &lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Disarm&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Center Self&lt;br /&gt;
|2&lt;br /&gt;
|1-2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Strike&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Evade&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Roundhouse&lt;br /&gt;
|3&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Catch &lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Choke Hold&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Sweep&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Paralyzing Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|High Block&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|True Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 energy&lt;br /&gt;
|-&lt;br /&gt;
|Unbound&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Ricochet&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;Monk: Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Abundant Leap&lt;br /&gt;
|2&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Bending Reed&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Chi Strike&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Iron Body&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One With the World&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Peaceful Minded&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Monk Skills ==&lt;br /&gt;
&#039;&#039;&#039;Abundant Leap (Mastery)&#039;&#039;&#039; This skill allows the character to make almost super natural performances of athletic prowess. When activated the character can perform the Feat of Strength(Jump) as though they had an additional +4 Base Strength. Additionally, this can be used to block an opponent attempting to leave an encounter using Flee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bending Reed (Mastery)&#039;&#039;&#039; By focusing the chi in their body, a Monk can lessen the impact of weaker blows. This skill grants the character Cap 5, lasting for 5 Minutes or one Encounter. Critical still exceeds this cap if used to modify an attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracing Block&#039;&#039;&#039; This skill duplicates Weapon Ward with the exception that it can only be used to defend Brawl weapons; this will also work as a defense from Maim Limb with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catch&#039;&#039;&#039; This skill allows the character to defend against a single physical ranged attack (Ranged Weapon Attack, Bomb, Vial, or Natural Delivery attack). This defense ends the attack and does not allow the character the ability to do anything with the negated attack. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Center Self&#039;&#039;&#039; Through meditation the monk has learned to relieve their physical form of harm. Using this skill is a 3 counted action, at the end of which the character is healed for 10 Body Points per Energy expended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chi Strike&#039;&#039;&#039; The skill allows the character to deliver their Brawl damage and effects with packets, for the up to 5 minutes or one Encounter. This ability does not function with the Choke Hold skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choke Hold&#039;&#039;&#039; This attack allows the character to attempt to subdue a target with a quick attack. This attack is delivered as “Silent Stun Strike”. This attack can only be delivered with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm&#039;&#039;&#039; This skill causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be affected. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evade&#039;&#039;&#039; This skill allows the character to negate any attack with a numerical damage as part of the call, excluding attacks with the Massive, or Surprise Modifiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Strike&#039;&#039;&#039; When this skill is activated the character will gain a 4 Blade effects that have +5 Temporary Weapon Damage bonus and the choice of Fire/Stone/Water/Wind. These must be used on the attacks following the skills activation, and each of these Blade effects lasts until a legal weapon blow is landed. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus + X&#039;&#039;&#039; This skill increases the characters Base Weapon Damage with all weapons they are proficient with. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Block&#039;&#039;&#039; This skill will allow the character to defend against a single attack delivered with a melee weapon, regardless of the Delivery Type. This skill can only be used with Brawl weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Body&#039;&#039;&#039; This skill gives the character 5 points of Dexterity Armor. This skill can be purchased a maximum of 4 times. Dexterity armor may be healed by the Living Armor power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One with the World (Mastery)&#039;&#039;&#039; This skill grants the character the abilities of Blindsight and Immune to Daze for 5 minutes or one Encounter. This skill is Passive once activated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralyzing Strike&#039;&#039;&#039; This attack is delivered with the call “Paralyzing Strike” and a single weapon swing hit or miss. This will cause and affected target to become Paralyzed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peaceful Minded&#039;&#039;&#039; By releasing your positive Chi you can temporarily soothe your would be foes, causing them to drift and ignore your party as you skirt past them, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works when dealing with living creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ricochet&#039;&#039;&#039; This skill allows the character to defend against a single ranged attack by diverting it to a new target in melee weapon range with you. When used, announce “Ricochet  Voice ”  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roundhouse&#039;&#039;&#039; This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep&#039;&#039;&#039; This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;True Strike&#039;&#039;&#039; This skill allows the character to imbue their Brawl weapons with devastating power. When activated, their next 4 weapon swings that land legal blows, gain+15 Temporary Weapon Damage, the Flavor Ward, and the Critical Modifier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound&#039;&#039;&#039; This special defense allows the character to escape from all forms of movement impairing effects, including Binding and Contain effects, currently affecting them, instantly ending their duration; though it does not work on Petrify.&lt;br /&gt;
&lt;br /&gt;
== Monk Powers ==&lt;br /&gt;
&#039;&#039;&#039;Extended Martial Training -&#039;&#039;&#039; This power allows the character to treat all of their &#039;&#039;Class Weapon Proficiencies&#039;&#039; as &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Martial Style&#039;&#039;&#039; - With extensive training the character has mastered a favored style in which they fight. By specializing on this style they are granted a static bonus.&lt;br /&gt;
&lt;br /&gt;
·        &#039;&#039;Mantis Style&#039;&#039;- Grants 1 Additional swing to their &#039;&#039;Flurry&#039;&#039; limit.&lt;br /&gt;
&lt;br /&gt;
·        &#039;&#039;Crane Style&#039;&#039;- Grants 10 points of &#039;&#039;Dexterity Armor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
·        &#039;&#039;Bull Style&#039;&#039;- Grants +1 Damage with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Merciful Strike&#039;&#039;&#039; [Brawl prerequisite) - This power allows the character to add the “Padded” flavor to their melee weapon attacks. A character brought to 0 body with the &#039;Padded&#039; damage type will not enter their bleed out count and is instead considered Unconscious. Armor dealt padded damage is reduced in value as normal but it not considered &#039;breached&#039; if it is reduced to 0. &lt;br /&gt;
&lt;br /&gt;
=== Monk Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Diamond Skin -&#039;&#039;&#039; Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus Zen -&#039;&#039;&#039; This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black belt&#039;&#039;&#039; - Your prowess has increased to the level where you can main TWO Monk styles at a time in combat.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2175</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2175"/>
