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	<title>TFE - User contributions [en]</title>
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		<title>Effects</title>
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		<updated>2025-11-29T22:46:31Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Ambush:&#039;&#039;&#039; This call renders recipients with a metabolism unconscious for ten minutes. &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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&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 effect 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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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 Prefix. To use this skill, the character must call “Deflect”.&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;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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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;
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&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;
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&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;
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&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;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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;
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&#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;
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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;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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&#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;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2233</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2233"/>
		<updated>2025-11-29T22:45:56Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;
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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 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;
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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. 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;
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&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;&#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 “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). 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=2232</id>
		<title>Conventions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Conventions&amp;diff=2232"/>
		<updated>2025-11-29T22:01:30Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any group of people engaged in a group activity will, over time, develop its own shorthand and quirks.  Archers talk about form, draw weight, draw length, optics, arrow flight speed, and lots of bow-related things that don&#039;t really have any use outside of that context.  Computer types can have entire conversations only tangentially related to English at all.  Larps are no different.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this case, we have a number of game conventions that everyone just sort of seems to know without ever really having been told.  We pick it up from each other and pass it along by example to new arrivals.  It&#039;s not ideal and it contributes some avoidable length to the learning curve.  In the interest of easing that transition, these are some of the things that are common in the game and useless out of that context.&lt;br /&gt;
&lt;br /&gt;
== Common Conventions: ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Ammunition&amp;quot;&amp;gt;&#039;&#039;&#039;Ammunition:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Bows, crossbows, and guns make a living launching projectiles.  We don&#039;t track tags or other in-game items for routine ammunition, although you&#039;ll still have to have packets to throw or darts to shoot.  We do track specialized ammunition, like the clips in, but unless you&#039;re using something like that you&#039;re free to throw or shoot to the limits of your packet/dart supply.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Buffs&amp;quot;&amp;gt;&#039;&#039;&#039;Buffs:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Buffs are beneficial effects that are applied to your character to grant something they wouldn&#039;t normally have.  Endurance is a Buff to body that provides 10 extra Body points.  Magic Shield is a defensive Buff that stops the next unwanted magic effect that tries to get you.  Buffs, in general, last until they&#039;re used, used up, or the end of a given event.  Some really good buffs have longer durations, some may be re-used under some circumstances, some may last until used even if that&#039;s five years from now.  Unless otherwise noted, though, they stick until their conditions are triggered or their resource depleted or the end of the event.  (Tracking between-game buffs is a logistical headache no one likes.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Contested Roll:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Some skills test the player’s skill against a set objective, namely Disable Device, Resurrection, and Tracking. To determine the success or failure of such the following steps are taken. First the player adds up all of their bonuses, and then subtracts the negatives set by the Marshal, task, or the item being worked on. If the total modifier is positive the player will add it to their roll, if negative it plays no real effect unless the total is -10, in which case the character will automatically fail the roll. Conversely, if the final modifier is +9 or more the roll automatically succeeds. The character will roll a D10 and add their modifier, if positive; if the combined total is 10 or better then they succeed on the challenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Contested Roll&amp;quot;&amp;gt;&#039;&#039;&#039;Concentration:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  This is used to denote skills that take a character&#039;s entire focus. You may only ever be concentrating on one skill at a time and any damage taken or active skills used (weapon proficiencies, defenses, etc.) while concentrating will &#039;break&#039; your concentration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Counted Actions&amp;quot;&amp;gt;&#039;&#039;&#039;Counted Actions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Counted actions exist, loosely, to handle two conditions.  One, you want to do something that&#039;s perfectly viable for your character but out of the question for you.  If your character has Wings, for example, they&#039;re free to leave the ground, but you probably can&#039;t sprout your own wings and fly.  Two, you need to take some specific action for which rules provide a fixed delay - refitting your armor, for example, takes sixty seconds and it&#039;s technically a sort of sixty count.  Binding Strike is counted to let you know how long you have before you get eaten or whatever.  Killing Blow takes a three count which sounds fast and it is if no one&#039;s trying to stop you.  However you arrive there, all counted actions work the same way:  You start at the end, announce what you&#039;re doing and start at the top of the count, then count down, repeating the announcement until you finish at &amp;quot;I whatever 1&amp;quot;, at which point your action is completed and everyone should react accordingly.  You may see this a lot on modules, where Marshals have to handle player actions we didn&#039;t expect - it&#039;s easier and smoother to assign a count than call a meeting of the Rules Team and argue about it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crowns&amp;quot;&amp;gt;&#039;&#039;&#039;[[Crowns]]:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Crowns are points awarded for doings that the help the game - donating props and reps, NPC&#039;ing, anything that&#039;s beneficial to the game as a whole is probably worth some crowns.  They&#039;re accumulated and spent in a variety of ways.  They can be turned in towards extra Skill Points, or used to purchase a variety of in-game items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daily:&#039;&#039;&#039;  You may see &amp;quot;daily&amp;quot; here and there throughout the rules, used interchangeably with &amp;quot;per-reset&amp;quot;.  For rules consideration, these terms are almost always syntactically equivalent, and if a corner case means &amp;quot;once per 12- or 24- hour period, it&#039;ll be explicit in that rule&#039;s description.  This is a holdover from the earlier years of larps - resets used to be scheduled and everyone&#039;s skills would all reset at the same time, once per day.  &lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Encounter:&#039;&#039;&#039; An encounter is a single combat or up to five minutes of combat during prolonged combat situations. An Encounter is ended when there are no threats left on the battlefield, at which point any Skills/Abilities that end with an Encounter also end.  &lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;br /&amp;gt;Fate of [Individual]&#039;&#039;&#039;: This may also be referred to as “Fate of Party”. Sometimes a player is unable to physically continue in a situation where the character has no option to withdraw. When this occurs the player may select another character and tie their characters Fate to that of the character chosen. All manner of horrible things that happens to the chosen character also happen to the absent character. This could include anything from death, to slavery, to quadruple amputation. Fate of  is generally reserved for injured players, medical conditions such as epilepsy or asthma, or Out of Game emergencies.&lt;br /&gt;
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&#039;&#039;&#039;Feat of Strength:&#039;&#039;&#039; These actions may be taken using in game skills that grant + Strength for game purposes. Some Feats of Strength may require all the strength to come from a single character, while others may allow for characters to work together to achieve their goal. Common uses include breaking the Secure Door effect, moving large/heavy object, climbing unworked surfaces, jumping long distances (10 feet per +Strength) and ripping free of Binding effects. Note, when ripping free of binding effects you take twice the body required to rip free of the effect. (Pin is +2 Strength for 4 body upon ripping free, Bind requires +4 strength (causing 8 body), Web/Freezing Shot is +6 Strength or 12 points of Body damage, Prison requires the actual Ability Feat of Strength and causes 50 points of body damage on successfully ripping out. All the while the target is taking any damage they are hit with.)                              &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flavorless Damage&#039;&#039;&#039;&amp;lt;/span&amp;gt; A (very) few monsters and some Gunslingers can produce damage without a normal/silver/magic/flavor attached.  It&#039;s faster, but it comes with a significant downside - flavorless damage is up to the victim to interpret.  If you are resistant or immune to anything, anything at all, you can claim that reduction against &amp;quot;just a number&amp;quot; damage.   Gunslingers are free to flatten out against one each of every elemental despite then all reducing different flavors. This can get real bad in places with specific hit requirements.                        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Flavorless Damage&amp;quot;&amp;gt;&#039;&#039;&#039;Flurry&#039;&#039;&#039;&amp;lt;/span&amp;gt; as with many combat games melee can become hurried and machine gunning will occur to help control this Fallen Empires Nexus has a flurry rule. By default, a player cannot take more than 3 melee swings or nerf gun shots without a noticeable (one and a half second) pause. This also applies to the 10 foot Voice delivery of Rifle shots for those who choose not to switch to their Pistol.  This allows players to make short burst of rapid attacks and then take a pause, the purpose is to break the combat momentum and keep things in balance. There are a few ways in the rules that a players Flurry limit can be raised, but they must always pause when they reach their limit. For characters will a Flurry limit other than 3, they must announce &amp;quot;Flurry #&amp;quot; when engaging in combat.            &lt;br /&gt;
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&#039;&#039;&#039;Ghost Tag:&#039;&#039;&#039; A character may carry a limited number of Ghost Tags. These items are generic items that the player does not have to carry a Phys-Rep for. A player may carry a single Ghost Tag (Basic Non-Advanced) for each Weapon, Armor or Trap they do have a Phys-Rep for, in addition to the original tag for the Phys-Repped item. They may also carry up to forty Ghost Tags for small consumable items including: Potions, Scrolls, Bombs, Locks, Tools, Tinkers, Salves, Elixirs, Vials, or Foodstuffs.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Healer vs Medic&amp;quot;&amp;gt;&#039;&#039;&#039;Healer vs Medic:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  If someone calls for a Healer, they mean a Mage or Paladin with in-game healing effects to solve in-game trouble.  If someone calls for a Medic, there&#039;s an out of game situation that needs qualified medical personnel to attend.   Similarly, if your character has been jacked up by NPC&#039;s, you need a Healer, not a Medic.  Medic is called rarely enough that this is easy to remember; it&#039;s mentioned here because of various services that train &amp;quot;Medic&amp;quot; as a crisis response.     &lt;br /&gt;
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&#039;&#039;&#039;Headbands:&#039;&#039;&#039; In general there are 3 colors of headbands used for different things at Fallen Empires. &lt;br /&gt;
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* White headbands mark the person as Out of Game. Out of Game entities cannot be interacted with unless otherwise notes. Hand or Weapon on the top of your head is another way to represent this without a physical white headband. &lt;br /&gt;
* Pink Headbands are for non combatants. They can still be attacked with ranged attacks, though attackers should take care to try and soften their throws; character’s in melee weapon range, that are wielding a melee weapon, can deliver their attacks as &amp;quot;Target Voice &amp;quot; where the attack can be weapon damage or Combat Techniques. Energy is still used for any applicable Techniques and they can be defended as normal. &lt;br /&gt;
* Green Headbands are rarely used but individuals with these headbands are in game but are Invisible and cannot be seen or attacked by players, save for skills that can see through similar skills like Hide and Conceal.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Hold&amp;quot;&amp;gt;&#039;&#039;&#039;Hold:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This one is an actual rule, but not an actual rule that fits conveniently anywhere.  &amp;quot;HOLD&amp;quot;, usually yelled like it owes someone money, causes the game to cease immediately.  Holds are typically called for safety issues (if you notice your opponent is about to back up into a table or a hole in the ground, call a hold and warn them), very often for glasses that have gone flying off of their designated face, sometimes for more serious medical issues.  Because Hold is invoked for real-life situations, we take it very seriously.  If someone calls a hold, repeat it, stop playing, and &#039;&#039;do not move&#039;&#039;.  More than one pair of glasses has been lost to overly cavalier treatment of a hold.  Hold is also used sometimes to clarify rules - combat can get loud and confusing and it&#039;s easy at first to lose track of what happened to you or what you&#039;re allowed to do about it.  Once it&#039;s been established that a hold was called for rules, you can relax a little.  Don&#039;t move, but feel free to pull some tags, or grab a drink from your water bottle, collect some close-by packets, etc.  Until it&#039;s established that the hold is a rules issue and there is no out of game danger, hold still, don&#039;t talk, and wait it out.  Holds are rarely lengthy.  When whatever situation that caused the hold is addressed, someone will check to make sure everyone&#039;s ready and then call Lay On - a Lay On is the opposite of a hold, resuming game play at the point where the Hold left off.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Item Tags&amp;quot;&amp;gt;&#039;&#039;&#039;Item Tags:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  These are the out-of-game indicators of in-game possessions.  You can have a beautifully constructed boffer sword, but you can&#039;t actually use in the course of the game without a corresponding item tag for it.  Lots of tags come attached to reps.  Some are just tags - very few people bother with reps for their poison stashes beyond the packets they intend to throw at people.        &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Machine Gunning&amp;quot;&amp;gt;&#039;&#039;&#039;Machine Gunning:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Sometimes also referred to as &#039;&#039;Drum Rolling&#039;&#039;,  these are two terms used interchangeably to mean the same thing - using a melee weapon to drill damage way faster than any real sword ever could be.  Some people can get unbelievably fast on swings, especially with dual wield and identical damage.  It&#039;s not legal, there&#039;s a Flurry rule for this exact reason, but people, especially newer people, get carried away and excited and before they know it, they&#039;re inflicting damage at a rate that burst-fire rifles envy.  It&#039;s not usually done maliciously and pretty obvious when it is.  If someone calls this to you, take a deep breath and slow your swings down. If you&#039;re under attack and it feels more like a big foam centipede is running on you than it does like someone is swinging a foam stick, point it out but remember it&#039;s probably not personal or intended to give offense.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Magic Pouch&amp;quot;&amp;gt;&#039;&#039;&#039;Magic Pouch:&#039;&#039;&#039;&amp;lt;/span&amp;gt;:  Frequently, treasure on modules isn&#039;t delivered on individual monsters - it&#039;s bundled together and presented to the module group at the end of the module.  Both the bundle of treasure and the practice of distributing treasure in that fashion are referred to as &amp;quot;magic pouch&amp;quot;.                 &lt;br /&gt;
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&#039;&#039;&#039;Marshals:&#039;&#039;&#039; People who are not a GM, that are responsible for some aspect of the game. This includes Weapons Marshals who check the safety of Phys-Reps, Rules Marshals who can answer rules debates, Rogue Marshals who oversee Cabin Raids, and Medical Marshals who may remove players who are not in condition to play from playing for a time.               &lt;br /&gt;
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&#039;&#039;&#039;Marshal Notes-&#039;&#039;&#039; Marshal Notes consist of any important information regarding a building or cabin that the Marshal of a cabin raid might need or want to know, in order to properly Marshal the raid. Raids not properly Marshaled, due to inadequate Marshal Notes will not be subject to adjudications. Traps, Locks, and Spells used to defend the building, or placed upon the building must be noted in the Marshal Notes, or they do not exist. All game Items within an I.G. location will be I.G., the only exception to this would be in NPC areas such as a Module, and will be noted by a Marshal. All locations within a building will be considered IG unless clearly noted within the Marshal Notes. No game Items may be placed into an area noted as OOG within the Marshal Notes.            &lt;br /&gt;
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&#039;&#039;&#039;Meta-Gaming:&#039;&#039;&#039; Meta-Gaming is the use of player knowledge that was not learned In Game. This is considered cheating.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Multipliers&amp;quot;&amp;gt;&#039;&#039;&#039;Multipliers:&#039;&#039;&#039;&amp;lt;/span&amp;gt; There are lots of rules that say things like &amp;quot;double damage&amp;quot; or &amp;quot;double negative effect&amp;quot;.  When a situation arises that allows for several multipliers, they stack as multiples of the base, not each other.  Put differently, if you double a double, you end up with a triple, not a quad.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Out-of-Game&amp;quot;&amp;gt;&#039;&#039;&#039;Out-of-Game:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  A character that&#039;s out of game is neither affected by nor can affect the state of the game world.  Ideally this is indicated by a white headband - some people (like Plot) spend more time out of game than in, running modules and overseeing stuff.  If you&#039;re less commonly out of game, or just need a quick minute to retie your boots, putting your hand or your weapon on your head is accepted shorthand for &amp;quot;briefly out of game&amp;quot;.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reps&amp;quot;&amp;gt;&#039;&#039;&#039;Reps:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  You&#039;ll see this a lot in the rules and you&#039;ll hear it a good bit on site.  A rep is a &#039;&#039;physical representation&#039;&#039; of an in-game item.  &amp;quot;Physical representation&amp;quot; being unwieldy and people being people, this was inevitably shortened to &amp;quot;physrep&amp;quot;, which you&#039;ll still hear from time to time, and then &amp;quot;rep&amp;quot;, which you&#039;ll hear a lot.  Your boffer long sword is a rep for an in-game long sword.  Your armor rep is whatever you wear around to justify using armor points when you get hit.  It sounds pretty self-explanatory and for the most part it is, but there are some murky areas, too.  Spell packets can, variously, be reps for poison vials, thrown weapons, or literally nothing (for mages and other spellslingers.)  Reps have a necessary but not tightly-coupled association with...&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Reset&amp;quot;&amp;gt;&#039;&#039;&#039;Reset:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Given ten minutes of peace, you can reset your character sheet once per event.  This refreshes all of your refreshable skills - spell pool, mana, Energy, Ley Points and any dailies or per-reset skills.  This typically also resets your Body to its starting value and clears negative effects, but some effects do stick around through a reset. You&#039;ll see this a lot in Powers and some Skills - many Powers function twice per reset, for example, so you have two uses when you first check in and two more after you Reset.  Reset, like the name implies, resets your skills - if you had mana or energy or per-reset skills left over when you started your reset, they&#039;re lost when it completes.&lt;br /&gt;
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&#039;&#039;&#039;Shield Bash&#039;&#039;&#039;:  Shields can&#039;t be used to strike other players.  This is a safety issue - there are not a lot of safe ways to turn a shield bash - and because of that we have to take it seriously.    &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Swimming&amp;quot;&amp;gt;&#039;&#039;&#039;Swimming/Going to the Rock:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  FE&#039;s resurrection mechanic is a Lifewell, or viewed differently, the world&#039;s worst pool in which you never want to swim.  &amp;quot;Sending someone swimming&amp;quot; or &amp;quot;Sending someone to the pool&amp;quot; means sending someone off to resurrect.  &lt;br /&gt;
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&#039;&#039;&#039;+Strength:&#039;&#039;&#039; This is used to denote the fantastical strength inherent to certain species in fantasy like Ogres, Orcs, or a Minotaur. +Strength can be used in one of two ways, either in a &#039;Feat of Strength&#039; which a marshal can determine will allow you to perform certain feats the player cannot perform such as carry another character, break down a door, or jump over a chasm. +Strength also adds to damage calls for weapons. The total is split evenly between the character’s hands, with an odd number going to the primary hand of the character; granting a matching amount of damage to the character’s attack; when wielding Great Weapons the total Strength is added to the damage.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Tank&amp;quot;&amp;gt;&#039;&#039;&#039;Tank:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Drawn from MMO culture, a Tank is someone you can trust to stand between you and harm.  There&#039;s a large overlap with folks in thick armor with shields and reams of their own defenses, but there are plenty of heavy-armor warriors that will hang you out to dry if there&#039;s a chance they can get a goblin by running off after it.  Most tanks are Champions or Paladins.  Not all Champions or Paladins are tanks.  You may also hear this used as a verb - &amp;quot;tanking a monster&amp;quot; means trading hits with it, &amp;quot;tanking damage&amp;quot; just means absorbing it so someone else doesn&#039;t have to.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Touch Cast&amp;quot;&amp;gt;&#039;&#039;&#039;Touch Cast:&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Sometimes misleading, touch casting means putting your packet directly on your target, rather than throwing it.  This is only ever done to friendlies; you can&#039;t touch-cast on your opponents in combat (this presents all sorts of safety problems).  Further, targets are free to refuse your touch cast and this does happen sometimes for a couple of reasons.  Touch casting is usually done for buffs or healing before something ugly happens, or chain spells mid-combat for Refits and such.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;What do I see&amp;quot;&amp;gt;&#039;&#039;&#039;What do I see:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very frequently, NPC&#039;s will be out and about dressed in a tabard and some weapons, but they could be playing any number of things.  Since we don&#039;t have the budget or the time to fully dress out every NPC in perfectly-identifiable costuming, you&#039;ll hear &amp;quot;What do I see&amp;quot; called - this is an out of game question to clarify what creature a character is looking at in-game.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Underwater Combat&amp;quot;&amp;gt;&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Combat underwater has several rules that differ from the norm. Each step underwater requires a three count, though this does not need to be vocalized. All weapons, Fire Traps, and Massive Mechanical Traps deal half damage underwater. Spells may only be touch cast and require both hands to be free. Acid, Bombs, Gas Traps, and Vials may not be used. Guns do not function under water. A character may hold their breath for two minutes if they are not in combat, but combat reduces this time to a single minute. If a character runs out of breath, they are unconscious and begin to drown, becoming dead after a minute. Having the skill for Underwater Combat will lessen these penalties.&lt;br /&gt;
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== Player Representatives ==&lt;br /&gt;
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One of the things that Fallen Empires has strived to do was make sure everyone at the game feels heard. While we may not always agree and we can definitely be a bit contentious at times we want everyone to have an outlet for their frustration. To that end, we came up with the idea of a Player Representative or &#039;Player Rep&#039;. They originally were made to serve as a buffer between players &amp;amp; plot to allow plot to focus on running the game when at the event but their duties have grown over the years.&lt;br /&gt;
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Their jobs are myriad but a quick list is:&lt;br /&gt;
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* Welcome new players and assist them with creating a character\learning a bit about the setting&lt;br /&gt;
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* Being an outlet for a complaint of frustration, especially with Plot. (more on this in a moment)&lt;br /&gt;
* Watching for violations of Rule 1&lt;br /&gt;
* Updating the log of issues &amp;amp; complaints for post event review by Staff&lt;br /&gt;
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This is a lot and our Player Reps go above and beyond to make sure folks feel welcome and heard at the game. Some things we do to make sure that things are fair include:&lt;br /&gt;
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* One player rep per &#039;team&#039;&lt;br /&gt;
* Encourage Player Reps to work together to determine if a complaint warrants escalation or is just &#039;venting&lt;br /&gt;
* Hold Player Reps to a higher standard for Rule 1 than the average player&lt;br /&gt;
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You should always be able to find a Player Rep that you feel comfortable bringing a concern to, if not please see our Head Player Rep (Ashley) or General Manager (Craft) and we&#039;ll talk you through the issue\let you vent or document it for post event attention.&lt;br /&gt;
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=== No player should ever be made to feel unsafe at an event. If for any reason you are made to feel unsafe please find ANY member of staff ASAP and we will make sure it is addressed as quickly as we can. ===&lt;br /&gt;
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=== In Game Bank: ===&lt;br /&gt;
Bank rules and Functionality&lt;br /&gt;
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The bank functions as a safe repository for components and cash (including gems and pelts) but NOT tags. The Bank does not do loans or any other common modern bank services. &lt;br /&gt;
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&#039;&#039;&#039;Deposits:&#039;&#039;&#039;&lt;br /&gt;
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Cash and components may be deposited at any time OP’s is open or  at check-out from events in Nexus. (done at OPS) if done at check out you will need to note this on your sheet at the time of check-out in order to keep it from getting confused with Loose.&lt;br /&gt;
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Couple of OOG Notes: Deposits are on you! They will be done by an OP’s worker but it’s on you to stand there patiently and wait for it to be logged. If you run by OP’s and drop a deposit with a note and run off and leave it it’s on you not them it may get done it may not. Be patient and hangout until it&#039;s done. You may keep your own log for your records. However the Op’s log will be the ruling document in the event of any discrepancies. Balance inquiries can be done at any time but will not “jump” the line, again OP’s has a lot of stuff to do. Please be patient with them.&lt;br /&gt;
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&#039;&#039;&#039;Withdrawals:&#039;&#039;&#039; &lt;br /&gt;
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Cash may be withdrawn anytime, in the event you have over 100 gold in your account you may withdraw half as cash at any time but may have to come to NPC camp for it. All of your cash is available for merchant trades. Large withdrawals will be limited  to once an event. &lt;br /&gt;
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Components are always withdrawable up to 100% of your balance for crafting or Merchant actions, Ritual casting is NOT crafting. Otherwise any component withdrawal must be done with a pre reg for an event, you will receive them in your check in envelope.&lt;br /&gt;
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Names and denominations for components will not be tracked even for named components.&lt;br /&gt;
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&#039;&#039;&#039;Group accounts:&#039;&#039;&#039;&lt;br /&gt;
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Team accounts are allowed but must have the list of those with permissions added at creation. Someone who has permissions on a team account has all permissions including withdrawals. Once created someone may only be added or removed with all others listed on the account being present or otherwise giving unequivocal consent to the addition or removal with the exception of the party to be removed in the event of a removal.&lt;br /&gt;
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&#039;&#039;&#039;Misc. Notes:&#039;&#039;&#039; &lt;br /&gt;
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You may NOT, even with permission, do anything with an account that is not your own. For anything to be done with your account you MUST be present at the time at OP’s for it to happen. Permission will not do, a note from you will not do, even a god appearing and saying it’s okay will not do.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=2231</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=2231"/>
		<updated>2025-11-29T21:56:48Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;CHEMISTRY&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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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;