		<updated>2025-09-17T17:12:08Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rogues are a diverse bunch.  Some are slippery cat burglars, some are experts in poison manufacture and delivery, some are muggers with just enough smarts to attack from behind.  More than any other class, Rogue provides a great deal of room for a great many concepts.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor:&#039;&#039;&#039;&#039;&#039;  Rogues are trained in light armor use and tend to find heavier armor interferes with their stealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&#039;&#039;  Rogues are skilled in short and medium melee weapons.  They are also allowed short bows and thrown weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Poison Use&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to apply Blade Poisons, without need of the Chemistry skill, to a weapon so that they can be used later. Normally up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons. Rogues can stack 1 additional Blade Poison on their weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. This skill takes a 10 counted action to safely apply each poison to the weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Catlike Grace&#039;&#039;:&#039;&#039;&#039;  Grace and finesse are a way of life and as such ample training has paid off. The character can perform movement and dexterity related Feats of Strength/physical challenges as though they had an additional +2 Base Strength&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dual Wield&#039;&#039;:&#039;&#039;&#039;  Rogues can use a short or medium weapon in each hand, without special training or skill point cost.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Rogue Skills&#039;&#039;&#039; ==&lt;br /&gt;
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!Prerequisite Skills&lt;br /&gt;
!Skill Point Cost &lt;br /&gt;
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== Rogue Skills ==&lt;br /&gt;
&#039;&#039;&#039;Agility:&#039;&#039;&#039; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take &#039;&#039;Reduced: Half Damage&#039;&#039;, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as &#039;&#039;Nausea&#039;&#039; or &#039;&#039;Sleep&#039;&#039;, or any other effect that does not deal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ambush:&#039;&#039;&#039; With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. &amp;lt;u&amp;gt;This attack is metabolic.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assassinate:&#039;&#039;&#039; This skill allows the character to deal a very damaging weapon strike to a target from behind. When used successfully the target will suffer 100 points of &#039;&#039;Critical&#039;&#039; damage. &amp;lt;u&amp;gt;The verbal for this skill is &amp;quot;Slay Strike critical&amp;quot;.&amp;lt;/u&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
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&#039;&#039;&#039;Blade Shower&#039;&#039;&#039;: This skill allows the character to damage all enemies near-by with a quick flash of knives. To use this skill the character announces their normal from-behind Precision damage and adds the &#039;&#039;Body Burst&#039;&#039; verbal call. Example: “10 Normal Body Burst”, this attack will hit all enemies in melee range.&lt;br /&gt;
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&#039;&#039;&#039;Blind&#039;&#039;&#039;: This skill causes the affected target to be unable to use any skills, fight, or use &#039;&#039;Active Abilities&#039;&#039; for 10 seconds and can only walk. This skill works only on targets that need eyes to see and function, so creatures like oozes, which lack eyes, would be immune to this effect. &#039;&#039;Blind&#039;&#039; can only be used against targets within melee weapon range and the call for it is “&amp;lt;Target&amp;gt; Voice Poison Blind”.&lt;br /&gt;
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&#039;&#039;&#039;Cheap&#039;&#039;&#039; &#039;&#039;&#039;Shot&#039;&#039;&#039;: This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and &#039;&#039;Negates&#039;&#039; the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the &#039;&#039;Cheap Shot&#039;&#039; skill, this includes the opponent.&lt;br /&gt;
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&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
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&#039;&#039;&#039;Crippling Attack:&#039;&#039;&#039; This ability allows the character to deliver a blow to a target that has almost instant and lasting effects. This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&lt;br /&gt;
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&#039;&#039;&#039;Disable Device:&#039;&#039;&#039; This skill allows the character to use and understand both simple and complex locks, traps, physical puzzles, tools, and even mechanical devices. The use of this skill requires a &#039;&#039;Contested Roll&#039;&#039;, must be role-played, and takes 2 minutes of concentration to attempt. This skill can also be used to arm traps which also take 2 minutes of concentration. Some traps or puzzles may have physical components that can be disarmed without a &#039;&#039;Contested Roll&#039;&#039;, and the player has the option to still make the &#039;&#039;Contested Roll&#039;&#039; or can choose to physically try and disable the trap/puzzle and once the choice is made you cannot go with the other option. A large advantage to physically disabling the trap is that there is no time restriction and you can disable as fast as you physically can. A player can spend 30 seconds to analyze the object to be disabled at the end of which the marshal will tell them the level of the item as well as how well-crafted it is. Trap/Lock level is equal to the production cost of the item. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Disguise&#039;&#039;&#039;: This skill allows the character to hide who they truly are. The character can give a false answer to &amp;quot;&#039;&#039;What do I see&#039;&#039;&amp;quot;, changing their species or other minor features such as glowing hands; or for the same cost they can leave false information for &#039;&#039;Tracking&#039;&#039;. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Dodge&#039;&#039;&#039;: This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
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&#039;&#039;&#039;Envenom&#039;&#039;&#039;: This skill allows the character to maximize the effect of their poisoned weapons. When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 total; however they all expire at the end of the Encounter. This skill does not stack with itself.&lt;br /&gt;
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&#039;&#039;&#039;Escape&#039;&#039;&#039;: This special defense allows the character to escape from all forms of movement impairing and &#039;&#039;Binding&#039;&#039; effects currently affecting them, instantly ending their duration, though it does not work on &#039;&#039;Contain&#039;&#039; effects or &#039;&#039;Petrify.&#039;&#039; This skill can also be used on a target other than the character; the character must touch the target and maintain concentration for a 5 counted action.&lt;br /&gt;
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&#039;&#039;&#039;Feint&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Body&#039;&#039; Modifier to their next 2 melee weapon attacks, hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Garrote&#039;&#039;&#039;: This skill allows the character to greatly hinder their foe. The call for this skill is “Silence Strike”, which will cause the target to be affected by &#039;&#039;Silence&#039;&#039;. If used immediately after leaving Hide, the character may add the Surprise Flavor Carrier to the attack, making the call “Surprise Silence Strike”. This attack can only be used with a melee weapon and is one swing, hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Hide&#039;&#039;&#039;: This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
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&#039;&#039;&#039;Mob Scene&#039;&#039;&#039;: This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Flavor Carrier &amp;quot;&#039;&#039;Critical&amp;quot;&#039;&#039; to their next single attack.&lt;br /&gt;
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&#039;&#039;&#039;Move Silent:&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quickness:&#039;&#039;&#039; This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a &#039;&#039;Passive Temporary Reduction.&#039;&#039;&lt;br /&gt;
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* Over 60 seconds is reduced by 50%,&lt;br /&gt;
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* 60 count becomes a 30 count,&lt;br /&gt;
* 30 count becomes a 3 count,&lt;br /&gt;