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Salves- Requires a 3 count to apply to a target or surface.&lt;br /&gt;
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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;
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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;
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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/Blade&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/Blade&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/Blade&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/Blade&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;Petrification Salve/Blade&#039;&#039;&#039; thig generates a Petrification effect.&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;
&lt;br /&gt;
&#039;&#039;&#039;EPOXY&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FIREDAMP&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLASK FLAME&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GLOWING BOTTLE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NIGHT EYES POWDER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Uncommon Herbs  3 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;PETRIFICATION SALVE&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;RESIN&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;THERMITE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  1 Rare Herb  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIVERSAL SOLVENT&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;BLADE POISON: VORPAL +8&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs&lt;br /&gt;
&lt;br /&gt;
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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=2195</id>
		<title>Djinn</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=2195"/>
		<updated>2025-09-27T03:19:39Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Advantages: ===&lt;br /&gt;
Gain 4 generic &amp;quot;fuel&amp;quot; for use with Ritualism&lt;br /&gt;
&lt;br /&gt;
Resist Elemental: receive 1 resist at 1st level and every 10th level for free, and may purchase more.&lt;br /&gt;
&lt;br /&gt;
Can buy Natural Cyclone (self only, 4SP)&lt;br /&gt;
&lt;br /&gt;
===  Disadvantages: ===&lt;br /&gt;
-2 Body (to a minimum of 2)&lt;br /&gt;
&lt;br /&gt;
Species Makeup (white and/or blue markings, pointed ears)&lt;br /&gt;
&lt;br /&gt;
Vulnerable (Stone)&lt;br /&gt;
&lt;br /&gt;
Can be harvested by an Advanced Theurgist for &amp;quot;Heart of a Djinn&amp;quot; ritual component - being Harvested forces a Djinn to resurrect.&lt;br /&gt;
&lt;br /&gt;
===  Powers: ===&lt;br /&gt;
* Gentle Breeze*:  This functions as a Natural Glide, usable twice per reset.&lt;br /&gt;
* Windrider:  This functions as a Natural Fly, usable twice per reset (requires Gentle Breeze)&lt;br /&gt;
* Gust of Wind:  This functions as a packet-delivered Natural Disarm, usable twice per reset&lt;br /&gt;
* Camo:  Some lucky Djinn are born with markings in places covered by clothing; a Djinn with Camo can pass for an elf unless he&#039;s closely inspected.  Camo Djinn have their makeup requirements reduced to simple pointed ears and may respond with &amp;quot;elf&amp;quot; to &amp;quot;What do I see&amp;quot; calls.&lt;br /&gt;
&lt;br /&gt;
===  Heroic: ===&lt;br /&gt;
* Sorcerer:  Djinn Sorcerers stand alone at the apex of ritualism.  This power has a number of effects:&lt;br /&gt;
** A Sorcerer may re-roll a Ritual if they don&#039;t like how it came out.  They must abide by the result of the second roll, even if it&#039;s less desirable.&lt;br /&gt;
** Sorcerers may surrender one Natural Cyclone tag in lieu of any one component in a ritual.  This can only be done once per ritual.&lt;br /&gt;
** Once per calendar year, a Sorcerer can forgo the ritual roll and simply declare the outcome.&lt;br /&gt;
* Ethereal:  Djinn Warriors, never very numerous, are nonetheless fearsome opponents.  An Ethereal Djinn may elect to alter his Natural Cyclone to admit ranged attacks but blunt melee; this allows him to call No Effect to normal melee attacks at the cost of suffering ranged attacks normally.  Ethereal Cyclones last for one minute.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=2191</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=2191"/>
		<updated>2025-09-27T02:20:55Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;
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&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;
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&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;
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&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;
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&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;
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&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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&#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;
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&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;Daze&amp;quot;&amp;gt;&#039;&#039;&#039;Daze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&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;
&lt;br /&gt;
&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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rituals&amp;diff=2185</id>
		<title>Rituals</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rituals&amp;diff=2185"/>
		<updated>2025-09-27T01:44:36Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rituals are a type of magic that goes outside the normal rules of cast spells. The major difference is that most rituals have almost no function in a combat situation, and that they take extensive resources and time to perform. There are several aspects to how rituals function: &lt;br /&gt;
&lt;br /&gt;
To perform a ritual a character must have Rank 4 of the appropriate Knowledge Area unless noted on the ritual scroll. Characters must additionally have the ritualism skill. &lt;br /&gt;
&lt;br /&gt;
All rituals require Knowledge Points to cast. The primary caster must spend 2 Knowledge Points to begin a Ritual. Secondary casters must expend 1 Knowledge point in order to participate and must have rank 1 of the appropriate knowledge for the ritual or Knowledge Magic 2. &lt;br /&gt;
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To perform a ritual requires all participants to maintain concentration. &lt;br /&gt;
&lt;br /&gt;
When a ritual calls for Fuel in the cost, that cost can be paid in part or in full by any participant of the ritual. Fuel, by default is paid with Knowledge Points, however Fuel may be paid at a rate of one to one with uncommon residuum or Fuel. &lt;br /&gt;
&lt;br /&gt;
Rituals must be performed inside of a ritual circle, this can be a simple circle phys-repped by markings, candles or such; or inside of a Circle of Glyphs. &lt;br /&gt;
&lt;br /&gt;
Rituals can be as simple as sitting in the circle and doing your version of jazz hands for the duration. Inversely, it can be as involved as setting up fake candles with a spoken chant and dance you made up to further get into the role. The more you put into your setup and roleplay the bigger of a reward your Ritual Marshal can provide to you. &lt;br /&gt;
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Rituals cannot target other players without their out of game consent. &lt;br /&gt;
&lt;br /&gt;
All rituals require a marshal present at the casting of the ritual. A minimum of one hour notice to plot is required before casting a ritual, this is done to make allowances to guarantee a marshal is available. There may arise times where a marshal is available immediately or in less than an hour but players are still required to notify plot at least one hour before their desired ritual start time. In the event that there are players who have been approved by plot to marshal rituals, said marshal should never marshal a ritual(s) for their own team.   &lt;br /&gt;
&lt;br /&gt;
Rituals will vary dependent upon the ritual to be cast in many ways, the time the ritual requires, fuel/component cost and any special requirements will be listed on the individual scrolls. There is a list of rituals available later in this section.  It should not be considered exhaustive. &lt;br /&gt;
&lt;br /&gt;
Players may generate rituals at plot/rules discretion with an appropriate amount of time and resource invested into the research of any new rituals. The act of generating a new ritual will be a fluid discussion until the particulars of the ritual are set.  Only then will a player know what the exact amount of time and resource required to generate the new ritual will be. This process will not be quick and players should go in expecting there to be delays. Generating a new ritual is no small task in or out of game, patience from the players involved is expected and required at times. &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Rituals are foundationally cast in one of two ways. Either in a prepared space that has been cleansed (Glyph Circles always count as cleansed) or on the fly in a space that has not been cleansed. Having an intentionally cleansed area for ritual casting makes the casting more consistent but otherwise is not a requirement to casting a ritual. A ritual cannot begin without 100% of all the required items, scrolls, components, etc. being present within the circle prior to the ritual beginning. &lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Copying Rituals:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In order to copy a ritual you will need the base components required for the ritual being copied, a Velum, and either the ritualism skill or advanced Scribe. This is treated the same regardless of whether you are creating a scroll from your memory or copying an existing scroll in your possession. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Targets of Rituals:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Rituals may be cast upon any of three valid targets People, Items, or areas. Each ritual scroll will denote what it may be cast on, some may only be castable on one target type where others may be cast on multiple. In any event ritual magics are very powerful and thus exert a great amount of strain on the vessel upon which they are cast.  Therefore no one target may ever have more than five continuous effects cast upon them at any time. There are several continuous effects that do NOT consume a slot as they effect other rituals that do consume slots. They are: &#039;&#039;Delimit, Extend Duration, Enhance Duration&#039;&#039; and &#039;&#039;Permanence.&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Batch Casting:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Batch casting is used for multiple rituals that the caster intends to alter the duration on through either an extend duration or a permanence ritual. If the caster of the ritual wishes to attempt batching they must declare it prior to beginning the ritual. Each ritual in a batch must be started within one minute of the proceeding ritual ending, and the moment any ritual that would alter the duration of the proceeding rituals is started the batch is closed. It is important to note that the batch is closed but not the item/target additional rituals may be cast on the item/target but they will not benefit from the batch effect. The extend or permanence ritual will apply to each of the rituals in the batch if done in this manner. In the event that more than one minute elapses between rituals in a batch the batch is broken and each ritual previously cast will require its own extend duration or permanence ritual cast separately for each effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Stacked Casting:&amp;lt;/u&amp;gt;&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Certain Rituals (Denoted on the scroll) may be cast multiple times to garner greater effects. These additional casting are done in a pyramid style. All castings in this manner are limited to a one over two pyramid for a total of three castings. Any additional benefits garnered by this type of casting will be laid out on the individual scrolls as there are a variety of effects that can be generated by multiple casting, to many to list here. Multiple castings of the same Ritual only consume one slot on the target.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Fluxing:&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Fluxing Ritual magic generates a massive amount of energy, and it takes a skilled hand to keep it in check. There are times when something will interfere with a ritual and the some of the raw energy will lash out and have side effects.  &lt;br /&gt;
&lt;br /&gt;
Fluxing can happen when one of the following situations occurs: &lt;br /&gt;
&lt;br /&gt;
* The primary caster intentionally chooses to flux a ritual.&lt;br /&gt;
&lt;br /&gt;
* A caster takes damage of any kind.&lt;br /&gt;
&lt;br /&gt;
* A secondary caster leaves the ritual circle during the casting or becomes helpless.&lt;br /&gt;
&lt;br /&gt;
* Any of the components or the ritual scroll is destroyed or leaves the circle, all draws are Warped, or Backlash and the ritual fails.&lt;br /&gt;
&lt;br /&gt;
* The primary caster becomes helpless or leaves the circle, all draws are Backlashes.&lt;br /&gt;
* The ritual is cast in an uncleansed location.  This guarantees a flux the severity of which is rolled at random, unless driven by plot.&lt;br /&gt;
&lt;br /&gt;
In the event more than one of these conditions is met in a single casting, then each additional condition beyond the initial one will be added to the roll to determine severity of the flux. Additionally, in the event that a flux occurs in a batch casting, the number of rituals already completed in the batch will be added to the roll as well. (Cleanse will never be counted in this number.) &lt;br /&gt;
&lt;br /&gt;
When a ritual is fluxed the marshal will determine the outcome by using percentile dice on the following charts. First the marshal will determine if the ritual was, &lt;br /&gt;
&lt;br /&gt;
Flawed- had an unexpected outcome that could be positive&lt;br /&gt;
&lt;br /&gt;
Warped- had an unexpected outcome that is possibly negative&lt;br /&gt;
&lt;br /&gt;
Backlashed- had a devastatingly bad outcome.&lt;br /&gt;
&lt;br /&gt;
In the case of a Flawed of Warped ritual the intended effect still happens with an unexpected change; however, with a Backlash the ritual fails, and very bad side effect happens. At the end of a ritual all components are destroyed whether the ritual succeeds or failed.  In the case of a Backlash the ritual scroll, if there is one being used, is also destroyed.&lt;br /&gt;
&lt;br /&gt;
When a ritual goes wild there is little that can be done, though a skilled Ritualist can attempt to control the wild magic. To counter a flux a secondary caster in the ritual must declare that they are going to attempt the feat. To do so they must have Knowledge Magic 4, they then have 2 options. &lt;br /&gt;
&lt;br /&gt;
* Preempt- To do this the secondary caster must expend 5 Fuel up front. When the flux draw is made they must pay an additional Fuel cost of 10 for a Backlash or 5 for a Warp. This completely negates the effects.&lt;br /&gt;
&lt;br /&gt;
* Ready- To do this the secondary caster must declare intent at the beginning, and then can choose to pay a fuel cost to negate the flux. 5 for a Flaw, 15 for a Warp, and 20 for a Backlash. At the time they must expend the Fuel they only are aware of the type of flux not the actual outcome.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Flux outcome&lt;br /&gt;
!roll&lt;br /&gt;
!outcome&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|Flawed&lt;br /&gt;
|-&lt;br /&gt;
|6-8&lt;br /&gt;
|Warped&lt;br /&gt;
|-&lt;br /&gt;
|9-10&lt;br /&gt;
|Backlashed&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Flawed outcome&lt;br /&gt;
!Roll&lt;br /&gt;
!Outcome&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|All casters receive double healing from all sources for 1 month&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Ritual effects one additional target at no cost if possible.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Half (rounded up) of the named ritual components become ritual ash and remain after the ritual completes&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Random caster of the ritual is restored 40 fuel as defined by the ritual rules&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Ritual scroll (if used) is destroyed and becomes known by the primary caster at no SP cost&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Random caster takes half from &amp;lt;fire/water/wind/stone&amp;gt; for 2 months&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|All present in the ritual circle gain +10 body for the remainder of the event&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Random caster gains CAP 5 from ranged damage attacks for the next 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Five silver/level of KA: Magic known by primary caster appears in the circle&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Duration of the ritual is doubled (if ritual duration is permanent then use number 9)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Warped&lt;br /&gt;
!Roll&lt;br /&gt;
!Outcome&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|All components remain after the ritual is complete&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Casters treat all calls with the word &amp;quot;body&amp;quot; in them as &amp;quot;Normal&amp;quot; for 1 month&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|The ritual scroll if used is duplicated, if cast from memory one is generated&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|All casters gain 10 Mana for 2 months if possible&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Target becomes &amp;quot;magically untraceable&amp;quot; for one month. (cannot be scryed, targeted by whispering winds or locate rituals, spells, effects)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Random caster becomes Vulnerable &amp;lt;fire/water/wind/stone&amp;gt; for 2 months.  &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Random target suffers from two hand casting for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Random caster is limited to a maximum of three Mana per use for the next 30 days.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|All casters lose all remaining Mana for their current reset and cannot use any Knowledge skills for 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|All coin in the circle is destroyed&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Backlashed&lt;br /&gt;
!Roll&lt;br /&gt;
!Outcome&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|All casters become dead&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|The circle becomes engulfed in red mist, an additional 100 Residuum must be put into the ritual for it to complete. This must be done in ten minutes or roll again on this table&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|All casters are instantly teleported to a random location on any plane the character has previously been.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Random caster becomes affected by Silence that can only be removed by resurrection for 3 hours&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Everyone in circle take 20 times the primary casters level in Knowledge Magic as Physical damage (single attaack)&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|The circle becomes engulfed in green mist, an additional 50 Fuel must be put into the ritual for it to complete. This must be done in ten minutes or roll again on this table&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Everyone in circle has all limbs Maimed and suffer Venom&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|An Astral Hound is summoned and must be defeated before the ritual will complete&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Everyone in circle has all daily skills (Mana/Energy as well) completely expended for the current reset&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Primary caster dissipates, and target suffers from the Devastate effect for 6 months&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Known Rituals&lt;br /&gt;
!Ritual&lt;br /&gt;
!Knowledge&lt;br /&gt;
!Casting Time&lt;br /&gt;
!Fuel&lt;br /&gt;
!Residuum&lt;br /&gt;
!Named&lt;br /&gt;
|-&lt;br /&gt;
|Cleanse&lt;br /&gt;
|Any&lt;br /&gt;
|5 Min.&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Create High Horoscope&lt;br /&gt;
|Astronomy&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Create Glyph Circle&lt;br /&gt;
|Astronomy&lt;br /&gt;
|60 Min. &lt;br /&gt;
|20&lt;br /&gt;
|200&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Create Spell Glyph&lt;br /&gt;
|Astronomy&lt;br /&gt;
|60 Min.&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Portal Stone&lt;br /&gt;
|Astronomy&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Create Life Well&lt;br /&gt;
|Cycle&lt;br /&gt;
|15 Min.&lt;br /&gt;
|15&lt;br /&gt;
|150&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Unlock Mind&lt;br /&gt;
|Cycle&lt;br /&gt;
|60 Min.&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Ressurect&lt;br /&gt;
|Cycle&lt;br /&gt;
|15 Min.&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Speak with Spirits&lt;br /&gt;
|Cycle&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Spirit&amp;gt;&lt;br /&gt;
|Cycle&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Discern Location&lt;br /&gt;
|Geography&lt;br /&gt;
|30 Min.&lt;br /&gt;
|3&lt;br /&gt;
|25&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Hasten Travel &lt;br /&gt;
|Geography&lt;br /&gt;
|5 Min.&lt;br /&gt;
|2&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Locate Item&lt;br /&gt;
|Geography&lt;br /&gt;
|30 Min.&lt;br /&gt;
|3&lt;br /&gt;
|25&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Locate Portal Stone&lt;br /&gt;
|Geography&lt;br /&gt;
|30 Min.&lt;br /&gt;
|2&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Contact Ancient Dead&lt;br /&gt;
|History&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|30&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Delve History&lt;br /&gt;
|History&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|25&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Legend Lore&lt;br /&gt;
|History&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Create Ritual &amp;lt;item&amp;gt;&lt;br /&gt;
|Magic&lt;br /&gt;
|Varies&lt;br /&gt;
|Varies&lt;br /&gt;
|Varies&lt;br /&gt;
|Varies&lt;br /&gt;
|-&lt;br /&gt;
|Illusory Form&lt;br /&gt;
|Magic&lt;br /&gt;
|10 Min.&lt;br /&gt;
|0&lt;br /&gt;
|5/Target&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;type&amp;gt;&lt;br /&gt;
|Magic&lt;br /&gt;
|30 Min.&lt;br /&gt;
|10/15/20&lt;br /&gt;
|25/50/100&lt;br /&gt;
|15/20/25&lt;br /&gt;
|-&lt;br /&gt;
|Scrying&lt;br /&gt;
|Magic&lt;br /&gt;
|30 Min.&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Summon&lt;br /&gt;
|Magic&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5/10/15&lt;br /&gt;
|10/20/30&lt;br /&gt;
|3/4/5&lt;br /&gt;
|-&lt;br /&gt;
|Teleport&lt;br /&gt;
|Magic&lt;br /&gt;
|10 Min.&lt;br /&gt;
|5&lt;br /&gt;
|15&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Magic&amp;gt;&lt;br /&gt;
|Magic&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Whispering Winds&lt;br /&gt;
|Magic&lt;br /&gt;
|5 Min.&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Fair Winds&lt;br /&gt;
|Nautical&lt;br /&gt;
|5 Min.&lt;br /&gt;
|1&lt;br /&gt;
|25&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Sea Legs&lt;br /&gt;
|Nautical&lt;br /&gt;
|15 Min.&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Commune&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|2&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Death of Fields&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|4&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Improve Harvest&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|4&lt;br /&gt;
|50&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;Abom&amp;gt;&lt;br /&gt;
|Nature&lt;br /&gt;
|30 Min. &lt;br /&gt;
|10/15/20&lt;br /&gt;
|25/50/100&lt;br /&gt;
|15/20/25&lt;br /&gt;
|-&lt;br /&gt;
|Protection of the woods&lt;br /&gt;
|Nature&lt;br /&gt;
|60 Min.&lt;br /&gt;
|2&lt;br /&gt;
|45&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Summon&lt;br /&gt;
|Nature&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5/10/15&lt;br /&gt;
|10/20/30&lt;br /&gt;
|3/4/5&lt;br /&gt;
|-&lt;br /&gt;
|Tree Walk&lt;br /&gt;
|Nature&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5&lt;br /&gt;
|50&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Lightning&amp;gt;&lt;br /&gt;
|Nature&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Contact Extra Planar&lt;br /&gt;
|Planes&lt;br /&gt;
|15 Min.&lt;br /&gt;
|3&lt;br /&gt;
|40&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Planar Asylum&lt;br /&gt;
|Planes&lt;br /&gt;
|5 Min. &lt;br /&gt;
|0&lt;br /&gt;
|20&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;elemental&amp;gt;&lt;br /&gt;
|Planes&lt;br /&gt;
|30 Min. &lt;br /&gt;
|10/15/20&lt;br /&gt;
|25/50/100&lt;br /&gt;
|15/20/25&lt;br /&gt;
|-&lt;br /&gt;
|Summon&lt;br /&gt;
|Planes&lt;br /&gt;
|15 Min.&lt;br /&gt;
|5/10/15&lt;br /&gt;
|10/20/30&lt;br /&gt;
|3/4/5&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Aura &amp;lt;Elemental&amp;gt;&lt;br /&gt;
|Planes&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Delimit &lt;br /&gt;
|Species &amp;lt;X&amp;gt;&lt;br /&gt;
|30 Min.&lt;br /&gt;
|0&lt;br /&gt;
|10&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Species Change&lt;br /&gt;
|Species &amp;lt;X&amp;gt;&lt;br /&gt;
|60 Min.&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|Summon Reaver&lt;br /&gt;
|Species &amp;lt;X&amp;gt;&lt;br /&gt;
|300 Min.&lt;br /&gt;
|75&lt;br /&gt;
|200&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Nights Watch&lt;br /&gt;
|Warfare&lt;br /&gt;
|30 Min.&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Open Passage&lt;br /&gt;
|Warfare&lt;br /&gt;
|5 Min.&lt;br /&gt;
|1&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Shared Strength&lt;br /&gt;
|Warfare&lt;br /&gt;
|5 Min.&lt;br /&gt;
|2/SP&lt;br /&gt;
|25&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Ward Weapon &amp;lt;type&amp;gt;&lt;br /&gt;
|Warfare&lt;br /&gt;
|15 Min.&lt;br /&gt;
|4&lt;br /&gt;
|40&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Precognition&lt;br /&gt;
|Abyss&lt;br /&gt;
|30 Min.&lt;br /&gt;
|10&lt;br /&gt;
|10&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Grave&lt;br /&gt;
|Acheron&lt;br /&gt;
|30 Min.&lt;br /&gt;
|2&lt;br /&gt;
|25&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Proscribe &amp;lt;Spirit&amp;gt;&lt;br /&gt;
|Acheron&lt;br /&gt;
|30 Min.&lt;br /&gt;
|25&lt;br /&gt;
|25/50/100&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Blessing of Equinox &lt;br /&gt;
|Essence&lt;br /&gt;
|15 Min.&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Estates&amp;diff=2139</id>
		<title>Estates</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Estates&amp;diff=2139"/>
		<updated>2025-08-28T03:54:27Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= &#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Estate package V2&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039; =&lt;br /&gt;
(In process, may be refined further in the future in case of found oopsies)&lt;br /&gt;
&lt;br /&gt;
Estates are large plots of land owned by a single player, there are several ways to acquire an estate either as a reward for some service provided to a local Nobel or government official, or purchasing the land. Since Nexus does not have nobles the ONLY way to acquire one locally is by purchasing the land. Purchase of an estate on other planes or in other places is not unheard of however these are normally limited in size as “we wouldn&#039;t want to give the impression one could buy their way into the aristocracy”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;u&amp;gt;Intended function:&amp;lt;/u&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
    Estates are designed to be a “Money pit” (see the Tom Hanks movie by the same name if you have questions) now this isn&#039;t to say that you couldn’t garner some benefit from them but they&#039;re by design not endless treasure loops. But instead just an additional aspect for folks to be able to interact with the game world and enjoy the game if they are inclined to do so. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;u&amp;gt;Acquiring an Estate:&amp;lt;/u&amp;gt;&#039;&#039;&#039;   ==&lt;br /&gt;
    This section will deal with the purchasing of an estate as the other way is relatively self explanatory.&lt;br /&gt;
&lt;br /&gt;
The Title and deed of land costs fifty(50) gold, the price is then increased by the number of acres purchased. This acreage may be limited in volume by several IG factors which will be handled on a case by case basis. &lt;br /&gt;
&lt;br /&gt;
The base price for an acre of undeveloped land is 2(two) gold per acre.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;u&amp;gt;Developing an Estate:&amp;lt;/u&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
   Once the Title and deed and acreage is purchased you may then build your estate to fit your needs. &lt;br /&gt;
&lt;br /&gt;
Not every acre of land is completely usable as such you may not have more than six(6) units of structure per acre. Note that some structures may require more than 6 units to complete, this would mean that the structure requires more than a single acre to build.&lt;br /&gt;
&lt;br /&gt;
Development of an estate can be done slowly over time or may be done all at once if the player has the appropriate resources available. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;u&amp;gt;Running an Estate:&amp;lt;/u&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
    The running of an estate requires a BGA action per “thing” you would like to do. &lt;br /&gt;
&lt;br /&gt;
Say you wanted to develop a Mine node on your estate, it still requires the 10 gold to purchase the required materials and build appropriate infrastructure, roads and what have you to establish the mine as well as requiring a BGA action to do so. &lt;br /&gt;
&lt;br /&gt;
If you have a Mine set to Ore production and you wish to change it to feeding your forge instead it will require a BGA action to do so, this will be explained in more detail later.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;Buildings with multiple costs:&amp;lt;/u&amp;gt;&#039;&#039;&#039; in the event a building lists multiple costs you may pay the lower price and upgrade later by paying the cost difference. The exception is the buildings that count as workshops, the three prices reflect whether the building will function as a minor, standard, or major workshop. They may still be purchased in the manner described above. ===&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;Buildings:&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Common House&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One(1) Unit&lt;br /&gt;
&lt;br /&gt;
Building cost: 100 Copper&lt;br /&gt;
&lt;br /&gt;
A small building that has the basics needed for day to day life and can house up to four people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Craftsman Hall&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
One(1) Unit&lt;br /&gt;
&lt;br /&gt;
Building cost: 500 Copper&lt;br /&gt;
&lt;br /&gt;
This building improves the rate of cash generated from the Craftsman skill from 10 copper per rank to 15 copper per rank. Only one character may benefit from this per event. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cook house&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two(2) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 1000/2000/4000 copper may include lower tier in cost of upgrade&lt;br /&gt;
&lt;br /&gt;
This building allows the character who owns it and has the cooking skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the Cooking skill assigned to it to produce cooking items. You may not garner both benefits, you must choose one or the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forge&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Two (2) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 1000/2000/4000 copper may include lower tier in cost of upgrade&lt;br /&gt;
&lt;br /&gt;
This building allows the character who owns it and has the smithing or engineering skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the Smithing or Engineering skill assigned to it to produce appropriate items. You may not garner both benefits, you must choose one or the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Laboratory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two(2) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 1000/2000/4000 copper May include lower tier in cost of upgrade&lt;br /&gt;
&lt;br /&gt;
This building allows the character who owns it and has the brew potion or chemistry skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the brew potion or chemistry skill assigned to it to produce appropriate items. You may not garner both benefits, you must choose one or the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventors Workshop&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Four (4) Units&lt;br /&gt;
&lt;br /&gt;
Building costs 10000 Copper&lt;br /&gt;
&lt;br /&gt;