* 3 count becomes a 1 count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap:&#039;&#039;&#039; This skill allows the character to incapacitate a target for a brief time. &#039;&#039;Sap&#039;&#039; can only be used from &#039;&#039;Hide&#039;&#039; or &#039;&#039;Conceal&#039;&#039; and causes the target to become unaware of their surroundings until the status is broken or 5 minutes passes. This status will break if the target is subjected to any offensive interaction, including damage, spells, or being physically restrained; however, they can be searched slowly with a 30counted action, or carried away at a slow walk. If the character is in &#039;&#039;Hide&#039;&#039; when they use this skill, they can move up to 10 steps from their starting point, to within arm’s reach of the target, calling &amp;quot;Sap Surprise” to deliver the attack. This attack will not remove them from &#039;&#039;Hide&#039;&#039;, unless this skill fails or they choose to remove themselves. A character can only have 1 target &#039;&#039;Sapped&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shroud of Night:&#039;&#039;&#039; This skill allows the character to conceal their party and move a short distance without being noticed. This allows your party of up to 10 people to move past an encounter without engaging. This skill requires some amount of cover, shadows, or darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the rogue must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
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&#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; This skill allows the user to deliver a vicious attack that is difficult to avoid. When used, the character adds the “Surprise” Modifier to their weapon call. In addition to the &#039;&#039;Surprise&#039;&#039; carrier, if used while attacking a target from the front, the character can add all of their &#039;&#039;Precision&#039;&#039; bonus damage to the attack; and if used to attack a target on the back, their normal damage call is doubled. Example: A character that normally swings “3 Normal” from the front and “7 Normal” from behind would have their calls be “7 Normal Surprise” from the front and “14 Normal Surprise” from the back. When activated the characters next 2 weapons swings will be affected, though they are both a single swing hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Sneaky Sneaky:&#039;&#039;&#039; by spending an extra energy for a given attack, you may append the silent prefix. The Silent Prefix makes your attack be treated like &#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;What do I see?&#039;&#039;&#039;&#039; it&#039;s an out of game call and unless you see the person doing it you cannot react to it.&lt;br /&gt;
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&#039;&#039;&#039;Stash&#039;&#039;&#039;: This skill allows the character to hide an object, which may contain other items, for up to 3 hours. The object to be hidden can be no larger than 1 cu.ft. in total area. When this skill is used the character must place a “Stash” tag on the item and write the time the skill was used on the back of the tag. While similar to &#039;&#039;Secret Box&#039;&#039; this item can be found though not easily. To notice that there is a stash a character must have at least rank 10 in the &#039;&#039;Track&#039;&#039; skill, and even then, must make a &#039;&#039;Contested Roll&#039;&#039; that is considered to have 10 levels of counter tracking.&lt;br /&gt;
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== Rogue Powers ==&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&lt;br /&gt;
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&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&lt;br /&gt;
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&#039;&#039;&#039;Preparation:&#039;&#039;&#039; Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.&lt;br /&gt;
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&#039;&#039;&#039;Shadow Strike:&#039;&#039;&#039; Prerequisite: Conceal, Move Silent This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.&lt;br /&gt;
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&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; Prerequisite: Sneak sneaky This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&lt;br /&gt;
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&#039;&#039;&#039;Subtlety:&#039;&#039;&#039; This power gives the character +2 additional &#039;&#039;Precision&#039;&#039; damage. This functions just as the &#039;&#039;Precision&#039;&#039; skill, but hand does not need matter.&lt;br /&gt;
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=== Heroic Rogue Powers ===&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
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&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free&lt;br /&gt;
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&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2174</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2174"/>
		<updated>2025-09-17T17:09:57Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
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&lt;div&gt;Rogues are a diverse bunch.  Some are slippery cat burglars, some are experts in poison manufacture and delivery, some are muggers with just enough smarts to attack from behind.  More than any other class, Rogue provides a great deal of room for a great many concepts.  &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor:&#039;&#039;&#039;&#039;&#039;  Rogues are trained in light armor use and tend to find heavier armor interferes with their stealth.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;&#039;:&#039;&#039;  Rogues are skilled in short and medium melee weapons.  They are also allowed short bows and thrown weapons.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Poison Use&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to apply Blade Poisons, without need of the Chemistry skill, to a weapon so that they can be used later. Normally up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons. Rogues can stack 1 additional Blade Poison on their weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. This skill takes a 10 counted action to safely apply each poison to the weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Catlike Grace&#039;&#039;:&#039;&#039;&#039;  Grace and finesse are a way of life and as such ample training has paid off. The character can perform movement and dexterity related Feats of Strength/physical challenges as though they had an additional +2 Base Strength&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Dual Wield&#039;&#039;:&#039;&#039;&#039;  Rogues can use a short or medium weapon in each hand, without special training or skill point cost.&lt;br /&gt;
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== &#039;&#039;&#039;Rogue Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; color: black;&amp;quot;&lt;br /&gt;
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!Prerequisite Skills&lt;br /&gt;
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== Rogue Skills ==&lt;br /&gt;
&#039;&#039;&#039;Agility:&#039;&#039;&#039; This skill becomes active by announcing “Agility!” Once activated, it lasts for 5 minutes or 1 Encounter, whichever is longer. While this skill is in use, the character will take &#039;&#039;Reduced: Half Damage&#039;&#039;, rounded up, from all numerical damaging effects, such as weapon damage. This ability does not reduce effects, such as &#039;&#039;Nausea&#039;&#039; or &#039;&#039;Sleep&#039;&#039;, or any other effect that does not deal damage.&lt;br /&gt;
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&#039;&#039;&#039;Ambush:&#039;&#039;&#039; With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. &amp;lt;u&amp;gt;This attack is metabolic.&amp;lt;/u&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Assassinate:&#039;&#039;&#039; This skill allows the character to deal a very damaging weapon strike to a target from behind. When used successfully the target will suffer 100 points of &#039;&#039;Critical&#039;&#039; damage. &amp;lt;u&amp;gt;The verbal for this skill is &amp;quot;Slay Strike critical&amp;quot;.&amp;lt;/u&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
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&#039;&#039;&#039;Blade Shower&#039;&#039;&#039;: This skill allows the character to damage all enemies near-by with a quick flash of knives. To use this skill the character announces their normal from-behind Precision damage and adds the &#039;&#039;Body Burst&#039;&#039; verbal call. Example: “10 Normal Body Burst”, this attack will hit all enemies in melee range.&lt;br /&gt;
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&#039;&#039;&#039;Blind&#039;&#039;&#039;: This skill causes the affected target to be unable to use any skills, fight, or use &#039;&#039;Active Abilities&#039;&#039; for 10 seconds and can only walk. This skill works only on targets that need eyes to see and function, so creatures like oozes, which lack eyes, would be immune to this effect. &#039;&#039;Blind&#039;&#039; can only be used against targets within melee weapon range and the call for it is “&amp;lt;Target&amp;gt; Voice Poison Blind”.&lt;br /&gt;