Assists in creation of new works. When creating entirely new items via research, this building will allow the user to produce their invention more efficiently, and improved design. When submitting an item creation research, this building will be treated by plot/rules as an improvement to the crafting process. It specifically doesn&#039;t reduce the research time required for an item, but means the material cost of the research may be lower, and that the end result item may be more effective/efficient/stronger. Subject to the usual staff review.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reliquary&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two(2) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 1000/2000/4000 copper May include lower tier in cost of upgrade&lt;br /&gt;
&lt;br /&gt;
This building allows the character who owns it and has the scribe scroll skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the scribe scroll skill assigned to it to produce scribe scroll items. You may not garner both benefits, you must choose one or the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Hall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three (3) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 1000 Copper&lt;br /&gt;
&lt;br /&gt;
This large building can hold up to 100 people and is often used for functions such as feasts and town meetings. This allows a group of up to 10 characters to have a great feast and gain +2 base body Points for the duration of the event. This should be noted on the character sheets at check in.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Library&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three(3) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 500 Copper&lt;br /&gt;
&lt;br /&gt;
This building houses a variety of common and even some uncommon tomes of knowledge and if noted on a BGA research question will improve the information gained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Tower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three(3) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 3000 Copper&lt;br /&gt;
&lt;br /&gt;
This Building is a stone tower that contains the room and equipment to research and develop rituals and other aspects of the Arcane Arts. If a skilled ritualist is assigned to it they may cast one ritual, each event with a fuel cost of less than ten from any common knowledge area for the player at a cost of a single named component. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manor house&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Four(4) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 800 Copper&lt;br /&gt;
&lt;br /&gt;
This is a massive two story building with 10-12 rooms and may house up to 14 people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nodes (farm/mill/mine)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Six (6) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 1000 Copper&lt;br /&gt;
&lt;br /&gt;
These function as normal owned nodes but are located with your Estate. Every time you harvest from it it loses a use like normal, in the event you assign a hireling to that node it will lose a use every month until consumed. You may have up to six of these on any one Estate but no more than two of any one type (farm/mill/mine). Once consumed the node ceases to be but you retain the acre and may place another on said ache by paying the 1000 copper to obtain a new one. (I realize this is a bit of a reality break but we got dragon people folks, come on.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garrison&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Six(6) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 4000 Copper&lt;br /&gt;
&lt;br /&gt;
This building may house up to 20 guards to include training grounds and a mess hall. This also includes a basic wall around the estate excluding nodes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eight (8) Units&lt;br /&gt;
&lt;br /&gt;
Building cost 8000 Copper.&lt;br /&gt;
&lt;br /&gt;
An upgrade to the Garrison above, with space for 30 guards, improved walls, and watch towers to secure the estate. The walls include all owned acres including nodes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Market place&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Five(5) Units&lt;br /&gt;
&lt;br /&gt;
Building cost: 1000 Copper&lt;br /&gt;
&lt;br /&gt;
This structure allows the character if they have the merchant skill to convert any sticks created by the estate into coins without using a merchant trade action but instead a BGA action. In the event you get a hireling with the merchant skill you may decide at check in as to whether you would like the components or cash. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Constructed Portal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One (1) Unit&lt;br /&gt;
&lt;br /&gt;
Building Cost 5000 Copper&lt;br /&gt;
&lt;br /&gt;
This building must be staffed by a capable portal caster to function correctly. However, when staffed it functions as the owner having an effective 5 Ranks in KA Planar Cartography and 5 Ranks in Portal Manipulation, but only for the purposes of traveling to/from their estate. Plot has final approval on if your Hireling is able to establish a remote portal to pull you out of a given location.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;House of Healing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One(1) Unit&lt;br /&gt;
&lt;br /&gt;
Building cost 100/1000 Copper&lt;br /&gt;
&lt;br /&gt;
This building houses a small ad hoc healers guild. The 100 copper version only keeps disease and sickness out of your estate and its denizens. The 1000 copper version includes a life well on your estate and you as owner may begin each game with a shielding and endurance for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurers Guild&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Four (4) Units&lt;br /&gt;
&lt;br /&gt;
Building cost 1500 Copper&lt;br /&gt;
&lt;br /&gt;
This building is home to a group of up and coming adventurers. Having one allows you to have one use of the Posse ability once per event, but you must “put them on standby” by telling the marshal at the beginning of the mod on which you intend to use them. They may only be put on standby twice each event.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;Hirelings:&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;     &#039;&#039;&#039;  Hirelings are people who work for you on your estate either as laborers for Nodes or in a workshop, guard etc. There are lots of ways to acquire Hirelings whether from help wanted ads in the paper or just talking to folks in or about town. Regardless of how they are acquired there are a couple of requirements that must be in place first. Firstly there must be suitable living space available on your estate prior to their arrival. Either a small house, a manor house or any structure that specifies that it provides living space. Second, they must have a job that they meet the requirements for. ===&lt;br /&gt;
Bob the farmer can&#039;t work a mine if he doesn&#039;t have the mining skill, as his name implies he would probably be better suited to farming but if your estate doesn&#039;t have a farm he will decline any offer of employment. &lt;br /&gt;
&lt;br /&gt;
There is one Job on every estate that lacks a defined skill requirement and that is Steward, Stewards function as your proxy in your absence and removes the requirement of a BGA action to do “things” on your estate with the exception of working a node, your Steward won&#039;t do that for you. A word of caution for those who would seek out a Steward, the work they do on your behalf is directly proportional to the person you hire for that job. PC’s may NOT serve as each other&#039;s Stewards. Nor can players serve as hirelings in any capacity come to think of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Hirelings and Nodes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hirelings who have the appropriate harvesting skills may work a Node on the estate if done in this manner this will give the player a reduced point value of points that they can pull from the node. If the Hireling has Minor harvesting you get 25 points, 60 points if they have standard, and 120 if they have major. The other points are consumed taking care of paying the hireling and things such as transportation storage and what have you. In the event you have a marketplace and the merchant skill or a hireling with the merchant skill you may instead just receive in-game cash equal to the value of the sticks. Additionally if you have a workshop of the appropriate type with a hireling that is skilled to create items out of that workshop you may instead assign the node to supply that workshop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Hirelings and workshops&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Hirelings with appropriate skills may be assigned to work at workshops and if supplied with the appropriate components they may produce items on your behalf. They receive one point per rank in their crafting skill and two for advanced. These points are one for one as in pre production and hirelings cannot produce advanced items on your behalf. The reduction in usable points again to cover overhead and payroll. &lt;br /&gt;
&lt;br /&gt;
Once your estate is set up and running and your buildings are set either to produce sticks, tags, coin whatever it may be they may only be changed during the close of the November event (winter break) and at the close of the May event (summer break).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Taxes:&#039;&#039;&#039; ==&lt;br /&gt;
    Everyone&#039;s favorite topic, I know.&lt;br /&gt;
&lt;br /&gt;
           Taxes are a common yearly fee charged in addition to the upkeep for land and the buildings. The amount and how they apply will vary from location to location. The following is the taxation scheduled for Nexus:&lt;br /&gt;
&lt;br /&gt;
Taxes are collected yearly and due no later than June 1st, also must include a land survey for all land that is being taxed. Your Land survey is just an up to date map generated by the player of their estate to include any new structures gained throughout the year. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Land&#039;&#039;&#039;&#039;&#039;- 5 Copper/Acre of land owned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Harvesting Nodes&#039;&#039;&#039;&#039;&#039;- 1 Gold for each Node owned during the year. *(to include current and previous nodes for the proceeding year)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Workshops&#039;&#039;&#039;&#039;&#039;- 1 Gold for each one owned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Structures&#039;&#039;&#039;- 5 Copper per Unit of buildings, not including ones that produce resources&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tax evasion:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So long as taxes have been a thing evading them has also been a thing. So you are free to do what your character would like in regards to this, keeping in mind that the response to such behavior will vary from world to world but nowhere is going to have a great response to this. Civilized locations may be property seized, less refined “warlord” regions may be executed for the disrespect of failing to pay tribute.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Estates&amp;diff=2135</id>
		<title>Estates</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Estates&amp;diff=2135"/>
		<updated>2025-08-27T20:20:22Z</updated>

		<summary type="html">&lt;p&gt;MMoore: Created page with &amp;quot;Future home of Estate rules.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Future home of Estate rules.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=2134</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=2134"/>
		<updated>2025-08-27T20:19:49Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[BGA|Between Game Actions (BGAs)]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Load]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Conditions and Cures]]&lt;br /&gt;
&lt;br /&gt;
[[Conventions]]&lt;br /&gt;
&lt;br /&gt;
[[Effects]]&lt;br /&gt;
&lt;br /&gt;
[[Estates]]&lt;br /&gt;
&lt;br /&gt;
[[Harvesting]]&lt;br /&gt;
&lt;br /&gt;
[[Novices]]&lt;br /&gt;
&lt;br /&gt;
[[Production]]&lt;br /&gt;
&lt;br /&gt;
[[Progression]]&lt;br /&gt;
&lt;br /&gt;
[[Health, Death, and Dying]]&lt;br /&gt;
&lt;br /&gt;
[[Rituals]]&lt;br /&gt;
&lt;br /&gt;
[[Supercedence]]&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Engineering&amp;diff=2127</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Engineering&amp;diff=2127"/>
		<updated>2025-06-18T02:41:01Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ENGINEERING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Engineering allows a character to create locks, traps, bombs, and other technological devices. Unless otherwise stated, you must have the rank of Engineering equal to the production rank of the item in order to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bombs&#039;&#039;&#039;- These are thrown items and require the use of a packet, preferably red. To throw the bomb the player must announce “Elemental Bomb”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Bomb and once the verbal has been said they have 3 seconds to throw the Bomb or it is wasted. Bombs function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traps&#039;&#039;&#039;-An Engineer may construct traps which can be set or disarmed by anyone with Disable Device; though engineers can arm traps, so long as it is a trap they can construct, which takes 2 minutes. All traps must contain three elements (a trigger, a mechanism, and a device) and those elements must be connected to one another by wires or strings. The trigger is the means by which the trap is set off, and includes such things as pressure switches, tripwires, and electrical contacts. The mechanism is the means by which a Marshal (or players) knows the trap was triggered, and includes such things as buzzers, mousetraps, and light bulbs. The device is the part of the trap that actually inflicts the Effect on the victims and is the point from which any distances are measured; unless otherwise stated traps have a 5 foot effect radius. A trap should not be set without Marshal Approval of the design of the trap. Traps cannot be set Out-of-Game by players without direct approval of a Marshal and should never be set Out-of-Game (by a player or Marshal) in such a way that a character could not have set them. Setting a trap In-Game requires that the player actually set up the props for the trigger, mechanism, and device, as well as a complete Counted Action to arm the trap. (The actual set-up of the props can be done during the Counted Action, or before, or any combination thereof, but the set-up should not include arming the trap until the Counted Action is taken.) If within the first 50% of your setting count you may abort without ill effect, however if in the second 50% you must finish setting the trap and disarm it to avoid taking it. the mechanism of the trap is set off during the Counted Action, then the trap is set off by the person arming it.&lt;br /&gt;
&lt;br /&gt;
A character with Disable Device may disarm a trap by any action which prevents the trigger from triggering, prevents the mechanism from indicating the trap has gone off, or severs the connection between the mechanism and the device. This should not be done in such a way as to permanently damage the prop for the trap. A trap that is armed is dangerous and can be set off by the slightest of actions including; being moved by a character without the Disable Device skill, being moved more than 5 feet from the initial arming location, and Shatter/Destroy effects on any part of a trap will cause that trap to go off.&lt;br /&gt;
&lt;br /&gt;
All Traps will have a number of augmentation slots equal to their Rank at creation. Once a trap is created it may have augmentations attached to it so long as it has the required number of slots available at the time. Once augmentations are attached to a trap they become part of the trap and cannot be removed. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common Ore&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common Ore&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common Ore,&lt;br /&gt;
&lt;br /&gt;
1 Uncommon Ore&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common Ore&lt;br /&gt;
&lt;br /&gt;
2 Uncommon Ore&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 5&lt;br /&gt;
|-&lt;br /&gt;
|Minor Tinker&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 10&lt;br /&gt;
|-&lt;br /&gt;
|Improved Tinker&lt;br /&gt;
|-&lt;br /&gt;
|Minor Lock&lt;br /&gt;
|-&lt;br /&gt;
|Magnetized Plates&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|Minor Tools&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 20&lt;br /&gt;
|-&lt;br /&gt;
|Flashbomb&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Pistol&lt;br /&gt;
|-&lt;br /&gt;
|Standard Lock&lt;br /&gt;
|-&lt;br /&gt;
|Standard Tools&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 30&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|Major Lock&lt;br /&gt;
|-&lt;br /&gt;
|Major Tools&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Rifle&lt;br /&gt;
|-&lt;br /&gt;
|Master&#039;s Workings&lt;br /&gt;
|-&lt;br /&gt;
|Stun Bomb&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Alarm Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create an Alarm trap. The device for this trap is something capable of producing loud noise or bright lights. For this type of trap the mechanism and the device can be the same item. The device should be made as appropriate to the game environment as possible. A Shatter or Destroy effect on the device of an Alarm Trap will destroy it without setting it off. An Alarm Trap is not destroyed by use and can be reset or recovered to be re-used (unless damaged or otherwise destroyed.) The rank progression of this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: The Rogue Marshall will say in a conversational tone “Alarm” for five seconds&lt;br /&gt;
&lt;br /&gt;
Rank Two: The Rogue Marshall will yell “Alarm” for ten seconds&lt;br /&gt;
&lt;br /&gt;
Rank three: The Rogue Marshall will scream “alarm” for fifteen seconds and every character/creature within five feet of the trap when it goes off will be under the effects of Glitterdust&lt;br /&gt;
&lt;br /&gt;
Rank Four: The Rogue Marshall will scream “alarm” for fifteen seconds and every character/creature within five feet of the trap when it goes off will be under the effects of Glitterdust. The setter of the alarm upon return to the trap will be able to collect a description to include species and clothing of the character/creature that triggered the trap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle:&#039;&#039;&#039; This recipe allows a character with the Engineering Skill to create a rifle. This weapon is a multi-shot ranged weapon with a base damage of 4. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use and 2 hands to operate. (&#039;&#039;We are aware that some pump-action nerf blasters are fairly easy to operate in one hand. That doesn&#039;t make it okay to carry one in each hand.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create an Explosive Trap. The device for this trap is a container prop which must have a volume of at least sixty-four cubic inches and be at least 4 inch in its smallest dimension. Any character within the area of the device when the trap goes off and takes its Effect and also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected. The rank progression of this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: 5ft radius, “10 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Two: 5ft radius,  “20 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Three: 10ft radius, “30 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Four: 10ft radius, “40 Normal’ additionally delivers a “Daze” Effect&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firebomb&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a basic bomb. This bomb is a thrown attack, and on hit, the target takes damage of the specified amount from fire and shrapnel when the bomb explodes. The call to use this bomb is “Elemental Firebomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flashbomb&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Flashbomb. This bomb is a thrown attack, and on hit, the target suffers the Blind effect for 10 seconds. The call to use this bomb is “Elemental Blind Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Tinker&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create an Improved Tinker. Like Minor Tinkers, these improve mechanical items. If used on a trap, the time to arm the trap is either reduced to a 3 counted action or will increase the area of effect of the trap to 10 feet. If used on a lock, it will make the lock reactive, such that on a failed Disable Device attempt it will break the user’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locks&#039;&#039;&#039; This recipe allows a character with the Engineering Skill to create Locks and Keys. A Lock’s level is determined by the recipe and can be either Minor, Standard, or Major. Each of these locks can be enhanced with extra components at an increasing cost. This will be outlined on the recipe itself, creating higher level locks consumes more materials. When a Lock is created, it includes 2 Keys for that Lock; additional Keys can be made so long as the character making the new Key has one of the originals. The cost to make a Key is the same as a Tool of the appropriate rank. All Locks are crafted as either a Padlock or Container style. Padlock style can be used and moved over and over as they are not permanently attached to an item; however, Container style must be attached to a door, chest, or similar object, once attached it becomes a part of that object. A Lock that has been attached can never be removed; however, it also is no longer a valid target for Shatter and Destroy effects, since it is part of a larger whole. More specifics on Locks and their interaction with Disable Device as well as a primer on &#039;enhancing locks&#039; can be found [[Locks and Disable Device|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magnetized Plating&#039;&#039;&#039; This item can be applied by any character with the Engineering skill, this item will temporally Repair a suit of armor that has been Breached or a weapon that has been Broken. These effects will last for up to 1 hour or until the item is broken again. This takes a 30 counted action to apply to the targeted item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master and Grandmaster Locks&#039;&#039;&#039; These locks function the same as a normal lock however they require special Tools to Disable them. The tools must be of equal or higher quality to even attempt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Gas Trap. The device for this trap is a container prop which must have a volume of at least 24 cubic inches and be at least 1 inch in its smallest dimension. When setting this trap, the character setting the trap must tear tags for three Vials of the same type of Chemistry Vial. (The character need not have any skill in Chemistry.) Any character within the area of the device when the trap goes off takes the effect of the Vial used. A Gas Trap is not destroyed when set off or disarmed, but the Vials included are. The trap itself may be recovered and reset with a new gas, unless otherwise damaged or destroyed.  The rank progression of this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: 5ft radius, up to rank two Chemistry&lt;br /&gt;
&lt;br /&gt;
Rank Two: 5ft radius, up to rank three Chemistry &lt;br /&gt;
&lt;br /&gt;
Rank Three: 10ft radius, up to rank four Chemistry&lt;br /&gt;
&lt;br /&gt;
Rank Four: 10ft radius, Up to Rank Four Chemistry, will accept six Chemistry tags (can be different effects, three of each) the trap will go off twice sequentially requiring two defensives to be called to avoid both effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master’s Workings&#039;&#039;&#039; This recipe allows a character with the Engineering skill to make devices that are stronger than normal. This includes Locks, Tools, hinges, and any other appropriate plot-approved item. Such a reinforced device is more resistant to forces that would normally destroy the item. Each application gives the item one once-ever “Resist Shatter”; which can be called as a Resist to any Shatter or Destroy effect from a trap, spell, or other non-High Magic destructive force. An item may only have six such Resists; at one time. These share expiration with the item they reinforce.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Trap&#039;&#039;&#039; Mechanical Traps are massive in size and as such are built into whatever structure they are part of. Once these tags are generated and “set up” in their place they cannot be moved again and are considered permanent and part of the structure. These include but are not limited to Pit traps, falling ceilings, or death star trash compactors. They are area of effect traps that must have their area marked out in flagging tape or tape or some sort of obvious marking denoting the area. This area is not visible to any character or creature in-game until triggered Unless the Character has Disable Device equal or greater than the rank of the trap. The rank progression for this trap is as follows. This trap is NOT destroyed upon being set off and may be rearmed, but not moved.&lt;br /&gt;
&lt;br /&gt;
Rank One: 20 Sq/Ft. Area of effect, “20 Massive”&lt;br /&gt;
&lt;br /&gt;
Rank Two: 20Sq/Ft. Area of effect, “30 Massive”&lt;br /&gt;
&lt;br /&gt;
Rank Three: 40Sq/Ft. Area of effect, “40 Massive”&lt;br /&gt;
&lt;br /&gt;
Rank Four: 40Sq/Ft. Area of effect, “50 Massive”, Automatically resets after 30 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Tinker&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Minor Tinker. Minor Tinkers are small improvements on existing mechanical items. If used on a trap, the time to arm the trap is reduced by 30 seconds minimum of a three counted action. If used on a Bomb, the damage is increased by 5 points of damage. If used on a lock, an extra 2 failures are added when Disable Device is used to pick the lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistol&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Pistol. This item is a multi-shot ranged weapon that has a base damage of 2. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use. Pistols may be operated in one hand if the rep can be safely operated in one hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Smoke Trap. The device for this trap is a container prop which must have a volume of at least 48 cubic inches and be at least 2 inches in its smallest dimension. When triggered, this trap releases a large cloud of smoke that clears quickly. Any character within area of the device when the trap goes will suffer the effect. This trap is destroyed when it goes off. The ranked progression for this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: 5Ft. area, All creatures in the area suffer a 10 second fog effect.&lt;br /&gt;
&lt;br /&gt;
Rank Two: 5Ft. Area, All Creatures in the area suffer a 20 second blind effect.&lt;br /&gt;
&lt;br /&gt;
Rank three: 10Ft. Area, All creatures suffer a 30 second blind effect.&lt;br /&gt;
&lt;br /&gt;
Rank Four: 10 Ft. area, All creatures suffer a 30 second blind effect and the area is treated as a smoke screen for that duration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Bomb&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Stun Bomb. This bomb is a thrown attack, and on hit, the target suffers the Stun effect for 10 minutes. The call to use this bomb is “Elemental Stun Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create Tools. Tools are necessary to use the Disable Device skill on Traps and Locks. If you do not have tools the equivalent rank vs the device you are attempting to disable you will suffer a penalty,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a basic trap. The device for this trap is a boffer prop which must be at least 6 inches in its smallest dimension. Any character struck by the device takes its effect, delivered as a physical weapon attack. The device for a Basic Weapon Trap is a Marshal approved packet, boffer, or similar prop that must be rigged to fall, launch, or be mechanically thrown when the mechanism is activated. (In the case of a trap under direct Marshal Supervision, it is permissible for the Marshal to throw the device, but it must be done with the idea of mechanical launching in an indirect manner, or a direct manner at a pre-determined point, not aimed fire at a particular character. The first character struck by the device takes the Damage, as if the device were a normally swung/thrown weapon. (So the device may be blocked, parried, is considered a Physical delivered effect, etc…) A Shatter or Destroy effect on the device of a Weapon Trap will destroy it. A Weapon Trap is not destroyed by use and can be reset or recovered to be re-used (unless the device was damaged, destroyed, or removed). Weapon traps may also be hand held and carried in the case of “Bandit” crossbows firing Nerf Darts, But must be attached to a permanent structure of some sort before arming begins. Other reps for hand held weapon traps may be approved at a later time upon marshal discretion.  The Rank progression for this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: “10 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Two: “ 20 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Three: “ 30 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Four: “40 Massive” &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Advanced Items&#039;&#039;&#039;[edit | edit source] ======&lt;br /&gt;
&#039;&#039;&#039;BASIC SCOPE&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  10 Uncommon Ore  3 Rare Ore  1 Spyglass&lt;br /&gt;
&lt;br /&gt;
Description This item can be attached to a Bow, Crossbow or Gun. Once attached, the item will gain +1 damage for the duration of the scope. This effect cannot be stacked with the Honed Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLUTCH&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRANK LIGHT&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Ore  1 Named Ore  1 Whirlygig&lt;br /&gt;
&lt;br /&gt;
Description This item will generate a Light effect, following the same restrictions as the spell of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFIBRILLATOR LIGHT 700&#039;&#039;&#039; Creation Time: 45 Minutes Materials:  10 Uncommon Ore  5 Rare Ore  1 Named Residuum  1 EL512  1 Gyro Destabilizer&lt;br /&gt;
&lt;br /&gt;
Description This item can generate a “Natural Life” effect once each day. To use the item, the handle must be cranked 20 times then used on the target. This effect will consume 2 Rare Ore each time it is used. This invention is extremely dangerous, and only skilled engineers with advanced training can use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTILLER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Ore  2 Rare Ores&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EL512&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXOTIC CLIP&#039;&#039;&#039; (+3 Damage) Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This clip holds 10 shots of special ammo that grants +3 Temporary Damage to a Pistol/Rifle. This ammo is expended when used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXOTIC CLIP&#039;&#039;&#039; (+5 DAMAGE) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  3 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This clip holds 10 shots of special ammo that grant +5 Temporary Damage to a Pistol/Rifle. This ammo is expended when used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXOTIC CLIP&#039;&#039;&#039; (CRITICAL) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  1 Named: Steel Description&lt;br /&gt;
&lt;br /&gt;
This clip holds 10 shots of special ammo that add the Critical Modifier to the attack of a Pistol/Rifle. This ammo is expended when used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GYRO-DESTABILIZER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAMMER SHOT&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  10 Uncommon Ore  1 Servo Piston  1 Thermoflange&lt;br /&gt;
&lt;br /&gt;
Description This add-on can only be used to modify a gun weapon and will increase the base damage of a Pistol to 4 damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIGH CALIBER&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  10 Uncommon Ore  1 Named Ore  1 Servo Piston  1 High Fusion Cell&lt;br /&gt;
&lt;br /&gt;
Description This add-on can only be used to modify a Gun weapon, which will increase the base damage of a Pistol or Rifle by an additional 1 point, and can be stacked with other add-ons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HIGH FUSION CELL&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPROVED SCOPE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  1 Basic Scope  1 Thermoflange&lt;br /&gt;
&lt;br /&gt;
Description This add-on can only be attached to a Bow or Crossbow. Once attached, the item will gain +1 damage for the duration of the scope; in addition to the damage bonus, this item also allows a Ranger to generate the Hunters Mark effect twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PHASE DECOUPLER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROCKET BOOTS&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  8 Uncommon Ore  4 Rare Ore  1 Named: Steel&lt;br /&gt;
&lt;br /&gt;
Description This Item allows the character to use the Flee ability to escape combat twice ever. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ROCKET BOOTS EXTREME&#039;&#039;&#039; Creation Time: 35 Minutes Materials:  1 Gyro-Destabilizer  1 Steel Barrel  1 New Rocket Boots&lt;br /&gt;
&lt;br /&gt;
Description This Item allows the character to use the Flee ability to escape combat once each reset. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERVO PISTON&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPYGLASS&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Ore  1 Rare Ore 1 Steel Barrel&lt;br /&gt;
&lt;br /&gt;
Description This item will increase overland viewing distance by up to 10 times, limited by terrain. This gives a +5 Success bonus on long distance overland tracking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THERMOFLANGE&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  5 Uncommon Ore  2 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TIMEKEEPER&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  1 Clutch  1 Whirlygig&lt;br /&gt;
&lt;br /&gt;
Description This item allows a player to use a watch in game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHIRLYGIG&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  3 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trap Augmentations&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039;: Creation time: 30 Minutes Materials: Doubles the Component cost for the trap&lt;br /&gt;
&lt;br /&gt;
This augmentation doubles the base damage of the trap. Requires three slots&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Delivery:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 2 Uncommon Residuum &lt;br /&gt;
&lt;br /&gt;
This augmentation changes the delivery type of the trap to one of the elemental types. Requires one slot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead Bane:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 1 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
This augmentation changes a trap&#039;s delivery type to spirit. Requires one slot&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Massive Mechanism:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 4 Uncommon Ore &lt;br /&gt;
&lt;br /&gt;
This augmentation can be applied to any trap except a gas trap and conveys the “Massive” delivery type to that trap. Requires two slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extend Area:&#039;&#039;&#039; Creation Time: 15 Minutes Materials: Doubles the Component cost of the trap&lt;br /&gt;
&lt;br /&gt;
This augmentation increases the radius or Sq/Ft of a trap by 50%. Requires two slots.&lt;br /&gt;
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&#039;&#039;&#039;Fae Bane:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 2 Uncommon Ore&lt;br /&gt;
&lt;br /&gt;
This augmentation changes the traps flavor to “IRON”. Requires one slot&lt;br /&gt;
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&#039;&#039;&#039;Silver Plating:&#039;&#039;&#039; Creation Time: 10 minutes Materials: 2 Uncommon Ore&lt;br /&gt;
&lt;br /&gt;
This augmentation changes the traps flavor to “silver”. Requires One slot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complicated mechanism:&#039;&#039;&#039; Creation time: 10 Minutes Materials: 25% of component cost rounded up&lt;br /&gt;
&lt;br /&gt;
This augmentation increases the difficulty of disarming the trap through the use of disable device by four(4) requires One slot&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Engineering&amp;diff=2043</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Engineering&amp;diff=2043"/>
		<updated>2025-02-24T02:05:16Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;ENGINEERING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Engineering allows a character to create locks, traps, bombs, and other technological devices. Unless otherwise stated, you must have the rank of Engineering equal to the production rank of the item in order to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bombs&#039;&#039;&#039;- These are thrown items and require the use of a packet, preferably red. To throw the bomb the player must announce “Elemental Bomb”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Bomb and once the verbal has been said they have 3 seconds to throw the Bomb or it is wasted. Bombs function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traps&#039;&#039;&#039;-An Engineer may construct traps which can be set or disarmed by anyone with Disable Device; though engineers can arm traps, so long as it is a trap they can construct, which takes 2 minutes. All traps must contain three elements (a trigger, a mechanism, and a device) and those elements must be connected to one another by wires or strings. The trigger is the means by which the trap is set off, and includes such things as pressure switches, tripwires, and electrical contacts. The mechanism is the means by which a Marshal (or players) knows the trap was triggered, and includes such things as buzzers, mousetraps, and light bulbs. The device is the part of the trap that actually inflicts the Effect on the victims and is the point from which any distances are measured; unless otherwise stated traps have a 5 foot effect radius. A trap should not be set without Marshal Approval of the design of the trap. Traps cannot be set Out-of-Game by players without direct approval of a Marshal and should never be set Out-of-Game (by a player or Marshal) in such a way that a character could not have set them. Setting a trap In-Game requires that the player actually set up the props for the trigger, mechanism, and device, as well as a complete Counted Action to arm the trap. (The actual set-up of the props can be done during the Counted Action, or before, or any combination thereof, but the set-up should not include arming the trap until the Counted Action is taken.) If within the first 50% of your setting count you may abort without ill effect, however if in the second 50% you must finish setting the trap and disarm it to avoid taking it. the mechanism of the trap is set off during the Counted Action, then the trap is set off by the person arming it.&lt;br /&gt;
&lt;br /&gt;
A character with Disable Device may disarm a trap by any action which prevents the trigger from triggering, prevents the mechanism from indicating the trap has gone off, or severs the connection between the mechanism and the device. This should not be done in such a way as to permanently damage the prop for the trap. A trap that is armed is dangerous and can be set off by the slightest of actions including; being moved by a character without the Disable Device skill, being moved more than 5 feet from the initial arming location, and Shatter/Destroy effects on any part of a trap will cause that trap to go off.&lt;br /&gt;
&lt;br /&gt;
All Traps will have a number of augmentation slots equal to their Rank at creation. Once a trap is created it may have augmentations attached to it so long as it has the required number of slots available at the time. Once augmentations are attached to a trap they become part of the trap and cannot be removed. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Rank&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common Ore&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common Ore&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common Ore,&lt;br /&gt;
&lt;br /&gt;
1 Uncommon Ore&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common Ore&lt;br /&gt;
&lt;br /&gt;
2 Uncommon Ore&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Basic Trap&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 5&lt;br /&gt;
|-&lt;br /&gt;
|Minor Tinker&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 10&lt;br /&gt;
|-&lt;br /&gt;
|Improved Tinker&lt;br /&gt;
|-&lt;br /&gt;
|Lock&lt;br /&gt;
|-&lt;br /&gt;
|Magnetized Plates&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|Tools&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 20&lt;br /&gt;
|-&lt;br /&gt;
|Flashbomb&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gas Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Pistol&lt;br /&gt;
|-&lt;br /&gt;
|Master Lock&lt;br /&gt;
|-&lt;br /&gt;
|Master Tools&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Firebomb 30&lt;br /&gt;
|-&lt;br /&gt;
|Alarm Trap&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Trap&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Trap&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Trap&lt;br /&gt;
|-&lt;br /&gt;
|Explosive Trap&lt;br /&gt;
|-&lt;br /&gt;
|Grandmaster Lock&lt;br /&gt;
|-&lt;br /&gt;
|Grandmaster Tools&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Rifle&lt;br /&gt;
|-&lt;br /&gt;
|Master&#039;s Workings&lt;br /&gt;
|-&lt;br /&gt;
|Stun Bomb&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Alarm Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create an Alarm trap. The device for this trap is something capable of producing loud noise or bright lights. For this type of trap the mechanism and the device can be the same item. The device should be made as appropriate to the game environment as possible. A Shatter or Destroy effect on the device of an Alarm Trap will destroy it without setting it off. An Alarm Trap is not destroyed by use and can be reset or recovered to be re-used (unless damaged or otherwise destroyed.) The rank progression of this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: The Rogue Marshall will say in a conversational tone “Alarm” for five seconds&lt;br /&gt;
&lt;br /&gt;
Rank Two: The Rogue Marshall will yell “Alarm” for ten seconds&lt;br /&gt;
&lt;br /&gt;
Rank three: The Rogue Marshall will scream “alarm” for fifteen seconds and every character/creature within five feet of the trap when it goes off will be under the effects of Glitterdust&lt;br /&gt;
&lt;br /&gt;
Rank Four: The Rogue Marshall will scream “alarm” for fifteen seconds and every character/creature within five feet of the trap when it goes off will be under the effects of Glitterdust. The setter of the alarm upon return to the trap will be able to collect a description to include species and clothing of the character/creature that triggered the trap. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rifle:&#039;&#039;&#039; This recipe allows a character with the Engineering Skill to create a rifle. This weapon is a multi-shot ranged weapon with a base damage of 4. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use and 2 hands to operate. (&#039;&#039;We are aware that some pump-action nerf blasters are fairly easy to operate in one hand. That doesn&#039;t make it okay to carry one in each hand.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Explosive Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create an Explosive Trap. The device for this trap is a container prop which must have a volume of at least sixty-four cubic inches and be at least 4 inch in its smallest dimension. Any character within the area of the device when the trap goes off and takes its Effect and also has all valid items suffer a Shatter effect. Items within the area but not on persons are similarly affected. The rank progression of this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: 5ft radius, “10 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Two: 5ft radius,  “20 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Three: 10ft radius, “30 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Four: 10ft radius, “40 Normal’ additionally delivers a “Daze” Effect&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firebomb&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a basic bomb. This bomb is a thrown attack, and on hit, the target takes damage of the specified amount from fire and shrapnel when the bomb explodes. The call to use this bomb is “Elemental Firebomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flashbomb&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Flashbomb. This bomb is a thrown attack, and on hit, the target suffers the Blind effect for 10 seconds. The call to use this bomb is “Elemental Blind Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Tinker&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create an Improved Tinker. Like Minor Tinkers, these improve mechanical items. If used on a trap, the time to arm the trap is either reduced to a 3 counted action or will increase the area of effect of the trap to 10 feet. If used on a lock, it will make the lock reactive, such that on a failed Disable Device attempt it will break the user’s Tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locks&#039;&#039;&#039; This recipe allows a character with the Engineering Skill to create Locks and Keys. A Lock’s level is determined by the recipe and can be either Minor, Standard, or Major. Each of these locks can be enhanced with extra components at an increasing cost. This will be outlined on the recipe itself, creating higher level locks consumes more materials. When a Lock is created, it includes 2 Keys for that Lock; additional Keys can be made so long as the character making the new Key has one of the originals. The cost to make a Key is the same as a Tool of the appropriate rank. All Locks are crafted as either a Padlock or Container style. Padlock style can be used and moved over and over as they are not permanently attached to an item; however, Container style must be attached to a door, chest, or similar object, once attached it becomes a part of that object. A Lock that has been attached can never be removed; however, it also is no longer a valid target for Shatter and Destroy effects, since it is part of a larger whole. More specifics on Locks and their interaction with Disable Device as well as a primer on &#039;enhancing locks&#039; can be found [[Locks and Disable Device|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magnetized Plating&#039;&#039;&#039; This item can be applied by any character with the Engineering skill, this item will temporally Repair a suit of armor that has been Breached or a weapon that has been Broken. These effects will last for up to 1 hour or until the item is broken again. This takes a 30 counted action to apply to the targeted item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master and Grandmaster Locks&#039;&#039;&#039; These locks function the same as a normal lock however they require special Tools to Disable them. The tools must be of equal or higher quality to even attempt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gas Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Gas Trap. The device for this trap is a container prop which must have a volume of at least 24 cubic inches and be at least 1 inch in its smallest dimension. When setting this trap, the character setting the trap must tear tags for three Vials of the same type of Chemistry Vial. (The character need not have any skill in Chemistry.) Any character within the area of the device when the trap goes off takes the effect of the Vial used. A Gas Trap is not destroyed when set off or disarmed, but the Vials included are. The trap itself may be recovered and reset with a new gas, unless otherwise damaged or destroyed.  The rank progression of this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: 5ft radius, up to rank two Chemistry&lt;br /&gt;
&lt;br /&gt;
Rank Two: 5ft radius, up to rank three Chemistry &lt;br /&gt;
&lt;br /&gt;
Rank Three: 10ft radius, up to rank four Chemistry&lt;br /&gt;
&lt;br /&gt;
Rank Four: 10ft radius, Up to Rank Four Chemistry, will accept six Chemistry tags (can be different effects, three of each) the trap will go off twice sequentially requiring two defensives to be called to avoid both effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master’s Workings&#039;&#039;&#039; This recipe allows a character with the Engineering skill to make devices that are stronger than normal. This includes Locks, Tools, hinges, and any other appropriate plot-approved item. Such a reinforced device is more resistant to forces that would normally destroy the item. Each application gives the item one once-ever “Resist Shatter”; which can be called as a Resist to any Shatter or Destroy effect from a trap, spell, or other non-High Magic destructive force. An item may only have six such Resists; at one time. These share expiration with the item they reinforce.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanical Trap&#039;&#039;&#039; Mechanical Traps are massive in size and as such are built into whatever structure they are part of. Once these tags are generated and “set up” in their place they cannot be moved again and are considered permanent and part of the structure. These include but are not limited to Pit traps, falling ceilings, or death star trash compactors. They are area of effect traps that must have their area marked out in flagging tape or tape or some sort of obvious marking denoting the area. This area is not visible to any character or creature in-game until triggered Unless the Character has Disable Device equal or greater than the rank of the trap. The rank progression for this trap is as follows. This trap is NOT destroyed upon being set off and may be rearmed, but not moved.&lt;br /&gt;
&lt;br /&gt;
Rank One: 20 Sq/Ft. Area of effect, “20 Massive”&lt;br /&gt;
&lt;br /&gt;
Rank Two: 20Sq/Ft. Area of effect, “30 Massive”&lt;br /&gt;
&lt;br /&gt;
Rank Three: 40Sq/Ft. Area of effect, “40 Massive”&lt;br /&gt;
&lt;br /&gt;
Rank Four: 40Sq/Ft. Area of effect, “50 Massive”, Automatically resets after 30 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Tinker&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Minor Tinker. Minor Tinkers are small improvements on existing mechanical items. If used on a trap, the time to arm the trap is reduced by 30 seconds minimum of a three counted action. If used on a Bomb, the damage is increased by 5 points of damage. If used on a lock, an extra 2 failures are added when Disable Device is used to pick the lock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pistol&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Pistol. This item is a multi-shot ranged weapon that has a base damage of 2. This can be repped by a Nerf style gun that fires foam darts. This weapon requires the Gun skill to use. Pistols may be operated in one hand if the rep can be safely operated in one hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Smoke Trap. The device for this trap is a container prop which must have a volume of at least 48 cubic inches and be at least 2 inches in its smallest dimension. When triggered, this trap releases a large cloud of smoke that clears quickly. Any character within area of the device when the trap goes will suffer the effect. This trap is destroyed when it goes off. The ranked progression for this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: 5Ft. area, All creatures in the area suffer a 10 second fog effect.&lt;br /&gt;
&lt;br /&gt;
Rank Two: 5Ft. Area, All Creatures in the area suffer a 20 second blind effect.&lt;br /&gt;
&lt;br /&gt;
Rank three: 10Ft. Area, All creatures suffer a 30 second blind effect.&lt;br /&gt;
&lt;br /&gt;
Rank Four: 10 Ft. area, All creatures suffer a 30 second blind effect and the area is treated as a smoke screen for that duration. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Bomb&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a Stun Bomb. This bomb is a thrown attack, and on hit, the target suffers the Stun effect for 10 minutes. The call to use this bomb is “Elemental Stun Bomb”. Once the call is completed, the packet must be thrown within three seconds or the holder takes the effect. If the call is mis-stated, the bomb was improperly prepared and is destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create Tools. Tools are necessary to use the Disable Device skill on Traps and Locks. If you do not have tools the equivalent rank vs the device you are attempting to disable you will suffer a penalty,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Trap&#039;&#039;&#039; This recipe allows a character with the Engineering skill to create a basic trap. The device for this trap is a boffer prop which must be at least 6 inches in its smallest dimension. Any character struck by the device takes its effect, delivered as a physical weapon attack. The device for a Basic Weapon Trap is a Marshal approved packet, boffer, or similar prop that must be rigged to fall, launch, or be mechanically thrown when the mechanism is activated. (In the case of a trap under direct Marshal Supervision, it is permissible for the Marshal to throw the device, but it must be done with the idea of mechanical launching in an indirect manner, or a direct manner at a pre-determined point, not aimed fire at a particular character. The first character struck by the device takes the Damage, as if the device were a normally swung/thrown weapon. (So the device may be blocked, parried, is considered a Physical delivered effect, etc…) A Shatter or Destroy effect on the device of a Weapon Trap will destroy it. A Weapon Trap is not destroyed by use and can be reset or recovered to be re-used (unless the device was damaged, destroyed, or removed). Weapon traps may also be hand held and carried in the case of “Bandit” crossbows firing Nerf Darts, But must be attached to a permanent structure of some sort before arming begins. Other reps for hand held weapon traps may be approved at a later time upon marshal discretion.  The Rank progression for this trap is as follows:&lt;br /&gt;
&lt;br /&gt;
Rank One: “10 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Two: “ 20 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Three: “ 30 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Four: “40 Massive” &lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;Advanced Items&#039;&#039;&#039;[edit | edit source] ======&lt;br /&gt;
&#039;&#039;&#039;BASIC SCOPE&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  10 Uncommon Ore  3 Rare Ore  1 Spyglass&lt;br /&gt;
&lt;br /&gt;
Description This item can be attached to a Bow, Crossbow or Gun. Once attached, the item will gain +1 damage for the duration of the scope. This effect cannot be stacked with the Honed Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLUTCH&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CRANK LIGHT&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Ore  1 Named Ore  1 Whirlygig&lt;br /&gt;
&lt;br /&gt;
Description This item will generate a Light effect, following the same restrictions as the spell of the same name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEFIBRILLATOR LIGHT 700&#039;&#039;&#039; Creation Time: 45 Minutes Materials:  10 Uncommon Ore  5 Rare Ore  1 Named Residuum  1 EL512  1 Gyro Destabilizer&lt;br /&gt;
&lt;br /&gt;
Description This item can generate a “Natural Life” effect once each day. To use the item, the handle must be cranked 20 times then used on the target. This effect will consume 2 Rare Ore each time it is used. This invention is extremely dangerous, and only skilled engineers with advanced training can use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISTILLER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Ore  2 Rare Ores&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EL512&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;EXOTIC CLIP&#039;&#039;&#039; (+3 Damage) Creation Time: 15 Minutes Materials:  3 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This clip holds 10 shots of special ammo that grants +3 Temporary Damage to a Pistol/Rifle. This ammo is expended when used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EXOTIC CLIP&#039;&#039;&#039; (+5 DAMAGE) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  3 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This clip holds 10 shots of special ammo that grant +5 Temporary Damage to a Pistol/Rifle. This ammo is expended when used.&lt;br /&gt;
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&#039;&#039;&#039;EXOTIC CLIP&#039;&#039;&#039; (CRITICAL) Creation Time: 15 Minutes Materials:  5 Uncommon Ore  1 Named: Steel Description&lt;br /&gt;
&lt;br /&gt;
This clip holds 10 shots of special ammo that add the Critical Modifier to the attack of a Pistol/Rifle. This ammo is expended when used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GYRO-DESTABILIZER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;HAMMER SHOT&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  10 Uncommon Ore  1 Servo Piston  1 Thermoflange&lt;br /&gt;
&lt;br /&gt;
Description This add-on can only be used to modify a gun weapon and will increase the base damage of a Pistol to 4 damage.&lt;br /&gt;
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&#039;&#039;&#039;HIGH CALIBER&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  10 Uncommon Ore  1 Named Ore  1 Servo Piston  1 High Fusion Cell&lt;br /&gt;
&lt;br /&gt;
Description This add-on can only be used to modify a Gun weapon, which will increase the base damage of a Pistol or Rifle by an additional 1 point, and can be stacked with other add-ons.&lt;br /&gt;
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&#039;&#039;&#039;HIGH FUSION CELL&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore&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;IMPROVED SCOPE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  1 Basic Scope  1 Thermoflange&lt;br /&gt;
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Description This add-on can only be attached to a Bow or Crossbow. Once attached, the item will gain +1 damage for the duration of the scope; in addition to the damage bonus, this item also allows a Ranger to generate the Hunters Mark effect twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;PHASE DECOUPLER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  10 Uncommon Ore  1 Rare Ore&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;ROCKET BOOTS&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  8 Uncommon Ore  4 Rare Ore  1 Named: Steel&lt;br /&gt;
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Description This Item allows the character to use the Flee ability to escape combat twice ever. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 4.&lt;br /&gt;
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&#039;&#039;&#039;ROCKET BOOTS EXTREME&#039;&#039;&#039; Creation Time: 35 Minutes Materials:  1 Gyro-Destabilizer  1 Steel Barrel  1 New Rocket Boots&lt;br /&gt;
&lt;br /&gt;
Description This Item allows the character to use the Flee ability to escape combat once each reset. As these boots are tricky to master, the user suffers 10 points of fire damage when activated, however, the damage can be avoided if the character has Engineering rank 3.&lt;br /&gt;
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&#039;&#039;&#039;SERVO PISTON&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  4 Uncommon Ore  1 Rare Ore&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;SPYGLASS&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Ore  1 Rare Ore 1 Steel Barrel&lt;br /&gt;
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Description This item will increase overland viewing distance by up to 10 times, limited by terrain. This gives a +5 Success bonus on long distance overland tracking.&lt;br /&gt;
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&#039;&#039;&#039;THERMOFLANGE&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  5 Uncommon Ore  2 Rare Ore&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;TIMEKEEPER&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  1 Clutch  1 Whirlygig&lt;br /&gt;
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Description This item allows a player to use a watch in game.&lt;br /&gt;
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&#039;&#039;&#039;WHIRLYGIG&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  3 Uncommon Ore  1 Rare Ore&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;Trap Augmentations&#039;&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;Damage Multiplier&#039;&#039;&#039;: Creation time: 30 Minutes Materials: Doubles the Component cost for the trap&lt;br /&gt;
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This augmentation doubles the base damage of the trap. Requires three slots&lt;br /&gt;
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&#039;&#039;&#039;Elemental Delivery:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 2 Uncommon Residuum &lt;br /&gt;
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This augmentation changes the delivery type of the trap to one of the elemental types. Requires one slot&lt;br /&gt;
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&#039;&#039;&#039;Undead Bane:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 1 Rare Residuum &lt;br /&gt;
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This augmentation changes a trap&#039;s delivery type to spirit. Requires one slot&lt;br /&gt;
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&#039;&#039;&#039;Massive Mechanism:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 4 Uncommon Ore &lt;br /&gt;
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This augmentation can be applied to any trap except a gas trap and conveys the “Massive” delivery type to that trap. Requires two slots.&lt;br /&gt;
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&#039;&#039;&#039;Extend Area:&#039;&#039;&#039; Creation Time: 15 Minutes Materials: Doubles the Component cost of the trap&lt;br /&gt;
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This augmentation increases the radius or Sq/Ft of a trap by 50%. Requires two slots.&lt;br /&gt;
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&#039;&#039;&#039;Fae Bane:&#039;&#039;&#039; Creation Time: 10 Minutes Materials: 2 Uncommon Ore&lt;br /&gt;
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This augmentation changes the traps flavor to “IRON”. Requires one slot&lt;br /&gt;
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&#039;&#039;&#039;Silver Plating:&#039;&#039;&#039; Creation Time: 10 minutes Materials: 2 Uncommon Ore&lt;br /&gt;
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This augmentation changes the traps flavor to “silver”. Requires One slot.&lt;br /&gt;
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&#039;&#039;&#039;Complicated mechanism:&#039;&#039;&#039; Creation time: 10 Minutes Materials: 25% of component cost rounded up&lt;br /&gt;
&lt;br /&gt;
This augmentation increases the difficulty of disarming the trap through the use of disable device by four(4) requires One slot&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=2040</id>
		<title>Skill descriptions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skill_descriptions&amp;diff=2040"/>
		<updated>2025-02-19T23:15:20Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;EVERYMAN:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;BASIC:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Adrenaline Rush -&#039;&#039;&#039; Gain +4 Permanent Strength for Feats of Strength for up to 10 seconds, can Break Free From a single Pin/Bind effect, or increase their Bleed Out count by up to 60 seconds (this option can be used while Bleeding Out).This skill can be used once each reset. This is usable once per time purchased and cannot be stacked with itself.&lt;br /&gt;
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&#039;&#039;&#039;Brawl -&#039;&#039;&#039; Allows a character to use Short Weapons as fists (one in each hand), for melee combat. These weapons must be Yellow in color, cannot have a cross guard, and deal 1 points of base damage. Characters can apply Focus and Precision damage to their attacks made with this skill; however, they cannot use any Class Features or Combat Techniques. The weapons gained from this skill do not count as claws for the purposes of prerequisites.&lt;br /&gt;
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&#039;&#039;&#039;Brew Potion -&#039;&#039;&#039; This skill allows the character to create potions that store the power of magical spells to be used later. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
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&#039;&#039;&#039;Chemistry -&#039;&#039;&#039; This skill allows the character to create poisons and elixirs. Each time the skill is purchased, what they can produce and the amount they can produce, is increased. For more information, see the Production section.&lt;br /&gt;
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&#039;&#039;&#039;Cook -&#039;&#039;&#039; This skill allows a character to spend time in game creating items that can be consumed for some in game benefit, such as healing, curing of ailments, granting them temporary defense, or even restoring expended resources. Each cooking recipe will have the cost, time to prepare, and effect listed on it. If taken at character creation, the character will begin with 1 Recipes per Rank.&lt;br /&gt;
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&#039;&#039;&#039;Craftsman -&#039;&#039;&#039; This skill can be taken for any art of crafting the player chooses. Some examples are: Glassblower, Brewer, Herbalist, Baker, Etc. At Event Check In, for each purchase of this skill, the character will either receive 10 Copper per rank, or produce appropriate tagged items related to their art of crafting at a rate of one tagged item per rank/event. This skill has a max of 20 Ranks. This skill may not be used to duplicate or emulate an existing skill i.e. smithing, brew potion, chemistry etc.&lt;br /&gt;