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&#039;&#039;&#039;Cheap&#039;&#039;&#039; &#039;&#039;&#039;Shot&#039;&#039;&#039;: This skill allows the character to make the most out of an opportunity when they are working with others. This skill acts as a minor interrupt and &#039;&#039;Negates&#039;&#039; the last active skill/ability their opponent used, though the effect is not expended and can be used again. This can only be used on attacks that target/affect someone other than the character using the &#039;&#039;Cheap Shot&#039;&#039; skill, this includes the opponent.&lt;br /&gt;
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&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
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&#039;&#039;&#039;Crippling Attack:&#039;&#039;&#039; This ability allows the character to deliver a blow to a target that has almost instant and lasting effects. This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disable Device:&#039;&#039;&#039; This skill allows the character to use and understand both simple and complex locks, traps, physical puzzles, tools, and even mechanical devices. The use of this skill requires a &#039;&#039;Contested Roll&#039;&#039;, must be role-played, and takes 2 minutes of concentration to attempt. This skill can also be used to arm traps which also take 2 minutes of concentration. Some traps or puzzles may have physical components that can be disarmed without a &#039;&#039;Contested Roll&#039;&#039;, and the player has the option to still make the &#039;&#039;Contested Roll&#039;&#039; or can choose to physically try and disable the trap/puzzle and once the choice is made you cannot go with the other option. A large advantage to physically disabling the trap is that there is no time restriction and you can disable as fast as you physically can. A player can spend 30 seconds to analyze the object to be disabled at the end of which the marshal will tell them the level of the item as well as how well-crafted it is. Trap/Lock level is equal to the production cost of the item. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disguise&#039;&#039;&#039;: This skill allows the character to hide who they truly are. The character can give a false answer to &amp;quot;&#039;&#039;What do I see&#039;&#039;&amp;quot;, changing their species or other minor features such as glowing hands; or for the same cost they can leave false information for &#039;&#039;Tracking&#039;&#039;. Or the character can change their appearance for an entire encounter, or until they engage in combat. This can be used at any time, so long as they are not currently engaged in combat. For example, this feature could be used to change their appearance to that of a Gnoll, causing such NPCs to not attack them and move on to other targets. This skill can be used once each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge&#039;&#039;&#039;: This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Envenom&#039;&#039;&#039;: This skill allows the character to maximize the effect of their poisoned weapons. When activated the character gains a duplicate of all Blade Poisons currently on the weapon; all stacks of Blade Poison will expire at the end of the Encounter if they are not used. Example, if the characters weapon had 2 Paralysis Blade Poisons on it, it would instead become 4 total; however they all expire at the end of the Encounter. This skill does not stack with itself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape&#039;&#039;&#039;: This special defense allows the character to escape from all forms of movement impairing and &#039;&#039;Binding&#039;&#039; effects currently affecting them, instantly ending their duration, though it does not work on &#039;&#039;Contain&#039;&#039; effects or &#039;&#039;Petrify.&#039;&#039; This skill can also be used on a target other than the character; the character must touch the target and maintain concentration for a 5 counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feint&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Body&#039;&#039; Modifier to their next 2 melee weapon attacks, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garrote&#039;&#039;&#039;: This skill allows the character to greatly hinder their foe. The call for this skill is “Silence Strike”, which will cause the target to be affected by &#039;&#039;Silence&#039;&#039;. If used immediately after leaving Hide, the character may add the Surprise Flavor Carrier to the attack, making the call “Surprise Silence Strike”. This attack can only be used with a melee weapon and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide&#039;&#039;&#039;: This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mob Scene&#039;&#039;&#039;: This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Flavor Carrier &amp;quot;&#039;&#039;Critical&amp;quot;&#039;&#039; to their next single attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent:&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quickness:&#039;&#039;&#039; This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a &#039;&#039;Passive Temporary Reduction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Over 60 seconds is reduced by 50%,&lt;br /&gt;
&lt;br /&gt;
* 60 count becomes a 30 count,&lt;br /&gt;
* 30 count becomes a 3 count,&lt;br /&gt;
* 3 count becomes a 1 count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap:&#039;&#039;&#039; This skill allows the character to incapacitate a target for a brief time. &#039;&#039;Sap&#039;&#039; can only be used from &#039;&#039;Hide&#039;&#039; or &#039;&#039;Conceal&#039;&#039; and causes the target to become unaware of their surroundings until the status is broken or 5 minutes passes. This status will break if the target is subjected to any offensive interaction, including damage, spells, or being physically restrained; however, they can be searched slowly with a 30counted action, or carried away at a slow walk. If the character is in &#039;&#039;Hide&#039;&#039; when they use this skill, they can move up to 10 steps from their starting point, to within arm’s reach of the target, calling &amp;quot;Sap Surprise” to deliver the attack. This attack will not remove them from &#039;&#039;Hide&#039;&#039;, unless this skill fails or they choose to remove themselves. A character can only have 1 target &#039;&#039;Sapped&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shroud of Night:&#039;&#039;&#039; This skill allows the character to conceal their party and move a short distance without being noticed. This allows your party of up to 10 people to move past an encounter without engaging. This skill requires some amount of cover, shadows, or darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the rogue must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; This skill allows the user to deliver a vicious attack that is difficult to avoid. When used, the character adds the “Surprise” Modifier to their weapon call. In addition to the &#039;&#039;Surprise&#039;&#039; carrier, if used while attacking a target from the front, the character can add all of their &#039;&#039;Precision&#039;&#039; bonus damage to the attack; and if used to attack a target on the back, their normal damage call is doubled. Example: A character that normally swings “3 Normal” from the front and “7 Normal” from behind would have their calls be “7 Normal Surprise” from the front and “14 Normal Surprise” from the back. When activated the characters next 2 weapons swings will be affected, though they are both a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneaky Sneaky:&#039;&#039;&#039; by spending an extra energy for a given attack, you may append the silent prefix. The Silent Prefix makes your attack be treated like &#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;What do I see?&#039;&#039;&#039;&#039; it&#039;s an out of game call and unless you see the person doing it you cannot react to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash&#039;&#039;&#039;: This skill allows the character to hide an object, which may contain other items, for up to 3 hours. The object to be hidden can be no larger than 1 cu.ft. in total area. When this skill is used the character must place a “Stash” tag on the item and write the time the skill was used on the back of the tag. While similar to &#039;&#039;Secret Box&#039;&#039; this item can be found though not easily. To notice that there is a stash a character must have at least rank 10 in the &#039;&#039;Track&#039;&#039; skill, and even then, must make a &#039;&#039;Contested Roll&#039;&#039; that is considered to have 10 levels of counter tracking.&lt;br /&gt;
&lt;br /&gt;