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&#039;&#039;&#039;Craftsman (Corhite Lapidarist) -&#039;&#039;&#039; This skill is functions as the regular Craftsman (___) skill listed above along with secondary purposes. The secondary purposes of this skill are:&lt;br /&gt;
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# This skill along with Miner Standard is required to successfully harvest material from a Corhite deposit.&lt;br /&gt;
# This skill can be used to cut a piece of Uncut Corhite. For each level of this skill the player posesses, you may cut a piece of Uncut Corhite to improve it&#039;s Cut Level by one by expending 5 minutes per Cut Level you wish to improve. Once cut, a piece of Corhite cannot be cut again to improve its Cut Level. This skill requires no workshop to utilize. A piece of Corhite cannot be improved beyond Cut Level 5, but the Craftsman (Corhite Lapidarist) skill can be purchased up to a maximum of 20 Ranks for the purposes of collecting money at event checkin. This ability serves as the skill usage originally listed as &amp;quot;produce appropriate tagged items related to their art of crafting&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Diagnose -&#039;&#039;&#039; 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.&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 Contested Roll, must be roleplayed, 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 Contested Roll, and the player has the option to still make the Contested Roll 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 Contested Rolls.&lt;br /&gt;
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&#039;&#039;&#039;Engineering -&#039;&#039;&#039; This skill allows the character to create traps, locks and other anachronisms. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section of the book.&lt;br /&gt;
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&#039;&#039;&#039;Estimate Value -&#039;&#039;&#039; This skill allows a character to spend 1 minute studying an item to determine its market value. The value will be given by a Marshal or will have a code on it that will tell the player the value.&lt;br /&gt;
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&#039;&#039;&#039;Farmer, Minor/Standard/Major :&#039;&#039;&#039;This skill allows a character to operate a Node and collect Herb/Food components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
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&#039;&#039;&#039;First Aid:&#039;&#039;&#039;  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.&lt;br /&gt;
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&#039;&#039;&#039;Improved Instructor:&#039;&#039;&#039;  This skill reflects the characters’ skill at educating others. While anyone can instruct another character in a skill they have, a character with this skill can do it far quicker, taking only 5 minutes to teach a Basic skill or spell and only 15 minutes to teach an Advanced skill.&lt;br /&gt;
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&#039;&#039;&#039;Healing Arts:&#039;&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;Knowledge (Area):&#039;&#039;&#039; This will allow the characters to access knowledge that they have trained in. How much information may be garnered is based on the character’s rank in that area. Knowledges are ranked from 1 to 5, with 1 being just above basic education and 5 being a versed scholar in the field. You may ask questions to a Marshal or Plot member during a game; however, they may or may not have an answer for you at that time. Reasonable answers will be given immediately. Each time a rank of Knowledge (Area) is purchased, the character will gain 1 knowledge point. Purchasing the 5th rank will award 2 points instead of 1. All knowledge points are in a shared pool and can be used as the character needs with any Knowledge (Area) that they have. Appendix 2 has a list of what each knowledge area can do and the point cost to generate said effects. The highest effect that can be generated is capped by the rank in that Knowledge (Area) the player has purchased. Each reset a player can spend a limited number of the Knowledge points in a given Knowledge; they can spend a maximum of 2 times their current rank in the associated skill from their pool of points. The following is a list of Common Knowledge (Area) skills; others would need to be approved by the local plot team: Astronomy, Cycle, Deep Elf, Dwarf, Ent, Felis, Geography, Gnome, Half Troll, High Elf, History, Human, Magic, Nature, Nautical, Nobility, Planes, Rok’Shen, and Warfare.&lt;br /&gt;
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&#039;&#039;&#039;Miner, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Ore components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&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;Portal Manipulation&#039;&#039;&#039;:  Portal Manipulation is the means one can use portals to move between worlds.  The cost for a given manipulation depends on the portal in question and the desired result of manipulating it.  Portal Manipulation generally requires a marshal present to adjudicate the outcome. &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Level One&#039;&#039;:&#039;&#039;&#039;  This skill alerts the user to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners.  Using this in Nexus is usually a waste of time (it&#039;s like Detect Air) but it can be extremely helpful far from home.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Two&#039;&#039;:&#039;&#039;&#039;  Opens a portal for which the user has/does/knows the gate key.  Also allows for closing that portal.  This takes ten minutes, or can be rushed at a cost of one mana per minute or 1 energy per 2 minutes (rounding up if necessary).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Three&#039;&#039;:&#039;&#039;&#039;  Allows a user to use planar shortcuts to travel between places on the same plane.  This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Four&#039;&#039;:&#039;&#039;&#039;  Allows for minor adjustment of a portal&#039;s exit location.  This is the means by which Nexus portaleers open portals directly onto their couches after a hard adventure.  One can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards (1 energy per 20 yards) of adjustment.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Five&#039;&#039;:&#039;&#039;&#039;  Allows a user to change the exit plane of a portal long enough for his party to pass through it.  This has no mana/energy cost, but isn&#039;t guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places.  Importantly, Nexus can &#039;&#039;always&#039;&#039; be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Read and Write:&#039;&#039;&#039; This skill allows you to read and write in the designated language and must be purchased once for each language. The following common languages can be purchased without a specific instructor: Common, Deep Elf, Dwarf, Felis, Gnome, High Elf, and Rok’Shen. Any other languages must have a specific instructor.&lt;br /&gt;
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&#039;&#039;&#039;Resurrection:&#039;&#039;&#039; This skill allows the character to resurrect another character that has died and dissipated. To use this skill, the character must be at a Life Well and must perform a Contested Roll. It takes 15 minutes to resurrect a target, and the end effect varies on how skilled the person performing the resurrection is. For further information, see the chapter on Death and Dying. This skill has a max of 10 Ranks; each Rank adds +1 Bonus to the Contested Roll.&lt;br /&gt;
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&#039;&#039;&#039;Scribe Sctoll:&#039;&#039;&#039; This skill allows the character to create magical Scrolls that store the power of their spells to be used at a later time. Each time the skill is purchased, what they can produce and the amount they can produce is increased. For more information, see the Production section&lt;br /&gt;
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&#039;&#039;&#039;Smithing:&#039;&#039;&#039; This skill allows the character to create armor and weapons, as well as craft advanced specialty items. Each time the skill is purchased what they can produce and the amount they can produce is increased. For more information, see Page 64 the Production section.&lt;br /&gt;
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&#039;&#039;&#039;Survival:&#039;&#039;&#039; This skill allows the character to make the best of their surroundings. When used, this skill can have different effects chosen at the time of use. Increase the character&#039;s death count by 120 seconds (this option can be used while Dead; or to scrounge up loose objects that can be used as crude tools or make-shift weapons for a single encounter; or ignore a Minor negative effect of a Terrain they are in for a combat. This skill can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Theurgist, Minor/Standard/Major:&#039;&#039;&#039; This skill allows a character to operate a Node and collect Residuum components from it. The amount and type of components that are collected is based on the level of skill the character has purchased. Additionally, the character can Refine and Extract components.&lt;br /&gt;
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&#039;&#039;&#039;[[Tracking]]:&#039;&#039;&#039; This skill allows the character to detect and follow the marks a target&#039;s passage leaves on the environment it passes through, or to conceal the user&#039;s trail from others. It can also be used to gain information about the target creature, or creatures being tracked. To track, you must have a Marshal to perform a Contested Roll. Unless tracking conditions change drastically, only Contested Roll pick should ever be needed to determine success or failure. Once you have failed a Contested Roll you are considered to have lost the trail and may not try again. At the time you wish to Track, you may choose to first make what is called an “Observation”, where the character spends 5 minutes studying the area. This Contested Roll, if successful, will allow you to learn information about the target being tracked, though if you fail this pick you cannot make a normal Track Contested Roll. The advantage of the Tracking  “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.  &lt;br /&gt;
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&#039;&#039;&#039;Underwater Combat:&#039;&#039;&#039; This skill allows the character to fight underwater as if they were on land. Only the following mechanics are affected by this skill and anything not listed remains the same: weapons deal full damage, Spells can now be thrown, &#039;&#039;Bombs&#039;&#039; can be used (dealing only half damage), &#039;&#039;Acid Vials&#039;&#039; can be used (dealing only half damage), and the character can move at a slow walk.&lt;br /&gt;
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===  &#039;&#039;&#039;ADVANCED:&#039;&#039;&#039; ===&lt;br /&gt;
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&#039;&#039;&#039;Evasion:&#039;&#039;&#039; This skill reduces the damage, by half, which the character suffers from traps and Area of Effect attacks that have a numerical value.&lt;br /&gt;
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&#039;&#039;&#039;Memorize Ritual:&#039;&#039;&#039; This skill allows a character to memorize a Ritual Scroll into their memory and allows them to cast the Ritual without need of a physical scroll when casting that Ritual. They must meet all the prerequisites to cast the Ritual in order to memorize it. This skill does not require an instructor, and destroys the Ritual Scroll when it is memorized.&lt;br /&gt;
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&#039;&#039;&#039;Planar Scholar:&#039;&#039;&#039; This skill allows the character to apply their knowledge learned on the Prime to any other Prime shard by accounting for and calculating the subtle differences in the fundamental truths of the various Prime planes across the universe. Each rank of this skill allows a character to apply their relevant knowledge skills of the same rank. Applicable knowledge skills all common knowledge skills.&lt;br /&gt;
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&#039;&#039;&#039;Practitioner:&#039;&#039;&#039; This skill improves upon the character’s ability in Healing Arts. The time to treat a target is reduced to 15 minutes and can now be applied to 3 targets at once and will additionally remove Curses afflicting them. Similar to Healing Arts the user can choose to spend only 10 minutes but will generate only one of the effects instead of all. Additionally, the character can work with a single target to identify and even temporarily suppress one of a character’s Derangements for up to 6 hours.&lt;br /&gt;
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&#039;&#039;&#039;[[Professions]]:&#039;&#039;&#039; Professions are a set of skills that reflect a character’s study in that field. Each profession consists of 5 ranks each having a different ability, the ranks must be purchased in order. Each profession also functions under its own set of rules; this is because different abilities have different usages and limits of use. The cost for each rank is based on the number of Professions you have meaning, your 1st Profession all ranks are the same cost. Your 2nd Profession all ranks are at the cost noted on the table, and so on. &lt;br /&gt;
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&#039;&#039;&#039;Ritualism:&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
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&#039;&#039;&#039;Repair Item:&#039;&#039;&#039; This skill allows the character to field repair damaged items with a 2 minute counted action. For 2 Common Ore this will remove the Breached status from a suit of armor, and for 1 Uncommon Ore this will remove the Broken status from an item. This skill will not restore special properties of an item that are not from Advanced Smithing/Engineering. This skill has no component cost if it is used at a Forge.&lt;br /&gt;
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===  &#039;&#039;&#039;SPECIES SKILLS:&#039;&#039;&#039; ===&lt;br /&gt;
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&#039;&#039;&#039;Resist Impairment:&#039;&#039;&#039; This ability allows the character to resist a single impairing attack. The following are the most common types of effects, though others may be added: Slow, Pin, Bind, Web, Repel, and Stun. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Magic:&#039;&#039;&#039; This ability allows the character to resist a single magical effect that is a Spell cast by Incant or with the Magic Delivery Type. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Toxin:&#039;&#039;&#039; This ability allows the character to resist a single Poison Delivery or Disease Family attack. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; This skill allows the character to recover from a variety of conditions. At the time the skill is used, the player chooses one of the following effects: Heal 10, Cure Metabolic, or Regenerate. This skill only affects the character using it and they must be Conscious to activate it; however, it can be used even if they are currently denied the use of Abilities. This is a 3 counted action. At 10th level the Heal 10 effect becomes Heal 20. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Enchantment:&#039;&#039;&#039; This ability allows the character to resist spells and effects from the Enchantment School of Magic. This skill can be used once each reset per purchase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camouflage:&#039;&#039;&#039; This ability functions like the Conceal skill with the following changes; first the player must be touching a tree larger than the player in width or must be surrounded by bushes and plants. Secondly, the player cannot move while under this effect, and lastly the duration of this effect is 1 minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resist Mind:&#039;&#039;&#039; This ability allows the character to resist a single Mental attack. The following effects cannot be resisted with this skill: Enslavement, Feeblemind, Forget, Horrify, and Slumber. This skill can be used once each reset per purchase&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Rage:&#039;&#039;&#039; When this effect is activated the character activating it gains the following temporary benefits, +15 Body Points, +2 Permanent Weapon Damage for the duration, Immunity to Charm, Fear, Shun, and Sleep. This ability lasts for an encounter. When Battle rage ends the character suffers the effects of Devastate and Slow, as well as the inability to use Energy for 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Burst of Strength&#039;&#039;&#039;: A Fae troll&#039;s true strength isn&#039;t measured by his personal best bench press, but rather by what he will do in a crisis. When using Burst of Strength a Fae Troll simply rips free of any Binding effect including Prison but still takes the damage as if he had ripped out normally. Burst of Strength can also be used to run with a downed comrade, hold someone else in a binding strike type effect, and other thematically appropriate ways as approved by the Plot Marshal  in the field at the time.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2024</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2024"/>
		<updated>2025-02-16T21:57:57Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;
|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;
|[[Craftsman]] [[Backgrounds|Background]]&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;
|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;
|Next Best Thing&lt;br /&gt;
| [[Knowledge Skills|Knowledge]] &#039;&#039;(Warfare)Rank 5&#039;&#039;&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;
|Royal Candidate&lt;br /&gt;
|[[Deep Elf]], 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;r 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; Prerequisite: Dodge 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; Prerequisite: None 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 swings.&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; Prerequisite: Bard 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; Prerequisite: Spellblade 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; Prerequisite: Caller 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; Prerequisite: Spell Devotion 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; Prerequisite: Armor Proficiency 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; Prerequisite: None 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; Prerequisite: Caller 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; Prerequisite: None 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; Prerequisites: Deep Elf 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; Prerequisites: Half-Troll and Lengthen Claws 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; Prerequisite: Ranger 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; Prerequisite: Oathbound 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; Prerequisite: Felis 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; Prerequisite: Specialization 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; Prerequisites: Strong Arm, Champion 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; Prerequisite: Ranger 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; Prerequisite: Rok’Shen 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; Prerequisite: Guardian 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; 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; Prerequisite: Precision +4 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; Prerequisite: Diagnose 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; Prerequisite: None 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; Prerequisite: Spellblade 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;
&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; Prerequisite: Character level 4 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; Prerequisite: Blitz  or Overpower. 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; - 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; Prerequisite: None 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; Prerequisite: Champion 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; Prerequisite: Champion 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; Prerequisite: Paladin 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; Prerequisite: Must be a member of an Order or Attunement 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; Prerequisite: Mage, Spellblade 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; - prerequisite - Elemental Duplication, Mage - 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; Prerequisite: High Elf 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; Prerequisite: High-Elf 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; - Prerequisite: Caller 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;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*&#039;&#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; Prerequisite: Spellblade, Aura Blade 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; Prerequisite: Paladin, Aura Blade 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;
&lt;br /&gt;
&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; Prerequisite: Guardian 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;
&lt;br /&gt;
&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; Prerequisite: 8thCharacter Level. 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;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; Prerequisite: One with the Land 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;
&lt;br /&gt;
&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; Prerequisite: Monk This power allows the character to treat all of their Class Weapon Proficiencies as 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;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; Prerequisite: None This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of your results (drop another plinko token/pick a different rock/shoot one more shot at the rings). You must give up the old result keep the new result.   &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;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; Prerequisite: Oathbound 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;
&lt;br /&gt;
&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; Prerequisite: None 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;
&lt;br /&gt;
&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; Prerequisite: Knowledge (Area) Rank 3 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;
&lt;br /&gt;
Cycle: Undead or Abominations    &lt;br /&gt;
&lt;br /&gt;
Magic: Shapechangers, Dragons, or Golems    &lt;br /&gt;
&lt;br /&gt;
Planes: Outsiders or Elementals  &lt;br /&gt;
&lt;br /&gt;
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; Prerequisite: Guardian 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;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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; Prerequisite: Any Fey Species 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;
&lt;br /&gt;
&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; Prerequisites: Gnome 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; Prerequisite: Adrenaline Rush x 2 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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&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; Prerequisite: None 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;
&lt;br /&gt;
&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; Prerequisite: Must be at least 8th character level 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;
&lt;br /&gt;
&lt;br /&gt;
&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; Prerequisite: Gnome 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;
&lt;br /&gt;
&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; Prerequisite: Ent 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;
&lt;br /&gt;
&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; Prerequisite: None 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; Prerequisite: Create Familiar 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;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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; Prerequisite: Create Phylactery 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;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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; Prerequisite: Deep Elf 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;
&lt;br /&gt;
&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; Prerequisite: School of Spirit 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;
&lt;br /&gt;
&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;
&lt;br /&gt;
&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; Prerequisite: Spellblade 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;
&lt;br /&gt;
&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; Prerequisite: Spellblade 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; Prerequisite: Gunslinger&lt;br /&gt;
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; Prerequisite: Short Claws This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&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;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; Prerequisite: None 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; - 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; Prerequisite: Rok’ Shen 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; Prerequisite: School of Spirit 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; Prerequisite: Gunslinger&lt;br /&gt;
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; 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;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&#039; Prerequisite: Florentine 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; Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training&amp;lt;/b&amp;gt;  Prerequisite: A class that does not have access to magic. 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; Prerequisite: An Advanced Production skill 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;
&lt;br /&gt;
&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; Prerequisites: Gnomish Talent 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;
&lt;br /&gt;
&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; Prerequisite: Monk, 4th Character Level 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;
&lt;br /&gt;
&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; Prerequisite: Caller This power allows the character to now affect 2 additional targets when they cast Aspects.  &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;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; Prerequisite: Dwarf and Advanced Smithing This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. 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;
&lt;br /&gt;
&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; Prerequisite: 1st Character Level, can only be taken at character creation 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;
&lt;br /&gt;
&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; Prerequisite: Brawl, Monk This power allows the character to add the “Padded” flavor to their melee weapon 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;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; Prerequisite: Guardian &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&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; Prerequisite: &lt;br /&gt;
&lt;br /&gt;
Deep Elf 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;
&lt;br /&gt;
&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; Prerequisite: Felis &lt;br /&gt;
&lt;br /&gt;
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; - 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; Prerequisite: Dwarf &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&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;Prerequisite: Ent &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Only when called&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
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;
&lt;br /&gt;
&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; Prerequisites: Warrior and Overpower 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;
&lt;br /&gt;
&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; Prerequisite: Rok’Shen 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;
&lt;br /&gt;
&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; Prerequisites: Ent 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;
&lt;br /&gt;
&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; Prerequisite: Combat Archery 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;
&lt;br /&gt;
&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; Prerequisite: Dwarf 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;
&lt;br /&gt;
&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; Prerequisites: Felis 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;
&lt;br /&gt;
&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; Prerequisite: Bard 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;
&lt;br /&gt;
&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; Prerequisite: Ambush 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;
&lt;br /&gt;
&amp;lt;br&amp;gt;&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; Prerequisites: Deep Elf, 10th Character Level 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;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refracted Light&#039;&#039;&#039; - prerequisites - Shared Light, Mage - 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; Prerequisite: At least one Knowledge (Area) at Rank 4 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;
&lt;br /&gt;
&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; 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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Right Between the Eyes&#039;&#039;&#039; Prerequisite: Gunslinger&lt;br /&gt;
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;
&lt;br /&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; Prerequisite: 30 Mana 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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Righteous Chorus&#039;&#039;&#039; Prerequisite: Paladin&lt;br /&gt;
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;
&lt;br /&gt;
&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; Prerequisite: Acrobatics 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;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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; Prerequisite: Rok’Shen 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;
&lt;br /&gt;
&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; Prerequisite: Half-Troll 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;
&lt;br /&gt;
&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; 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.  &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 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;
&lt;br /&gt;
&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; Prerequisite: Proficiency with Small Shield 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;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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; Prerequisite: Proficiency with Medium Shield 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;
&lt;br /&gt;
&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; Prerequisites: Felis and Lengthen Claws 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; Prerequisite: Survival x 2 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; Prerequisite: Ambidexterity 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; 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.&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; Prerequisite: Bard 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; Prerequisite: Champion, Trooper or Warrior, 4th Character Level 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; Prerequisites: Advanced Production skill in the specialization being chosen. 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.  &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; Prerequisites: High-Elf 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; Prerequisite: Spell Pool 2 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; Prerequisites: Spell Pool 3 and Spell Focus 1 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; - 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;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; Prerequisite: Born to Serve 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; Prerequisite: Champion or Trooper 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; Prerequisites: Rogue or Ranger and 4th Character Level 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; Prerequisite: Half-Troll 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; Prerequisite: None 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; Prerequisites: Ent 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; Prerequisite: Knowledge (Planes) Rank 3 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; Prerequisite: One with the Land 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;Prerequisite: High-Elf 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; Prerequisite: Deep Elf 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; Prerequisite: None 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; Prerequisites: Hunter’s Call and Snare 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; Prerequisites: Half-Troll and Regeneration x 5 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; Prerequisite: Athletics 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; Prerequisite: Deep Elf or Deep Dwarf 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;