== Rogue Powers ==&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation:&#039;&#039;&#039; Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Strike:&#039;&#039;&#039; Prerequisite: Conceal, Move Silent This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; Prerequisite: Sneak sneaky This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtlety:&#039;&#039;&#039; This power gives the character +2 additional &#039;&#039;Precision&#039;&#039; damage. This functions just as the &#039;&#039;Precision&#039;&#039; skill, but hand does not need matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heroic Rogue Powers ===&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2173</id>
		<title>Spellblade</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2173"/>
		<updated>2025-09-17T17:07:26Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellblades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellblades are skilled melee combatants who have also devoted themselves to the channeling of elemental forces to supplement their combat ability.. This makes them deadly foes in close quarters, as they can unleash powerful spells through their weapons with little effort. While they practice the ways of Elemental Magic they are not as proficient as a Mage with it. Splitting up their training time and the addition of heavy armaments makes can make for difficult mastery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Spellblades skilled in combat they are able to wear up to Medium Armor; however, they are not skilled with shields, as such bulky gear gets in the way of their magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Spellblades are skilled with the following weapons: Short Weapon, Medium Weapon, and Great Weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Negation&#039;&#039;:&#039;&#039;&#039; Spellblades have mastered the art of mixing their martial prowess and magical aptitude allowing them to &#039;&#039;Negate&#039;&#039; damaging attacks with the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Elemental&#039;&#039; delivery, by expending an equal amount from their &#039;&#039;Spell Pool&#039;&#039;. For example, the character is struck by Elemental 20 Fire, they could expend 20 points of their &#039;&#039;Spell Pool&#039;&#039; to &#039;&#039;Negate&#039;&#039; the attack and they would suffer no damage; but, they are down those points until they refresh their pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;&#039;&#039;- Spellblades by default cannot throw their &#039;&#039;Spell Pool&#039;&#039;, but can deliver it with &#039;&#039;Channel&#039;&#039; without expending their per reset uses. Spell pool for a Spellblade is elemental and may be expressed as any of the four basic elements (Fire, Stone, Wind, or Water). See Spell Pool description below for further details. When delivered via channel the &#039;incant&#039; is &amp;quot;Magic # [damage type]&amp;quot;, if being thrown via Lancet the incant is &amp;quot;I summon # [damage type]&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Channel&#039;&#039;:&#039;&#039;&#039; This skill changes how the character can deliver their spells and spell pool. Instead of throwing spells with packets, they deliver a spell with their melee weapon. To use this skill, the call is “Magic&amp;lt;Spell Name&amp;gt;&amp;lt;Damage and Flavor/Effect&amp;gt;” and then swinging their weapon. The &#039;&#039;Mana/Spell Pool&#039;&#039; points are expended regardless of if the attack hits or misses. This skill follows all the normal spell rules for affecting a target, as well as the &#039;&#039;Flurry&#039;&#039; rules for weapon swings. To be specific, if a character decides they want to expend 20 points of their spell pool in an attack they would swing their weapon with a verbal call of &#039;Magic 20 [Element]&#039; where the element is chosen from those available to the character. At base this will be Fire, Water, stone, and Wind. This is done freely and does not expend a use of the Channel skill. This skill can be used 3 times each reset at 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; level plus an additional time for each 3-character levels after that, (IE. 1st, 4th, 7th, and so on.). Characters can freely Channel their 1st and 2nd level Spells, and only expend a use the &#039;&#039;Channel&#039;&#039; ability for their 3rd-5th level Spells. This does not prevent the character from throwing their &#039;&#039;Spells&#039;&#039; effects. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus + 2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1st level Spellblade Spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|2nd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|3rd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|4th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|5th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-40)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (41-70)&lt;br /&gt;
|Mana 40&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy ( 17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 3&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Techniques&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Deflect&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Parry&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Riposte&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike*&lt;br /&gt;
|Cannot have Overpower&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Overpower*&lt;br /&gt;
|Cannot have Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ley Points (Max: 15)&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Overload&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Magic&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Spell&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Revitalize&lt;br /&gt;
|Two other metamagic skills&lt;br /&gt;
|4&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Barrier&lt;br /&gt;
|None&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Ignite Magic&lt;br /&gt;
|Spell Pool 1 &amp;amp; mana&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Planar Repulsion&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Source Mixing&lt;br /&gt;
|Any 2 Ley Skills and Techniques&lt;br /&gt;
|8&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
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== Spellblade Techniques ==&lt;br /&gt;
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&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
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&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
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&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws&lt;br /&gt;
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&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
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&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
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&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Modifier. This skill can only be used with Great Weapons.&lt;br /&gt;
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&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
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&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
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&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
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== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Symbol key reminder:&lt;br /&gt;
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* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
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==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&lt;br /&gt;
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&#039;&#039;Disarm&#039;&#039;: This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Pin - Generates the Pin effect as defined in the effects section.&lt;br /&gt;
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&#039;&#039;Shielding*#&#039;&#039;: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
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&#039;&#039;^Surf the Wind -&#039;&#039;  This will allow a Spellblade to &amp;quot;surf&amp;quot; the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.&lt;br /&gt;
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&#039;&#039;Shun-&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Purity of Cleansing Water&#039;&#039;- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
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&#039;&#039;Erupt&#039;&#039;: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