&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; Prerequisite: Guardian 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; Prerequisite: None 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; Prerequisites: (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;
&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; Prerequisite: Guardian 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; Prerequisite: Caller he 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;
|Next Best Thing&lt;br /&gt;
|KA Warfare Rank 5&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;
|Medic 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;
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|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
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|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
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|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
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|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training&#039;&#039;&#039; Prerequisites: &#039;&#039;Magical Training&#039;&#039; &lt;br /&gt;
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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;
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&#039;&#039;&#039;Arcane Strike&#039;&#039;&#039; &lt;br /&gt;
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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;Armored to the Teeth&#039;&#039;&#039; Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; Prerequisite: &#039;&#039;Rogue&#039;&#039;&lt;br /&gt;
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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;Backlash&#039;&#039;&#039; Prerequisite: &#039;&#039;Spellblade, Aura Emulation&#039;&#039;&lt;br /&gt;
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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;
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&#039;&#039;&#039;Blood Oath&#039;&#039;&#039; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite&#039;&#039;&#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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite&#039;&#039;&#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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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;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;
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; Prerequisite: &#039;&#039;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;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisites: &#039;&#039;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; Prerequisite&#039;&#039;&#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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;Create Wondrous Item&#039;&#039;, &#039;&#039;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; Prerequisite: Guardian&lt;br /&gt;
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; - Prerequisite &#039;&#039;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; Prerequisite: Warrior&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; Prerequisite: &#039;&#039;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; Prerequisite&#039;&#039;&#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; Prerequisite: &#039;&#039;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; Prerequisite&#039;&#039;&#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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: 5 &#039;&#039;Species&#039;&#039; &#039;&#039;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; Prerequisites: &#039;&#039;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; Prerequisite: &#039;&#039;Terrain Adaptation&#039;&#039; or &#039;&#039;Survival&#039;&#039; x 5This 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; Prerequisite: &#039;&#039;Medic 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; Prerequisite: Rok’Shen, &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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; Prerequisite: &#039;&#039;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;&lt;br /&gt;
Prerequisite: Trooper&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;&lt;br /&gt;
&lt;br /&gt;
Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, &#039;&#039;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; Prerequisite: &#039;&#039;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; 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;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; Prereq: Must have a single attunement and 100 favor. 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2023</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2023"/>
		<updated>2025-02-16T21:53:47Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skills&lt;br /&gt;
!Skill Point Cost &lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|xxxxxxxxxxxxxxxxxxxxxxxxxx&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;
|Precision +4&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +6&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +8&lt;br /&gt;
|Precision +6&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +10&lt;br /&gt;
|Precision +8&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +12&lt;br /&gt;
|Precision +10&lt;br /&gt;
|20&lt;br /&gt;
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|-&lt;br /&gt;
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|&#039;&#039;&#039;Fuel&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-40)&lt;br /&gt;
| -&lt;br /&gt;
|1 per&lt;br /&gt;
| -&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
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|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Garrote&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|Feint&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
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|Mob Scene&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
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|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Sneak Attack&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Cheap Shot&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Crippling Attack&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Ambush&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blind&lt;br /&gt;
|Tier 2 Offense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Assassinate&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blade Shower&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Defense/Utility&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
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|Move Silent&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Roll&lt;br /&gt;
|Tier 1 Defense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Escape&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Conceal&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dodge&lt;br /&gt;
|Tier 3 Defense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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|&lt;br /&gt;
|Hide&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Disable Device 1-10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Dailies&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Agility&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Stash&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Sap&lt;br /&gt;
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|2&lt;br /&gt;
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|Quickness&lt;br /&gt;
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|2&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
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|Disguise&lt;br /&gt;
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|4&lt;br /&gt;
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|Envenom&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
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|Shroud of Night&lt;br /&gt;
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|8&lt;br /&gt;
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|Disable Device 11-20&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
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|-&lt;br /&gt;
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|Sneaky Sneaky&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 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;
&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;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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&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;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 “Silence Strike Surprise”. 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Minotaur&amp;diff=1994</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Minotaur&amp;diff=1994"/>
		<updated>2025-01-30T00:46:07Z</updated>

		<summary type="html">&lt;p&gt;MMoore: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Advantages:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Strong&amp;#039;&amp;#039; -&amp;#039;&amp;#039;&amp;#039; Begin game with +1 Strength.  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Woodlander&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;-&amp;#039;&amp;#039; Receive a 1 SP discount on &amp;#039;&amp;#039;Knowledge (Nature)&amp;#039;&amp;#039; and &amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Disadvantages:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Make Up&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039; Bovine like features mask/make up, bull horns, and furry legs if not covered by costume.  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Magic Inept (can only use potions or a Novice Rune; may not directly cast spells)&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Legacy of Oppression&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039; Cannot resist &amp;#039;&amp;#039;Command&amp;#039;&amp;#039; effect from any source...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Advantages:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Strong&#039;&#039; -&#039;&#039;&#039; Begin game with +1 Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Woodlander&#039;&#039;&#039;&#039;&#039; &#039;&#039;-&#039;&#039; Receive a 1 SP discount on &#039;&#039;Knowledge (Nature)&#039;&#039; and &#039;&#039;Survival&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Disadvantages:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Make Up&#039;&#039;:&#039;&#039;&#039; Bovine like features mask/make up, bull horns, and furry legs if not covered by costume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Magic Inept (can only use potions or a Novice Rune; may not directly cast spells)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Legacy of Oppression&#039;&#039;:&#039;&#039;&#039; Cannot resist &#039;&#039;Command&#039;&#039; effect from any source&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Vegetarian Diet:&#039;&#039;&#039;&#039;&#039; &#039;&#039;As vegetarians you may not consume meat based cooking items.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Powers:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Longhorn-&#039;&#039;&#039;&#039;&#039; You are so large that you can purchase a second +1 (+2 Total) for 15 SP.  Also an additional +1 Strength, for a total of +3 Strength, for an additional 20SP; additionally for the purpose of &#039;&#039;Feats of Strength&#039;&#039; your base strength is always doubled. If purchased you may not take &#039;&#039;Shaman&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Shaman -&#039;&#039;&#039;&#039;&#039; You have proven yourself so adept that your tribe has appointed you with this title, allowing you to cast up to your class spell level cap. If purchased you may not take &#039;&#039;Longhorn&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Cloven Hooves&#039;&#039; -&#039;&#039;&#039; Your feet have pronounced cloves allowing you to really dig into the ground and pick up speed at a moment&#039;s notice. Grants the character the ability &#039;&#039;Flee&#039;&#039; twice each reset, and additionally allows the character to &#039;&#039;Flee&#039;&#039; into combat.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Overwhelming Force -&#039;&#039;&#039;&#039;&#039; Your weapon strikes are so brutal with your strength that they not only toll the body of your targets but strikes fear into their mind as well; this grants them the Effect Carrier &#039;&#039;Fear&#039;&#039; for 5 minutes or one Encounter.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Thick Hide:&#039;&#039;&#039;&#039;&#039; This Power grants the character +10 Natural armor that may be stacked with regular armor but may not exceed class maximum, with physical armor. (Example: a class with access to costume armor may take this power and they will no longer be required to craft costume armor in game. They will still be required to wear a fitting costume for the theme of the game). May purchase a second Natural Armor +10, for 15sp.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039;[edit | edit source] ===&lt;br /&gt;
&#039;&#039;&#039;Chieftain&#039;&#039;&#039; - pre-req: Longhorn. You have been recognized as the leader of your tribe. Most Minotaurs, both NPC and PC, recognize and respect your word. Your might has earned you this title. Twice per reset you may call upon your tribe to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your tribe create a distraction allowing you to skip an Encounter or two of a Module.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Species&amp;diff=1993</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Species&amp;diff=1993"/>
		<updated>2025-01-30T00:45:48Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character&#039;s Species (capitalized to disambiguate between the LARP concept and the real-world concept) is the type of creature he/she/they are. Elves, Dwarfs, Humans, and many more options exist, each with their own strengths, weaknesses, and idiosyncrasies. The list below is not exhaustive, and will be updated as species are introduced or eliminated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Barrowmen]]&lt;br /&gt;
&lt;br /&gt;
[[Drakken]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarf]]&lt;br /&gt;
&lt;br /&gt;
[[Elementalkin]]&lt;br /&gt;
&lt;br /&gt;
[[Elf]]&lt;br /&gt;
&lt;br /&gt;
[[Ent]]&lt;br /&gt;
&lt;br /&gt;
[[Exemplar]]&lt;br /&gt;
&lt;br /&gt;
[[Fae]]&lt;br /&gt;
&lt;br /&gt;
[[Felis]]&lt;br /&gt;
&lt;br /&gt;
[[Goblin]]&lt;br /&gt;
&lt;br /&gt;
[[Gnome]]&lt;br /&gt;
&lt;br /&gt;
[[Half-Troll]]&lt;br /&gt;
&lt;br /&gt;
[[Human]]&lt;br /&gt;
&lt;br /&gt;
[[Lizardman]]&lt;br /&gt;
&lt;br /&gt;
[[Minotaur]]&lt;br /&gt;
&lt;br /&gt;
[[Myconid]]&lt;br /&gt;
&lt;br /&gt;
[[Orc]]&lt;br /&gt;
&lt;br /&gt;
[[Ogre]]&lt;br /&gt;
&lt;br /&gt;
[[Rok&#039;Shen]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1862</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1862"/>
		<updated>2024-09-13T07:23:05Z</updated>

		<summary type="html">&lt;p&gt;MMoore: /* Warlock Spells (Shadow) */&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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=== 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;
# 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.&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 five minutes per spell level 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 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 [[Health, Death, and Dying|Body]] damage. &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, small-sized shield, or other object which is no larger than a Small 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 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;
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&amp;lt;blockquote&amp;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 +4 Strength, in the case of a lock it will open any lock lower than a level 10 Basic Lock. This does not break or damage the door or lock it simply cause them to open.&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.&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;
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&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;
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&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;
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=== 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;
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&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;
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&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;
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&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;
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&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;
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=== 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, 4 Energy or 8 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 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. &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 ten 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 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;
=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&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 is a Mental effect.  &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 &amp;quot;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&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 25 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]], 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; - doubles a 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;^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.&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; - per the standard Detonate effect.&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Breathe Liquid&#039;&#039; - per the standard Breathe Liquid effect Duration: 1 hour or module&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*Refit - as per the standard refit spell&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Elemental Shield - per the standard elemental shield effect&#039;&#039;  This is a Buff Spell&amp;lt;/blockquote&amp;gt;&lt;br /&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.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;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;) 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.&#039;&#039;&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 grantyou/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 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. 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 metabolic and mental effects 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1861</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1861"/>
		<updated>2024-09-13T01:48:03Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;Magic 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 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 focused training in a Rare Knowledge Area. &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&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&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&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&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;
|-&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;
|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;
|Spell Pool I&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;
|Spell Pool II&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;
|Spell Pool III&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;
|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|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;
|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;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
!Advanced&lt;br /&gt;
!&lt;br /&gt;
!&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;
|-&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;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&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;
|Penetrating Spell&lt;br /&gt;
|&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;
|-&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;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
* Pact of the Blade- 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.&lt;br /&gt;
* Pact of Iron- 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.  &lt;br /&gt;
* Pact of the Eye- 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)&lt;br /&gt;
* Pact of Knowledge- 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.&lt;br /&gt;
&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;
&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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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 Shadow magic The default incant for shadow spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow 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 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.&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 curses, i.e. anything that has &amp;quot;curse&amp;quot; in the delivery or incant. &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 Shadow 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1549</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1549"/>
		<updated>2024-07-12T20:49:10Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
= Warlock =&lt;br /&gt;
[[Warlock#mw-head|Jump to navigation]]&lt;br /&gt;
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=== &#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;
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&#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;
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&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Warlocks are proficient with Short, Medium, and Long 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;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;Magic 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 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 Shadow.&lt;br /&gt;
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&#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;
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&#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 focused training in a Rare Knowledge Area. &lt;br /&gt;
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&#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;
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* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare&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&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&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;
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* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy&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;
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{| 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;
|-&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;
|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;
|Spell Pool I&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;
|Spell Pool II&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;
|Spell Pool III&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;
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|Shadow Familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|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;
|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;
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|9&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;
!Advanced&lt;br /&gt;
!&lt;br /&gt;
!&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;
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|Hasten Spell&lt;br /&gt;
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|2&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;
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|Forked Spell&lt;br /&gt;
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|3&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;
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|Penetrating Spell&lt;br /&gt;
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|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;
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|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!Techniques&lt;br /&gt;
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|Dark Pact&lt;br /&gt;
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|20&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
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|Blitz&lt;br /&gt;
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|4&lt;br /&gt;
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|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
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|6&lt;br /&gt;
|3&lt;br /&gt;
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|-&lt;br /&gt;
|Conceal&lt;br /&gt;
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|6&lt;br /&gt;
|3&lt;br /&gt;
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|-&lt;br /&gt;
|Energy (1-12)&lt;br /&gt;
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|1&lt;br /&gt;
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|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
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|}&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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
* Pact of the Blade- 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. &lt;br /&gt;
* Pact of Iron- 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.  &lt;br /&gt;
* Pact of the Eye- 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)&lt;br /&gt;
* Pact of Knowledge- 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.&lt;br /&gt;
&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;
&#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;
&#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;
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&#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;
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&#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;
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&#039;&#039;&#039;Portal Manipulation&#039;&#039;&#039;: Portal Manipulation is the means by which Mages use portals to move between worlds. The cost for a given manipulation depends on the portal in question and the desired result of manipulating it. Portal Manipulation generally requires a marshal present to adjudicate the outcome.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Level One&#039;&#039;:&#039;&#039;&#039; This skill alerts the user to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners. Using this in Nexus is usually a waste of time (it&#039;s like Detect Air) but it can be extremely helpful far from home.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Two&#039;&#039;:&#039;&#039;&#039; Opens a portal for which the user has/does/knows the gate key. Also allows for closing that portal. This takes ten minutes of work, or can be rushed at a cost of one mana per minute.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Three&#039;&#039;:&#039;&#039;&#039; Allows a user to use planar shortcuts to travel between places on the same plane. This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Four&#039;&#039;:&#039;&#039;&#039; Allows for minor adjustment of a portal&#039;s exit location. This is the means by which Nexus portaleers open portals directly onto their couches after a hard adventure. A Mage can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards of adjustment.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Level Five&#039;&#039;:&#039;&#039;&#039; Allows a user to change the exit plane of a portal long enough for his party to pass through it. This has no mana cost, but isn&#039;t guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places. Importantly, Nexus can &#039;&#039;always&#039;&#039; be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Ritualism-&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
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&#039;&#039;&#039;Shadow 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;
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&#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;
&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 Shadow magic The default incant for shadow spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow 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 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.&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 metabolic and mental effects 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 Shadow 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;Shadow 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;Shadow 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1546</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1546"/>
		<updated>2024-07-12T20:41:15Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;Magic 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 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 Shadow.&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 focused training in a Rare Knowledge Area. &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&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&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&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&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;
|-&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;
|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;
|Spell Pool I&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;
|Spell Pool II&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;
|Spell Pool III&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;
|Shadow Familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|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;
|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;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
!Advanced&lt;br /&gt;
!&lt;br /&gt;
!&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;
|-&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;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&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;
|Penetrating Spell&lt;br /&gt;
|&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;
|-&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;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
!Techniques&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&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;
|&lt;br /&gt;
|&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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|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen&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;
|Conceal&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;
|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;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|}&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;
* Pact of the Blade- 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. &lt;br /&gt;
* Pact of Iron- 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.  &lt;br /&gt;
* Pact of the Eye- 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)&lt;br /&gt;
* Pact of Knowledge- 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.&lt;br /&gt;
&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;
&#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;
&#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;Portal Manipulation-&#039;&#039;&#039; Casters have a close connection to the Ley and by extension they have a knack for tapping into and working with the same energy present in its transitive powers to move around the planes. This skill allows the character to interact with and alter existing openings in the Ley.&lt;br /&gt;
&lt;br /&gt;
* 1 Ley point- Decode source- allows the character to better understand an opening through the Ley, learning its origination point as well as its time open&lt;br /&gt;
* 2 Ley Points- Hop- allows the character to mimic a weak form of the Wayfarer ability, Open Passage; however it can only be performed at a Portal Stone&lt;br /&gt;
* 4 Ley Points- Slide- allows the character to transport to the closest Portal Stone they are aware of quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritualism-&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow 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;
&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 Shadow magic The default incant for shadow spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to grantyou/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.&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 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.&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 metabolic and mental effects 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 Shadow 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;Shadow 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;Shadow 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=1542</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=1542"/>
		<updated>2024-07-12T20:27:38Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;
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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;
&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;
{| 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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|Disable Device 1-10&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&amp;quot;.&amp;lt;/u&amp;gt;&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;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 &#039;&#039;Backstab&#039;&#039; 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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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;
&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;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 race 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 “Silence Strike Surprise”. 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;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;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;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;
=== Heroic Rogue Powers ===&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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1540</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1540"/>
		<updated>2024-07-12T20:14:17Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills are the things your character can do.  They&#039;re the basic means by which a character interacts with the world.  Skills are heavily influenced by [[Classes|Class]].  Some skills are there for everyone, some are shared across similar classes, some are completely proprietary to the one class that practices them.  Most [[Races]] have Skills resulting from their ancestry or native environment.  Skills are purchased with [[Advancement|Skill Points]] and every Skill has a description of what it does, what (if anything) it costs to employ, how often it can be used, and what underlying skills are required for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyman Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;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;
|Adrenaline Rush&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Healing Arts&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;First Aid &amp;amp; Diagnose&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brawl&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  (Area)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brew Potion Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|[[Merchant (Skill)]] 1-10&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Estimate Value&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Miner, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Miner, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Miner, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Portal Manipulation Rank 1-5&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Read and Write&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craftsman&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Resurrection 1-10&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Knowledge (Cycle) or Spirit Magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Diagnose&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;First Aid&#039;&#039;&lt;br /&gt;
|Scribe Scroll Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device 1-10&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Smithing Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Estimate Value&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Theurgist, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Farmer, Minor&#039;&#039;&lt;br /&gt;
|Track 1-20&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First Aid&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Underwater Combat&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Instruct&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|One Handed Block&lt;br /&gt;
|5&lt;br /&gt;
|Proficiency with a 2Handed Weapon&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;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;
|&#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;
|Brew Potion Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Brew Potion Rank 4&#039;&#039;&lt;br /&gt;
|Practitioner&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;Healing Arts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Chemistry Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Cook Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Evasion&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Disable 10&#039;&#039;&lt;br /&gt;
|Profession- 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Engineering Rank 4&#039;&#039;&lt;br /&gt;
|Ritualism&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Knowledge Area&#039;&#039; Rank 4&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Farmer Standard&#039;&#039;&lt;br /&gt;
|Repair Item&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Smithing&#039;&#039; or &#039;&#039;Engineering&#039;&#039; Rank 3&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge Area, Rare&lt;br /&gt;
|3&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|Scribe Scroll Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Scribe Scroll Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Memorize Ritual&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Ritualism&#039;&#039;&lt;br /&gt;
|Smithing Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Smithing Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Miner, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Miner, Standard&#039;&#039;&lt;br /&gt;
|Theurgist, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Theurgist, Standard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device 11-20&lt;br /&gt;
|3&lt;br /&gt;
|Disable Device 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Racial 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;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;
|Resist  Impairment&lt;br /&gt;
|3&lt;br /&gt;
|Rok&#039;Shen&lt;br /&gt;
|Resist Mental&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|-&lt;br /&gt;
|Resist Magic&lt;br /&gt;
|6&lt;br /&gt;
|Deep Elf/Deep Dwarf/Pixie&lt;br /&gt;
|Camouflage&lt;br /&gt;
|4&lt;br /&gt;
|Ent&lt;br /&gt;
|-&lt;br /&gt;
|Resist Toxin&lt;br /&gt;
|4&lt;br /&gt;
|Felis or Hill Dwarf&lt;br /&gt;
|Resist Mental&lt;br /&gt;
|3&lt;br /&gt;
|Desert Elf/Forest Elf&lt;br /&gt;
|-&lt;br /&gt;
|Regeneration&lt;br /&gt;
|3&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|Battle rage&lt;br /&gt;
|8&lt;br /&gt;
|Orc/Forest Elf&lt;br /&gt;
|-&lt;br /&gt;
|Resist Sleep&lt;br /&gt;
|2&lt;br /&gt;
|High Elf&lt;br /&gt;
|Burst of Strength&lt;br /&gt;
|6&lt;br /&gt;
|Fae Troll&lt;br /&gt;
|-&lt;br /&gt;
|Resist Metaboloic&lt;br /&gt;
|4&lt;br /&gt;
|Exemplar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Knowledge Skills]]: ==&lt;br /&gt;
Knowledge skills represent your character&#039;s education in a given field.  Sometimes that&#039;s formal education, sometimes it&#039;s passed down from master to apprentice, sometimes it&#039;s just losing the same fight over and over until you start seeing the why of it.  Some of them also have practical applications, things your character knows how to do as a result of whatever study taught him the field.  Knowledge Skills are explored more fully at:&lt;br /&gt;
&lt;br /&gt;
[[Knowledge Skills|Knowledge Skill Descriptions]]&lt;br /&gt;
&lt;br /&gt;
=== Learning Skills ===&lt;br /&gt;
Characters can learn skills in a number of ways. The first is from being taught by an Instructor who already has that skill and spends time teaching it to your character. The second is through the use of Skill Tomes or Spell Scrolls which can be created by someone with the appropriate skills or found as treasure. The third is for those who can&#039;t seem to find the first two. A player may spend a Between Game Action (BGA) to spend time learning any basic everyman skill or class skill. The Advanced skills are a little more complex and require the expenditure of two BGAs. These can be spent all at once or over the course of multiple games, however the skill will not be useable until after all appropriate actions have been spent. Additionally, you must have earned the build before finalizing the learning any skill via this method. (i.e., if learning Brew Potion Rank 5, you would need to have the 10 SP ready to be spent after using the second BGA but do not need it available before starting to learn the skill).&lt;br /&gt;
&lt;br /&gt;
[[Skill descriptions]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=1538</id>
		<title>Djinn</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=1538"/>
		<updated>2024-07-12T19:28:20Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Advantages: ===&lt;br /&gt;
Gain 4 generic &amp;quot;fuel&amp;quot; for use with Ritualism&lt;br /&gt;
&lt;br /&gt;
Resist Wind receive 1 resist at 1st level and every 10th level for free, and may purchase more.&lt;br /&gt;
&lt;br /&gt;
Can buy Natural Cyclone (self only, 4SP)&lt;br /&gt;
&lt;br /&gt;
===  Disadvantages: ===&lt;br /&gt;
-2 Body (to a minimum of 2)&lt;br /&gt;
&lt;br /&gt;
Racial Makeup (white and/or blue markings, pointed ears)&lt;br /&gt;
&lt;br /&gt;
Vulnerable (Stone)&lt;br /&gt;
&lt;br /&gt;
Can be harvested by an Advanced Theurgist for &amp;quot;Heart of a Djinn&amp;quot; ritual component - being Harvested forces a Djinn to resurrect.&lt;br /&gt;
&lt;br /&gt;
===  Powers: ===&lt;br /&gt;
* Gentle Breeze*:  This functions as a Natural Glide, usable twice per reset.&lt;br /&gt;
* Windrider:  This functions as a Natural Fly, usable twice per reset (requires Gentle Breeze)&lt;br /&gt;
* Gust of Wind:  This functions as a packet-delivered Natural Disarm, usable twice per reset&lt;br /&gt;
* Camo:  Some lucky Djinn are born with markings in places covered by clothing; a Djinn with Camo can pass for an elf unless he&#039;s closely inspected.  Camo Djinn have their makeup requirements reduced to simple pointed ears and may respond with &amp;quot;elf&amp;quot; to &amp;quot;What do I see&amp;quot; calls.&lt;br /&gt;
&lt;br /&gt;
===  Heroic: ===&lt;br /&gt;
* Sorcerer:  Djinn Sorcerers stand alone at the apex of ritualism.  This power has a number of effects:&lt;br /&gt;
** A Sorcerer may re-roll a Ritual if they don&#039;t like how it came out.  They must abide by the result of the second roll, even if it&#039;s less desirable.&lt;br /&gt;
** Sorcerers may surrender one Natural Cyclone tag in lieu of any one component in a ritual.  This can only be done once per ritual.&lt;br /&gt;
** Once per season, a Sorcerer can forgo the ritual roll and simply declare the outcome.&lt;br /&gt;
* Ethereal:  Djinn Warriors, never very numerous, are nonetheless fearsome opponents.  An Ethereal Djinn may elect to alter his Natural Cyclone to admit ranged attacks but blunt melee; this allows him to call No Effect to normal melee attacks at the cost of suffering ranged attacks normally.  Ethereal Cyclones last for one minute.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gargoyle&amp;diff=1471</id>
		<title>Gargoyle</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gargoyle&amp;diff=1471"/>
		<updated>2024-07-09T23:12:55Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Advantages: ===&lt;br /&gt;
* Resist Stone, receive 1 resist at 1st level and every 10th level for free, and may purchase more.&lt;br /&gt;
* Can buy Threshold (up to 4 levels at 8SP each, for a final threshold of 5 (everyone has Threshold 1))&lt;br /&gt;
* Can buy Natural Petrify (self-only, 1x/reset @ 4SP each)&lt;br /&gt;
&lt;br /&gt;
===  Disadvantages: ===&lt;br /&gt;
* Racial Makeup (Grey/rocky skin)&lt;br /&gt;
* Vulnerable (Air)&lt;br /&gt;
* Must buy non-Nature spells with SP instead of scrolls or instructors&lt;br /&gt;
&lt;br /&gt;
===  Powers: ===&lt;br /&gt;
Claws:  Provides Short Claws&lt;br /&gt;
&lt;br /&gt;
Lengthen Claws:  Extends Claws to Medium Weapons&lt;br /&gt;
&lt;br /&gt;
Granite Skin:  +10 Body&lt;br /&gt;
&lt;br /&gt;
Waterspout:  Grants Hide, only usable in rocky/stone surroundings.  Gargoyles hidden by this power are immediately revealed if they move in any way not required to survive - you can breathe, and blink, but be comfortable before you call this.&lt;br /&gt;
&lt;br /&gt;
Arch Support:  Grants +1 Strength&lt;br /&gt;
&lt;br /&gt;
===  Heroic: ===&lt;br /&gt;
Stonehaven:  A Gargoyle under the effect of Petrify retains full sensory awareness and may choose to end the duration at any time.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gargoyle&amp;diff=1463</id>
		<title>Gargoyle</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gargoyle&amp;diff=1463"/>
		<updated>2024-07-09T22:48:42Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Advantages:&lt;br /&gt;
&lt;br /&gt;
* Can buy Resist Stone&lt;br /&gt;
* Can buy Threshold (up to 4 levels at 8SP each, for a final threshold of 5 (everyone has Threshold 1))&lt;br /&gt;
* Can buy Natural Petrify (self-only, 1x/reset @ 4SP each)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
&lt;br /&gt;
* Racial Makeup (Grey/rocky skin)&lt;br /&gt;
* Vulnerable (Air)&lt;br /&gt;
* Must buy non-Nature spells with SP instead of scrolls or instructors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Powers:&lt;br /&gt;
&lt;br /&gt;
Claws:  Provides Short Claws&lt;br /&gt;
&lt;br /&gt;
Lengthen Claws:  Extends Claws to Medium Weapons&lt;br /&gt;
&lt;br /&gt;
Granite Skin:  +10 Body&lt;br /&gt;
&lt;br /&gt;
Stone Meld:  Grants Hide, only usable in rocky/stone surroundings.  Gargoyles hidden by this power are immediately revealed if they move in any way not required to survive - you can breathe, and blink, but be comfortable before you call this.&lt;br /&gt;
&lt;br /&gt;
Arch Support:  Grants +1 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heroic:&lt;br /&gt;
&lt;br /&gt;
Stonehaven:  A Gargoyle under the effect of Petrify retains full sensory awareness and may choose to end the duration at any time.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Pixie&amp;diff=1462</id>
		<title>Pixie</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Pixie&amp;diff=1462"/>
		<updated>2024-07-09T22:44:45Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== &#039;&#039;&#039;Advantages:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Born of magic -&#039;&#039;&#039; May purchase Resist magic for 6 SP each&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natures Child -&#039;&#039;&#039; 1 SP discount ( to a minimum of 1 SP) KA Nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiry&#039;&#039;&#039;- can purchase Dodge for 8 SP each&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Disadvantages:&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Vulnerable Iron:&#039;&#039;&#039; Pixies take double effect from Iron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extra-planar:&#039;&#039;&#039; Essence &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small Frame -&#039;&#039;&#039; May not wield two handed weapons or wear armor heavier than Medium&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frail -&#039;&#039;&#039; Cannot possess extra strength from any source except temporary effects&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial makeup -&#039;&#039;&#039; all pixies must rep gossamer or dragonfly like wings. And must wear only light or colorful clothes.&lt;br /&gt;
&lt;br /&gt;
=== Powers ===&lt;br /&gt;
&#039;&#039;&#039;Flap your wings -&#039;&#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;
&lt;br /&gt;
&#039;&#039;&#039;Flit and Flutter -&#039;&#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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner of your Eye -&#039;&#039;&#039; This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day. The Conceal may only be used on Essence or a Shard of the Prime.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ====&lt;br /&gt;
&#039;&#039;&#039;Flutter Harder!&#039;&#039;&#039; Prerequisite: &#039;&#039;&#039;Flit &amp;amp; Flutter&#039;&#039;&#039; The uses of Flee that a Pixie has gained through purchases of &#039;&#039;&#039;Flit and Flutter&#039;&#039;&#039; 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;
&#039;&#039;&#039;Harder to Spot&#039;&#039;&#039; Prerequisite&amp;quot; &#039;&#039;&#039;Corner of Your Eye&#039;&#039;&#039; 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;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1451</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1451"/>
		<updated>2024-07-09T20:35:47Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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;Magic 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 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 Shadow.&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 focused training in a Rare Knowledge Area. &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&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&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&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&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;
|-&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;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Portal Manipulation&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Penetrating spell&lt;br /&gt;
|&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;
|Arcane spell&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|&lt;br /&gt;
|&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;
|Ritualism &lt;br /&gt;
|&lt;br /&gt;
|5&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;
|Cancel magic&lt;br /&gt;
|&lt;br /&gt;
|6&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;
|Knowledge Area (Common)&lt;br /&gt;
|&lt;br /&gt;
|2&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;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Desription&lt;br /&gt;
|2&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;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|Shadow Familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|May have only 1 per 2 lvls.&lt;br /&gt;
|6&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;
|Shadow Meld&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
!Techniques&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&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;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conceal&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;
|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;
|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;
&lt;br /&gt;
&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;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;
* Pact of the Blade- 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. &lt;br /&gt;
* Pact of Iron- 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.  &lt;br /&gt;
* Pact of the Eye- 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)&lt;br /&gt;
* Pact of Knowledge- 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.&lt;br /&gt;
&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;
&#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;
&#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;Portal Manipulation-&#039;&#039;&#039; Casters have a close connection to the Ley and by extension they have a knack for tapping into and working with the same energy present in its transitive powers to move around the planes. This skill allows the character to interact with and alter existing openings in the Ley.&lt;br /&gt;
&lt;br /&gt;
* 1 Ley point- Decode source- allows the character to better understand an opening through the Ley, learning its origination point as well as its time open&lt;br /&gt;
* 2 Ley Points- Hop- allows the character to mimic a weak form of the Wayfarer ability, Open Passage; however it can only be performed at a Portal Stone&lt;br /&gt;
* 4 Ley Points- Slide- allows the character to transport to the closest Portal Stone they are aware of quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritualism-&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow 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;
&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 Shadow magic The default incant for shadow spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to grantyou/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.&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 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.&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 metabolic and mental effects 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 Shadow 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;Shadow 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;Shadow 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1450</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1450"/>
		<updated>2024-07-09T20:32:31Z</updated>

		<summary type="html">&lt;p&gt;MMoore: /* Warlock Spells (Shadow) */&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.&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;
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.&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;
# 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 scroll or skill points.  &#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;
Your caster enters play with their character level + 1 in spells from the first school, and character level exactly in spells from their second school.  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.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. (&#039;&#039;What if this was on SP per lvl? in the end it makes a difference but I feel like itll only add to the want of interaction for learning the spells? Just a thought.  (That means paying nine build for a Life spell and I&#039;m not thrilled with that. This was never here for us, we were always going to conserve build wherever possible and one per really does add up - it&#039;s here for people that for whatever reason struggle with those interactions, get shafted on treasure drops and still want to play casters.  I like encouraging interaction.  I don&#039;t like forcing it and 45 build to fill out your 9&#039;s is real close to that second thing.))&#039;&#039;&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 five minutes per spell level 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 chain spelled&lt;br /&gt;
&lt;br /&gt;
== Evocation ==&lt;br /&gt;
&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. &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 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 [[Health, Death, and Dying|Body]] damage. &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, small-sized shield, or other object which is no larger than a Small 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”.&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 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;Define Magic:&#039;&#039;  This spell, if used upon an item that has magical properties, will reveal to the caster all such properties in addition to how to use them and the item. This spell will not reveal if an item is cursed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;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 +4 Strength, in the case of a lock it will open any lock lower than a level 10 Basic 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;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 oreffect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”.&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;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;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;
=== 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.&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.&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 Combat Slots then they will lose 4 levels of Combat Slots, if they have Spell Slots they will lose unused slots equaling 10 total spell levels, 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;  &amp;lt;s&amp;gt;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;/s&amp;gt;  Implosion 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 Implosion 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;
&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, 4 Energy or 8 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.&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;Featherfall&#039; or &#039;an elemental 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;
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&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.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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;
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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. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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;
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=== &#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;
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&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. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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.  &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 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. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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;
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=== &#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.  &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  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;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”  &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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&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 ten seconds. This is a Fear effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== &#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;
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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 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;
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&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;
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&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;
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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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=== &#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;
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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”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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;
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&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;
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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.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== &#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;
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&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.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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;
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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, 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;
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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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=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&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 is a Mental effect.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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;
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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 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;
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&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;
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&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. When this spell is cast the originator and one other character, chosen by the caster, that is present are considered invested in the lock and can open the door on a 3 counted action, lowering the effect until the door is shut again. If used in conjunction with the Chain Spell, one additional target 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 lock. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== &#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;
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&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;
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&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.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&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;
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&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;
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=== &#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;
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&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;
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&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;
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&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.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== 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 &amp;quot;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.&lt;br /&gt;
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=== 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;  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;:  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;
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=== 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;:  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;: 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;:  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;
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=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ash (Aspect)*#&#039;&#039;:  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;: 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;:  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;:  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;: 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;:  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;:  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*#&#039;&#039;: 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;:  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;:  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;:  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 target to call a group Flee. When used the target must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies of the caster (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 ( call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: 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;:  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;:  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;:  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;:  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&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;Storm (I call upon Nature to grant the power of the Storm)&#039;&#039;:  This spell enchants the caster with the power of the storm. 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;:  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;:  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 Page 118 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 25 points of damage and Daze them. This will not move creatures of larger than Great Size but will still deal damage.&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]], 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”.   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; - doubles a 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;Cleanse&#039;&#039; - immediately ends the duration of all negative effects on a friendly target.&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&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;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.&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.&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; - per the standard Detonate effect.&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*&#039;&#039; - per the standard Breathe Liquid effect&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Refit* - as per the standard refit spell&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield* - per the standard elemental shield effect&#039;&#039;  &amp;lt;/blockquote&amp;gt;&lt;br /&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.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;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;) 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.&#039;&#039;&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 (Shadow) ==&lt;br /&gt;