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&#039;&#039;Unfetter Pool*#&#039;&#039;: This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Stoneskin&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &lt;br /&gt;
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&#039;&#039;Push:&#039;&#039; This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&lt;br /&gt;
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&#039;&#039;*Summon Weapon -This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;) This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
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&#039;&#039;#Heroism&#039;&#039; - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&lt;br /&gt;
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&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “Natural Knockdown Massive” and must be the next two swings taken by the caster. These attacks can last unused for up to one Encounter or 5 minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Nova&#039;&#039; - Harnesses the true power of the elements to deliver a powerful blast at the caster&#039;s command. When used the caster declares &#039;Elemental 40 [Element] Burst&#039; dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== &#039;&#039;&#039;Metamagic&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039; - This skill allows the character to funnel their magic outward as a defense in response to a successful melee weapon strike. This is an Active defense, and therefore cannot be used against &#039;&#039;Surprise.&#039;&#039; Skills or abilities that prevent the strike from making contact, such as &#039;&#039;Dodge, Parry&#039;&#039; or &#039;&#039;Magic Shield&#039;&#039; will prevent this skill from being used. The call for this defense is “Magic Aura &amp;lt;Flavor&amp;gt;”, which will automatically strike the attacker, dealing 30 points and the flavor is based on the characters Spell Pool.&lt;br /&gt;
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&#039;&#039;&#039;Overload&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
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&#039;&#039;&#039;Penetrating Spell&#039;&#039;&#039;: - Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant. Unlike most metamagic, Penetrating Spell can be applied to Spell Pool. The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Spell&#039;&#039;&#039;: Elemental Spell is a similar modification to a spell, called as &amp;quot;Elemental &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot; . Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.&lt;br /&gt;
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&#039;&#039;&#039;Revitalize&#039;&#039;&#039;: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 70 extra points of mana per event, at the cost of losing your use of Ley Skills in a commensurate amount.&lt;br /&gt;
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== &#039;&#039;&#039;Spellblade [[Spells|S]]&amp;lt;nowiki/&amp;gt;kills:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spell Pool -&#039;&#039;&#039; Due to their closeness to the elements, Spellblades have learned how to push raw elements into their weapons to release devastating magical destruction via their Spell Pool.  . This is cast as &amp;quot;Magic X &amp;lt;damage type&amp;gt;&amp;quot; and weapon delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time. Spell Pool must be delivered in increments of 5 (reminder that one point of spell pool will deal 1 point of element specific damage). Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation. This is normally delivered through their blade via channel, for free. Spellblades with the Lancet power can cast their spell pool like a mage and use a packet to deliver the damage. A spell blade may freely choose between the four basic elements (Fire, Water, Wind, Stone) when using their spell pool and may change their type for each attack.&lt;br /&gt;
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&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
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&#039;&#039;&#039;Barrier  -&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&lt;br /&gt;
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&#039;&#039;&#039;Planar Repulsion -&#039;&#039;&#039;  By channeling elemental energy, you temporarily push certain creature types back to their home plane. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Construct, Elemental, and Outsider.&lt;br /&gt;
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&#039;&#039;&#039;Ignite Magic -&#039;&#039;&#039; This skill allows the character to temporarily increase their maximum &#039;&#039;Spell Pool&#039;&#039;. When used, they will gain 25 &#039;&#039;Spell Pool&#039;&#039; and can sacrifice up to 10 mana, gaining 5 &#039;&#039;Spell Pool&#039;&#039; per mana sacrificed. This increase will last for up to 5 minutes or one Encounter and will refresh along with the rest of the character’s &#039;&#039;Spell Pool&#039;&#039; for the duration. This skill may be used once for each time purchased.&lt;br /&gt;
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&#039;&#039;&#039;Source Mixing -&#039;&#039;&#039; This skill allows the character to utilize her Energy and Ley points interchangeably by spending one more of the resource used in place of the other. For example, a Spellblade with this skill may spend 3 Ley points to use their Parry skill or  2 Energy to use the Aura Emulation skill. This is not a taggable skill. Once purchased the character may exchange pools freely as noted above.&lt;br /&gt;
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== &#039;&#039;&#039;Spellblade Powers&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Amplify Barrier -&#039;&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.&lt;br /&gt;
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&#039;&#039;&#039;Conduit&#039;&#039;&#039;* - This power allows the character to use the Channel Class Feature two additional times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Element Exclusion -&#039;&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points.&lt;br /&gt;
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&#039;&#039;&#039;Enchant Element -&#039;&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&lt;br /&gt;
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&#039;&#039;&#039;Lancet -&#039;&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool.&lt;br /&gt;
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&#039;&#039;&#039;Kintsugi Barrier -&#039;&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.&lt;br /&gt;
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=== Spellblade Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike -&#039;&#039;&#039; This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the &#039;&#039;Arcane&#039;&#039; Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Kintsugi Barrier - (must have Kintsugi Barrier power)&#039;&#039;&#039; This power further adapts the spell blade&#039;s barrier skill to trigger not only a Refit, but a Purity of Cleansing Waters when used. This Refit &amp;amp; Cleanse are self only.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2172</id>
		<title>Trooper</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2172"/>
		<updated>2025-09-17T17:00:13Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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== &#039;&#039;&#039;Trooper&#039;&#039;&#039; ==&lt;br /&gt;
Champions fight to defend those around them. Warriors fight with their great weapons as the unchallenged masters of massive damage. Troopers are the rank and file of the class. While they do not excel in any one area, they span multitudes. Moreover, their prowess in combat is matched only by the depth of their tenacity. They have logged the hours to burn the muscle memory of their techniques into their minds and those techniques have become ingrained in who they are.&lt;br /&gt;
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&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Troopers can wear up to Heavy Armor.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Troopers are skilled with small and medium shields along with all weapons with the exclusion of firearms.. Troopers additionally gain the Florentine power for free.&lt;br /&gt;
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&#039;&#039;&#039;Energy:&#039;&#039;&#039; Troopers use Energy to fuel their techniques.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Jack of all Trades&#039;&#039;:&#039;&#039;&#039; These fighters have broadened their ability to learn more techniques than either currently available subclass and through this vast expanse of knowledge have gained an increased muscle memory. Troopers start with 2 free energy at 1st level and gain an additional 2 free energy at 20th level. This energy can go over the 48 energy cap.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trooper: Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Execute&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Weapon ward&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +3&#039;&#039;&lt;br /&gt;
|Disarm&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +5&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +4&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +6&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +5&#039;&#039;&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Brutal Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Muscle Memory (Dbl Atck)&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Stare Down&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Disrupt&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brutal Strike -&#039;&#039;&#039; Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or Species). It is delivered by landing a legal melee attack and announcing &amp;quot;Brutal Strike&amp;quot; and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, so using proper Cure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt&#039;&#039;&#039; - This powerful attack can help overcome the greatest of foes. This effect causes a targets &#039;&#039;Threshold&#039;&#039; to be reduced by 3 points, or &#039;&#039;Damage Cap&#039;&#039; to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Execute -&#039;&#039;&#039; This skill causes a target that is &#039;&#039;Helpless&#039;&#039; to become &#039;&#039;Dead&#039;&#039; and they begin their death count.  This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muscle Memory -&#039;&#039;&#039; Due to the constant practice and repetition of melee combat, a Trooper can effectively use the same energy to execute a maneuver a second time once it is defended against. This may only be invoked once per time purchased. Additionally, his only works if the first swing is completely negated and costs no Energy to use. The call for this skill is &#039;Double Attack&#039;. This cannot be used again if there is another defense called. The effects must be fully resolved in order if the initial defense was Riposte, for instance this must be resolved before the double attack can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch Job -&#039;&#039;&#039; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer a Slay effect. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== Trooper Powers ==&lt;br /&gt;
&#039;&#039;&#039;Critical Strike -&#039;&#039;&#039;  When the character uses the &#039;&#039;Blitz or Overpower&#039;&#039; special attacks, they may add the &#039;&#039;Critical&#039;&#039; Modifier to the damage call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039;  This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive modifier&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
== Trooper Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization (prerequisite: Specialization) -&#039;&#039;&#039; This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2171</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2171"/>
		<updated>2025-09-17T16:55:01Z</updated>

		<summary type="html">&lt;p&gt;David: added daily to Dampen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Warlock =&lt;br /&gt;
[[Warlock#mw-head|Jump to navigation]]&lt;br /&gt;
&lt;br /&gt;
[[Warlock#searchInput|Jump to search]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;(Editor&#039;s Note: Warlock is in its infancy. What follows are placeholder values for skills and costs. This is posted as a place for Rules to iron out the details and turn a concept into a functioning character class. We are well aware of the issues presented by and facing the class and it may turn out to be unworkable for any number of reasons. Until this notice is taken down, please consider the state of the class before lighting fuses.)&#039;&#039;&#039;[edit | edit source] ===&lt;br /&gt;
Warlocks are the small fraction of those individuals who for a number of reasons Howled into the void in a time of need. These are the &amp;quot;fortunate&amp;quot; souls who received a response. Warlocks function as casters focusing predominantly on de-buffing and generally make life difficult for their foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warlocks are casters but are limited and as such have additional training in armor and can wear up to Medium armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Warlocks are proficient with Short, Medium, and Long Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Pool:&#039;&#039;&#039;  Warlocks can call forth the direct ire of their masters through force of will and use it to attack their foes.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I.  This is cast as &amp;quot;I summon &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time.  Spell Pool must be delivered in increments of 5.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation.  Warlocks flavor for their spell pool is Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other worldly Knowledge:&#039;&#039;&#039; Warlocks tie to their power from other and older sources they enjoy a discount to KA skills (reflected in their class chart). Warlocks will always count as having an instructor for Rare Knowledge areas with plot approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Worldly Pact:&#039;&#039;&#039; As a step to unlocking their power, warlocks make a pact with the beyond to tap into the other worldly power and master the forces of the shadows. Once a player has chosen their pact it is their path for life. In addition to the below the character receives training in a Rare Knowledge Area pertinent to their chosen Patron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Ban”:&#039;&#039;&#039; these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of two things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare | Rare KA: TBD&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes | Rare KA: Planar Cartography &amp;amp; Planar Scholar&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic | Rare KA: TBD&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy | Rare KA: Titans&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ritualism&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I (Void)&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cancel Magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II (Void)&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III (Void)&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|Cap at 1 per. 2lvls.&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Advanced &amp;amp; LeySkills&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Penetrating Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Curse Wave&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Techniques&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Weakening Pool&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Conceal&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-12)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Group Meld&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;CLASS SKILL DESCRIPTIONS:&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast a spell in its rawest form. When used, the character substitutes the normal spell casting incant with “Arcane ” for a single spell; or if used with Spell Pool points, it changes the Delivery Type for the current Pool. Example: Instead of the incant “I force the will to Charm You”, the call would become “Arcane Charm”. This skill costs 3 Ley Points.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz-&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel Magic-&#039;&#039;&#039; This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal-&#039;&#039;&#039; A character using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dampen (Mastery):&#039;&#039;&#039; By weaving the power of the shadows around yourself you dampen hostile magic that might strike you. The next 2 offensive spells, with an effect other than numerical damage, that hits you deals 5 Body Damage to you instead of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Pact-&#039;&#039;&#039; Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Un-shatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. Further, you can channel your Shadow spell pool through your pact weapon like a Spellblade. This still follows the rules for spell cap. Can buy Precision and Focus one additional time each (15 SP cost)&lt;br /&gt;
* &#039;&#039;&#039;Pact of Iron-&#039;&#039;&#039; Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  Can purchase Heavy armor proficiency for 7 SP&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Eye&#039;&#039;&#039;- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form). Can purchase Gifted Eye for 5 SP each&lt;br /&gt;
* &#039;&#039;&#039;Pact of Knowledge&#039;&#039;&#039;- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells. Can buy an additional 20 mana at 1 sp per mana&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group Meld -&#039;&#039;&#039; This allows you to have a group of people (up to 10) within weapon reach to meld into shadows with you. Same hide rules apply with the exception of it puts you in Hide immediately. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Eye&#039;&#039;&#039; - Allows the user to place a Foresight effect on another person (cannot be self targeted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbody the Shadow (Mastery)-&#039;&#039;&#039; This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for &#039;&#039;Circle, Dispel, light, Implosion, Wall of Force&#039;&#039;, and &#039;&#039;Wizard Lock&#039;&#039;, as well &#039;&#039;Voice&#039;&#039; and &#039;&#039;Arcane Delivery&#039;&#039; Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a &#039;&#039;dispel,&#039;&#039; or any light effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge Area (Common/Rare)-&#039;&#039;&#039; This skill allows the character to purchase any of the &amp;quot;Known&amp;quot; Knowledge Areas without the need of an instructor up to five ranks each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Magic (Ley Magic)-&#039;&#039;&#039; This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakening Pool&#039;&#039;&#039; - This allows you to spend 20 spell pool to generate a &amp;quot;Magic Weakness&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Familiar (Mastery)-&#039;&#039;&#039; Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Meld-&#039;&#039;&#039; Allows the Warlock use of the Hide Skill only in Anything less than direct light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke screen-&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Wave&#039;&#039;&#039; -  Allows you to cast one of your curses as “Magic &amp;lt;spell name&amp;gt; Burst” this still costs the mana to cast the spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks cast exclusively Void magic The default incant for void spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to &#039;&#039;grant you/create/*nothing*&#039;&#039; &amp;lt;effect&amp;gt;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, blade spells cannot stack onto a single swing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon*-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty (20) steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;POWERS&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Void Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Messenger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability &#039;&#039;Resist Magic&#039;&#039; which can be used Twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Separate Shadow- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the &#039;&#039;Void familiar&#039;&#039; mastery without expending a use. If you have the &#039;&#039;Shadow Messenger Power&#039;&#039; your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warrior&amp;diff=2170</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warrior&amp;diff=2170"/>
		<updated>2025-09-17T16:52:43Z</updated>

		<summary type="html">&lt;p&gt;David: added Daily to some advanced skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Warrior&#039;&#039;&#039; ==&lt;br /&gt;
There is a time and a place for streamlined, elegant economy of motion in combat.  For all the other times, keep reading&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warriors can wear up to Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Warriors are skilled with the following weapons: Short Weapons, Great Weapon, and Thrown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Warriors use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Might:&#039;&#039;&#039; This ability allows the character to increase their Permanent Strength by 1 point, and doubles their Permanent Strength for Feats of Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalwart&#039;&#039;&#039;: Warriors are a deadly presence on the battlefield and they are a force to be reckoned with. Effects that target the Warrior’s weapons are reduced by 1 tier; Destroy is reduced to Shatter, Shatter is reduced to Disarm, and Disarm is no effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; color: black;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Warrior: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Repel Strike&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Demoralize&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +5&lt;br /&gt;
|20&lt;br /&gt;
|Focus +4&lt;br /&gt;
|Blitz&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +6&lt;br /&gt;
|20&lt;br /&gt;
|Focus +5&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Sweep&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Destroy Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Over Power&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warrior: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Stare Down&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Intimidate&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Warrior Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush -&#039;&#039;&#039; This skill allows the character to change the battlefield by charging headlong into the fray.  When used it will affect up to 10 target enemies in the next Encounter. This skill will remove up to 1 defense from the targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demoralize -&#039;&#039;&#039; This skill allows the character to weaken the foes that they are engaging in combat. This can only be used against targets that are within melee weapon reach and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Weakness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroy Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intimidate -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This skill has two uses: First, this can be used against a target within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Terror&amp;quot;. Second, this skill can be used against a Conscious and &#039;&#039;Helpless&#039;&#039; target to force them to answer a yes or no question, which must be answered truthfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Knockdown Massive!”. This skill can only be used with 2 handed melee weapons and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Modifier. This skill can only be used with Great Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch Job -&#039;&#039;&#039; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repel Strike -&#039;&#039;&#039; This skill allows the character to force a target away from them. To use the skill, the character must announce “&#039;&#039;Repel Strike Massive&#039;&#039;&amp;quot; and unlike normal weapon strikes, this skill still works even if it strikes the targets hand held items or costume. The target of this strike will be affected as per the &#039;&#039;Repel&#039;&#039; spell, though this effect will be broken if the character becomes unconscious, bound, loses their weapon, or attacks the target. This skill can only be used with Great Weapons and is one swing, hit or miss. The character can have one target repelled at a time, plus one additional target for each +Strength they have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep&#039;&#039;&#039; This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;br /&gt;
&lt;br /&gt;
== Warrior Powers ==&lt;br /&gt;
&#039;&#039;&#039;Critical Strike -&#039;&#039;&#039; When the character uses the &#039;&#039;Blitz or Overpower&#039;&#039; special attacks, they may add the &#039;&#039;Critical&#039;&#039; Modifier to the damage call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limb Breaker -&#039;&#039;&#039; This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwhelming Power  -&#039;&#039;&#039; This power grants the character an additional +1 &#039;&#039;Permanent Strength&#039;&#039; (this stacks with the &#039;&#039;Great Might&#039;&#039; Class Feature) when wielding a Great Weapon. Additionally, their &#039;&#039;Blitz&#039;&#039; skill grants the &#039;&#039;Massive m&#039;&#039;odifier when used. This is not limited only to Great Weapons, however, a Great Weapon must still be in hand to gain this effect on &#039;&#039;Blitz&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
== Warrior Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Momentum -&#039;&#039;&#039; An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind -&#039;&#039;&#039; The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;/div&gt;</summary>
		<author><name>David</name></author>
	</entry>
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