The default incant for Warlock spells is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the shadow to grantyou/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.&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, only one blade spell can be used at a time.&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.&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 metabolic and mental effects 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”. This is a mental effect.&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.&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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=1447</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=1447"/>
		<updated>2024-07-09T20:26:45Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
Mages are people who make their living with the study and use of magic.  Magic is a difficult, demanding mistress and achieving great skill with the mystic arts precludes great skill in other demanding disciplines.  Student Mages are not encouraged to waste their time with trivia like &#039;armor&#039; or crudities like &#039;weapons&#039;.  For a mage, magic is weapon, armor, shield, and comfort.  Even small branches out into other areas of study frequently relate back to magic.  Mages can excel at creating potions and runes without sacrificing a great deal of their magic.  Mages tend to analytical minds and this makes them fine engineers, if they can be persuaded to sacrifice a bit more of their raw capability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Moving under stress in armor is a trained, physical activity and not something Mages are taught.  Mages may wear Costume Armor without spending precious resources to learn better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Mages are skilled in the use of magic implements:  Daggers, Staves, and Wands.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana:&#039;&#039;&#039; Mages may purchase mana &amp;lt;s&amp;gt;without limit&amp;lt;/s&amp;gt; up to 120 because of haters, although their efficiency suffers a bit past the efficient limit of 100.  This more than anything is what distinguishes a Mage from a dabbler.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;&#039;&#039;&#039;Second Breath&#039;&#039;:&#039;&#039;&#039;  A Mage may reset his spell pool without cost, count, or announcement once per reset.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Overcast&#039;&#039;:&#039;&#039;&#039;  &amp;lt;s&amp;gt;A Mage up against the wall may burn one base Body point to immediately generate 10 Mana, to the limit of his base Body points.  A Mage that does this cannot use their magic for ten minutes per Body spent, and Mages cannot Overcast more than their base Body in any given reset.  This damage cannot be healed with magic, although they may heal it with chemical or natural remedies.  Overcast is a weapon of last resort; Mages loathe being severed from their magic, but when things are bad enough, Overcast provides one last hope.&amp;lt;/s&amp;gt;   &#039;&#039;(I&#039;ve had it observed, correctly, that this is basically a second, possibly very large, mana pool, and I need to rethink it.  What I wanted was a last-ditch heavy burn when all hope was lost and I&#039;m still noodling on how to present that without incurring routine Overcasting.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conservation:&#039;&#039;&#039; Through use of mental review of their situation, a Mage may call back the energies from a spell they cast that missed the target doing so will return the mana spent but not any associated Ley Energies.  This can be done once per reset at 1st level and again once every 4 levels after that (1st, 5th, 9th, etc) Note: This is not for any spell that was defended against, only those where the mage just missed their target completely, hitting nothing. Any Defense or hitting of an unintended character will not be able to trigger this effect.&lt;br /&gt;
&lt;br /&gt;
== Mage Skills ==&lt;br /&gt;
&#039;&#039;A note about Spells:  The SP cost listed for spells below applies if your Mage 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 Mage can acquire spells even a given scroll is elusive, or overpriced, or just sold by someone you can&#039;t get along with.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&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;
!Fuel&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (101-120)&lt;br /&gt;
!Mana (100)&lt;br /&gt;
!1&lt;br /&gt;
!Fuel&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 School&lt;br /&gt;
!-&lt;br /&gt;
!0&lt;br /&gt;
!Passive&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd School&lt;br /&gt;
!1st School&lt;br /&gt;
!10&lt;br /&gt;
!Passive&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;
!1st School&lt;br /&gt;
!1*&lt;br /&gt;
!1 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd level spell&lt;br /&gt;
!1st School, 1st level spell&lt;br /&gt;
!1*&lt;br /&gt;
!2 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!3rd level spell&lt;br /&gt;
!1st School, 2nd level spell&lt;br /&gt;
!1*&lt;br /&gt;
!3 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!4th level spell&lt;br /&gt;
!1st School, 3rd level spell&lt;br /&gt;
!1*&lt;br /&gt;
!4 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!5th level spell&lt;br /&gt;
!1st School, 4th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!5 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!6th level spell&lt;br /&gt;
!1st School, 5th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!6 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!7th level spell&lt;br /&gt;
!1st School, 6th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!7 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!8th level spell&lt;br /&gt;
!1st School, 7th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!8 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!9th level spell&lt;br /&gt;
!1st School, 8th level spell&lt;br /&gt;
!1*&lt;br /&gt;
!9 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;
!See Below&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;
!See Below&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;
!See Below&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;
!See Below&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;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!15&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;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&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;
!Fuel&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;
!Natural Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Penetrating Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Arcane Spell&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;
!Elemental Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana Shield&lt;br /&gt;
!-&lt;br /&gt;
!10&lt;br /&gt;
!5 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Siphon Mana&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;
!4&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Storm&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!Miscellaneous&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Cancel Magic&lt;br /&gt;
!-&lt;br /&gt;
!6&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Chain Spell 1-5&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mirror Image&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Portal Manipulation 1-5&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!Varies&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;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mage 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.  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 (although this limit may rise as the game progresses).   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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Schools&#039;&#039;&#039;:  Schools are variously referred to as Paths or Disciplines or Flavors at various places on various worlds.  Whatever the name, a School is just a grouping of spells related to each other in some way.  Learning a School allows your mage to acquire and cast spells from that School.  Far and away the most common Schools are Evocation and Spirit; these are the first two taught at every accredited magic school and every Mage can learn the workings of those Schools without significant trouble.  Other Schools do exist; Shadow is known (and feared) across the worlds.  Others tend to be so narrow in purpose that they&#039;re not useful outside of their niches, or so carefully guarded that learning them is a massive, epic task.   Nature may or may not be a School of magic.  Scholars have debated this as far back as anyone can remember; the use of mana and the general similarity in the casting process argues that Nature is a School.  The fact that no Mage yet has managed to learn to it argues that&#039;s a magic-like philosophy and so different from &amp;quot;normal&amp;quot; mana manipulation that it&#039;s not actually a School so much as it is a perspective, one incompatible with Magery.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;[[Spells]] &#039;&#039;&#039;1-9&#039;&#039;&#039;:  Broadly speaking, Mages may learn spells in one of two ways.  The easiest is simply transcribing a written formula into memory, and Mages prefer this where the option is available.  In order to do this, all your Mage 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 Mages of the worlds.  Where this isn&#039;t possible (some places have outright banned Evocation 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;:  Mages can step out of the way of their own spellcasting process and instead elect to just push unshaped mana.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of healing (if you&#039;re trained in Spirit) or elemental damage (if you&#039;re trained in Evocation) or other flavors (if you&#039;re trained in weirdo schools of magic, they&#039;ll specify their pool flavors), to a limit of 10 points at a time at Spell Pool I.  This is cast as &amp;quot;Magic X &amp;lt;healing | 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 spell Evocation  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Starting Spells:&#039;&#039;&#039;  Your Mage enters play with their character level + 1 in spells from the first school, and character level exactly in spells from their second school.  Further schools down the road may or may not come with a starting set of spells.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: ===&lt;br /&gt;
&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.   Mages purchase Ley Points directly, at 2 SP each, and a Mage cannot buy more than 20 total.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Hastened Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Hasten Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  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;&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &amp;lt;span id=&amp;quot;Natural Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Natural Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  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;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Penetrating Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Penetrating Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  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.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Arcane Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Arcane Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  An Arcane spell functions much like a Natural spell, delivering an effect without incant or motion.  Arcane Spell is called as &amp;quot;Arcane &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot;, where Flavor can be any usual Elemental Flavor for Evocation effects and Spirit for Spirit Effects.  Arcane is comparatively rare in the worlds and defenses to it are much less common than Resist Magic.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Elemental Spell&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Elemental Spell:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; 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.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Revitalize&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Revitalize:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  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;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Mana Shield&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Mana Shield&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Mana Shield wraps your mana around you in a shell, hopefully one that wards off enough damage for someone else to come and save you.  &amp;lt;s&amp;gt;This is called as &amp;quot;Mana Shield&amp;quot; and as soon as that call is made, incoming damage is applied to your Mana pool instead of your armor or body.  Damage to a Mana shield is considered Body damage for the purposes of carriers and other &amp;quot;must do body&amp;quot; effects.  If you have damage reduction in some flavor, it does not apply to a Mana Shield.  You may continue to cast spells with an active Mana Shield, if you can track a resource being depleted from two sources, but you might consider talking to a Fighter about the wisdom of burning your protection while someone is trying to kill you.&amp;lt;/s&amp;gt;  Mana Shield is cast before entering combat and translates mana points directly into armor points.  Mana Shields cannot be reset or refitted like real armor can.  While your Mana Shield is active, your mana pool is reduced by the amount spent for armor - if you spend 50 out of your 100 mana on a Mana Shield, your mana pool stops at 50 until the armor is depleted or the effect is dismissed (&#039;&#039;this is intended to prevent loops from forming - I spend 100 mana on Mana Shield, drink some potions to get back up to 100, then dump another hundred on mana shield, drain some buddies to get back up to 100 again, and stroll out on to the field with four full fighter&#039;s worth of armor and 100 mana to throw&#039;&#039;).  (&#039;&#039;Also, I am aware that this differs in mechanics from the more familiar mana shields of video game fame.  I am not necessarily opposed to a more traditional function, but I need to see what the real impact of high-armor mages is, and then I&#039;ll start dipping toes in the water to see how realistically people can track one pool for incoming damage and outgoing fuel at the same time.)&#039;&#039;   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Siphon Mana&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;Siphon Mana&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This allows your Mage to drain Mana from a &#039;&#039;&#039;&#039;&#039;willing&#039;&#039;&#039;&#039;&#039; 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.  &#039;&#039;(Editor&#039;s Note:  I have been and been up against enough bad guys to understand how fluid the definition of &amp;quot;willing&amp;quot; gets.  When I say &#039;willing&#039; here, I mean &#039;would do absent any pressure outside one&#039;s one will&#039;, not &#039;more willing to give mana than have a couple teeth drilled through&#039; or &#039;more willing to give mana than watch the orphanage burn down&#039;.)&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Aura Emulation&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Aura Emulation:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  As practiced by Mages, this allows for mana to reflexively retaliate against a melee strike.  This is called as &amp;quot;20 &amp;lt;Flavor&amp;gt; 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;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Storm&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Storm:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This skill allows the character to enter a stance by planting their right foot and announcing, “Spell Storm”. This effect will last until the player falls unconscious, moves their foot, or uses any other Active Skills. While active, the player can throw an infinite number of packet attacks called as “Magic 10 &amp;lt;Flavor&amp;gt;”.  &amp;lt;Flavor&amp;gt; is determined by the Mage&#039;s Schools - a Mage with Evocation can throw any of the classical elements (Water, Stone, Fire, Wind), a Mage with Spirit can throw Spirit, and other Schools will have their Storms defined in their release.  &#039;&#039;(Spirit here throws Spirit by design - Spirit casters throwing unlimited Healing sets a chain of events into motion that no one likes - consider what Plot has to do to present a challenge to a literally bottomless infinite healing loop and how bad that is for people not fortunate enough to have that loop available).&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Mage Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;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 Mage 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. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Portal Manipulation&#039;&#039;&#039;:  Portal Manipulation is the means by which Mages use portals to move between worlds.  The cost for a given manipulation depends on the portal in question and the desired result of manipulating it.  Portal Manipulation generally requires a marshal present to adjudicate the outcome.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Level One&#039;&#039;:&#039;&#039;&#039;  This skill alerts the Mage to the presence of portals within his usual sensory range - it does not highlight portals behind closed doors, underground, or around corners.  Using this in Nexus is usually a waste of time (it&#039;s like Detect Air) but it can be extremely helpful far from home.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Two&#039;&#039;:&#039;&#039;&#039;  Opens a portal for which the Mage has/does/knows the gate key.  Also allows for closing that portal.  This takes ten minutes of work, or can be rushed at a cost of one mana per minute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Three&#039;&#039;:&#039;&#039;&#039;  Allows a Mage to use planar shortcuts to travel between places on the same plane.  This acts as a Hasten Travel effect, but only between places for which a planar shortcut exists (see your marshal).    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Four&#039;&#039;:&#039;&#039;&#039;  Allows for minor adjustment of a portal&#039;s exit location.  This is the means by which Nexus Mages open portals directly onto their couches after a hard adventure.  A Mage can alter the facing of the exit and the location by up to one hundred yards for free, and may extend out to two hundred yards at a cost of one mana per ten yards of adjustment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Level Five&#039;&#039;:&#039;&#039;&#039;  Allows a mage to change the exit plane of a portal long enough for his party to pass through it.  This has no mana cost, but isn&#039;t guaranteed; no portal can be adjusted to exit into Acheron (for example) and some portals are connected in distances or ways that exclude links to certain other places.  Importantly, Nexus can &#039;&#039;always&#039;&#039; be used as an exit node; no matter where you are, if you can find any portal going anywhere, you can always get home.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Some further thoughts on Mages ==&lt;br /&gt;
[[Spellcasting 101]] is a quick, high-level look at the mechanics of magic.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=1321</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=1321"/>
		<updated>2024-07-03T21:15:28Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Load]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Conditions and Cures]]&lt;br /&gt;
&lt;br /&gt;
[[Conventions]]&lt;br /&gt;
&lt;br /&gt;
[[Effects]]&lt;br /&gt;
&lt;br /&gt;
[[Harvesting]]&lt;br /&gt;
&lt;br /&gt;
[[Production]]&lt;br /&gt;
&lt;br /&gt;
[[Progression]]&lt;br /&gt;
&lt;br /&gt;
[[Health, Death, and Dying]]&lt;br /&gt;
&lt;br /&gt;
[[Rituals]]&lt;br /&gt;
&lt;br /&gt;
[[Supercedence]]&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Resurrection&amp;diff=1320</id>
		<title>Resurrection</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Resurrection&amp;diff=1320"/>
		<updated>2024-07-03T21:14:58Z</updated>

		<summary type="html">&lt;p&gt;MMoore: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Resurrection&amp;diff=1319</id>
		<title>Resurrection</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Resurrection&amp;diff=1319"/>
		<updated>2024-07-03T20:53:22Z</updated>

		<summary type="html">&lt;p&gt;MMoore: Created page with &amp;quot; == &amp;#039;&amp;#039;&amp;#039;Death&amp;#039;&amp;#039;&amp;#039; == When a character receives damage In Game, they lose Armor/&amp;#039;&amp;#039;Body Points&amp;#039;&amp;#039;. When &amp;#039;&amp;#039;Body Points&amp;#039;&amp;#039; reach 0, the character falls unconscious. This unconscious state will last undisturbed for 10 minutes, at which point the character will gain 1 Body Point and regain consciousness. When &amp;#039;&amp;#039;Body Points&amp;#039;&amp;#039; reach –1, they can go no lower, and the character begins to die. This is referred to as “&amp;#039;&amp;#039;Bleeding Out&amp;#039;&amp;#039;”. It will take 60 seconds (1 minute) for a cha...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Death&#039;&#039;&#039; ==&lt;br /&gt;
When a character receives damage In Game, they lose Armor/&#039;&#039;Body Points&#039;&#039;. When &#039;&#039;Body Points&#039;&#039; reach 0, the character falls unconscious. This unconscious state will last undisturbed for 10 minutes, at which point the character will gain 1 Body Point and regain consciousness. When &#039;&#039;Body Points&#039;&#039; reach –1, they can go no lower, and the character begins to die. This is referred to as “&#039;&#039;Bleeding Out&#039;&#039;”. It will take 60 seconds (1 minute) for a character to bleed out and die. Once a character is &#039;&#039;Dying&#039;&#039;, they begin to make their Death Count of 180 seconds (3 minutes). During this time period, they are eligible to receive a &#039;&#039;Life&#039;&#039; effect, bringing them back to life. Once a character is Dead, they are no longer viable targets for Effects that do not specifically work on a Dead target or on an Item. In addition, when a character is &#039;&#039;Dying&#039;&#039;, all effects with a duration of 5 minutes or Encounter end. Once this Death Count is completed, the character can no longer receive a &#039;&#039;Life&#039;&#039; effect, and requires resurrection. When this occurs first all effects other than the following end: Permanent, Ritual Magic, and High Magic. &lt;br /&gt;
&lt;br /&gt;
When a character dies the only way to bring them back to life is through the process of Resurrection, which is not an easy process and there are a number of factors on how this can be achieved. First when the character reaches the point of being dead the player must decide if they want their spirit to remain with the body, become &#039;&#039;Anchored,&#039;&#039; or &#039;&#039;Dissipate&#039;&#039; leaving behind all material possessions and the spirit attempts to reach the &#039;&#039;River&#039;&#039; to seek &#039;&#039;Resurrection&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Characters with the &#039;&#039;Resurrection&#039;&#039; skill may resurrect a dead character; however, assistance from the living is not required to resurrect. A spirit may resurrect themself, at a Life Well. But, will suffer the penalty that they will have no Skill or Abilities for the reset they were currently on at the time of their death. A dead character is not aware of any actions that take place while they are dead. &lt;br /&gt;
&lt;br /&gt;
They must proceed to the Out of Game location of the Death Log. They must then proceed to the location where they will attempt to resurrect. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Resurrection&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;Resurrection&#039;&#039; is a difficult process of bringing a fallen character from beyond the brink back to the land of the living, there are a number of factors that affect what it takes for this skill to work as well as how difficult the process will be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factor 1:&#039;&#039;&#039; Did the player choose to have their spirit stay with their body or Dissipate. &lt;br /&gt;
&lt;br /&gt;
* Resurrecting a fallen character whose spirit stayed with their body makes the process much easier so long as the body can be successfully brought to someone who can attempt to resurrect the character. While this does make the process easier there is a time limit in which it must occur. Should the character not be resurrected within 4 hours the spirit is shunted not to the &#039;&#039;River&#039;&#039; but to &#039;&#039;Achoron&#039;&#039; where they must face &#039;&#039;Death&#039;&#039;.&lt;br /&gt;
* Resurrecting a fallen character whose spirit fled their body to seek the &#039;&#039;River&#039;&#039; gives much more flexibility on timing. The character can be resurrected within the next 30 days, though the difficulty of such will vary on other Factors below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factor 2&#039;&#039;&#039;: Where was your body when your spirit released from it?&lt;br /&gt;
&lt;br /&gt;
* Nexus&lt;br /&gt;
* Shard of the Prime&lt;br /&gt;
* Inner Plane, Abyss&lt;br /&gt;
* Acheron, River, Pandemonium &lt;br /&gt;
* Different Prime&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factor 3:&#039;&#039;&#039; Where is the Resurrection occurring&lt;br /&gt;
&lt;br /&gt;
* Field Resurrection&lt;br /&gt;
* Life Well effect&lt;br /&gt;
* Nexus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The process of Resurrection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A spirit is not aware of who is resurrecting them. Once begun, the process takes 15 minutes. At the 5-minute mark, the dead character’s body forms if they had &#039;&#039;Dissipated&#039;&#039;. Until then, the character performing the resurrection only knows that the target is familiar, or not, to them.  Once begun, a resurrection may be interrupted by the character performing it, but not by the Spirit. If interrupted, not only does it cause the time to restart when the resurrection is attempted again but also increases the number of penalties by 1.&lt;br /&gt;
&lt;br /&gt;
Whenever a character dies and must be resurrected, there is a heavy toll that must be paid by the characters’ spirit. This toll varies on the skill of the person performing the resurrection, the more ranks of &#039;&#039;Resurrect&#039;&#039; they have the easier they can bring back the dead.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Resurrection Modifiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Anchored with body&lt;br /&gt;
|2 white&lt;br /&gt;
|-&lt;br /&gt;
|Dissipated in the Nexus&lt;br /&gt;
|1 black&lt;br /&gt;
|-&lt;br /&gt;
|Dissipated on a Shard of the Prime&lt;br /&gt;
|1 black&lt;br /&gt;
|-&lt;br /&gt;
|Dissipated on the Inner Plane, Abyss, Oneiros&lt;br /&gt;
|2 black&lt;br /&gt;
|-&lt;br /&gt;
|Dissipated on River or Pandemonium&lt;br /&gt;
|3 black&lt;br /&gt;
|-&lt;br /&gt;
|Resurrection via Field Resurrection&lt;br /&gt;
|1 black&lt;br /&gt;
|-&lt;br /&gt;
|Resurrection at a Life Well Effect&lt;br /&gt;
|No change&lt;br /&gt;
|-&lt;br /&gt;
|Resurrection in a Shrine of the Gods(?)&lt;br /&gt;
|1 white&lt;br /&gt;
|-&lt;br /&gt;
|Number of prior Resurrections&lt;br /&gt;
|1 black for each time&lt;br /&gt;
|-&lt;br /&gt;
|Ranks of Resurrection skill&lt;br /&gt;
|1 white for each Rank&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grave Touch&#039;&#039;&#039;-&#039;&#039; This effect is not curable by any means and will last even through death. This effect causes the target to be &#039;&#039;Slowed&#039;&#039; and &#039;&#039;Devastated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Resurrection Effect&#039;&#039;&#039; ====&lt;br /&gt;
Resurrection Rank 1- Target resurrects with &#039;&#039;Grave Touch&#039;&#039; which lasts for 1 hour, they have whatever skills they had remaining when they died.&lt;br /&gt;
&lt;br /&gt;
Resurrection Rank 2- Target resurrects with &#039;&#039;Grave Touch&#039;&#039; which lasts for 30 minutes, they have whatever skills they had remaining when they died.&lt;br /&gt;
&lt;br /&gt;
Resurrection Rank 3- Target resurrects with &#039;&#039;Grave Touch&#039;&#039; which lasts for 5 minutes, they have whatever skills they had remaining when they died otherwise they have what the had at the time of death.&lt;br /&gt;
&lt;br /&gt;
Resurrection Rank 4- Target resurrects; their &#039;&#039;mana/energy&#039;&#039; is set to half their maximum if it is more than what they had remaining when they died.&lt;br /&gt;
&lt;br /&gt;
Resurrection Rank 5- Target resurrects; their &#039;&#039;mana/energy&#039;&#039;, as well as their &#039;&#039;Masteries,&#039;&#039; are refreshed to full.&lt;br /&gt;
&lt;br /&gt;
During the resurrection a plot marshal will have the player resurrecting perform a &#039;&#039;bead pull&#039;&#039; to determine the result of the death this tests the skill of the one performing the resurrection in guiding the spirit back to the land of the living, this bead pick is based off of the variables from the table above. Beads of opposing colors will cancel each other out until the is only one of one type, and the remainder of the other, ie. one white and four black, or one black and six white, whatever the math may be. All calculations and beads added to the bag will be done in the open in front of the players so the odds are known. Should the pull result in a white pull then the resurrection works as expected, if the roll results in a black pull the character slips closer to the void, never to return, and must make a second pull, though it is just one black and a number of white equal to ten minus the number or successful resurrections the character has had with no modifiers, this is a direct test of the resolve and strength of the spirit. Compare the result to the failed resurrection chart to determine the outcome.&lt;br /&gt;
&lt;br /&gt;
New players, those who have not played this game before, receive a Free Death; meaning the first time they die they do not need to make a pick to resurrect it simply succeeds. Additionally, an approved character history, normally 2 pages minimum, can also earn a character a Free Death.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&#039;&#039;&#039;Failed Resurrection Chart&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;#of draws before 2nd black draw&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Outcome&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1st&lt;br /&gt;
|Character dies forever.&lt;br /&gt;
|-&lt;br /&gt;
|2nd&lt;br /&gt;
|Character becomes lost in the void for 6 months or retire &amp;amp; keep 10% of earn SP for a new character&lt;br /&gt;
|-&lt;br /&gt;
|3rd&lt;br /&gt;
|Character becomes lost in the void for 6 months or retire &amp;amp; keep 20% of earn SP for a new character&lt;br /&gt;
|-&lt;br /&gt;
|4th&lt;br /&gt;
|Character becomes lost in the void for 3 months or retire &amp;amp; keep 30% of earn SP for a new character&lt;br /&gt;
|-&lt;br /&gt;
|5th&lt;br /&gt;
|Character fights back but loses 40% of earned SP.&lt;br /&gt;
|-&lt;br /&gt;
|6th&lt;br /&gt;
|Character fights back but loses 30% of earned SP.&lt;br /&gt;
|-&lt;br /&gt;
|7th&lt;br /&gt;
|Character fights back but loses 20% of earned SP.&lt;br /&gt;
|-&lt;br /&gt;
|8th&lt;br /&gt;
|Character resurrects but has no &#039;&#039;Bleed Out Count&#039;&#039; for 3 months.&lt;br /&gt;
|-&lt;br /&gt;
|9th&lt;br /&gt;
|Character resurrects but  is &#039;&#039;Devastated&#039;&#039; for 6 months.&lt;br /&gt;
|-&lt;br /&gt;
|10th&lt;br /&gt;
|Overcome death, no drawback&lt;br /&gt;
|}&lt;br /&gt;
Players have the option at any time to retire their character and receive 50% of their characters earned SP onto a new starting character.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=1318</id>
		<title>Basics</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Basics&amp;diff=1318"/>
		<updated>2024-07-03T20:29:43Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Getting Started]]&lt;br /&gt;
&lt;br /&gt;
[[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
[[Cognitive Load]]&lt;br /&gt;
&lt;br /&gt;
[[Combat]]&lt;br /&gt;
&lt;br /&gt;
[[Conditions and Cures]]&lt;br /&gt;
&lt;br /&gt;
[[Conventions]]&lt;br /&gt;
&lt;br /&gt;
[[Effects]]&lt;br /&gt;
&lt;br /&gt;
[[Harvesting]]&lt;br /&gt;
&lt;br /&gt;
[[Production]]&lt;br /&gt;
&lt;br /&gt;
[[Progression]]&lt;br /&gt;
&lt;br /&gt;
[[Health, Death, and Dying]]&lt;br /&gt;
&lt;br /&gt;
[[Resurrection]]&lt;br /&gt;
&lt;br /&gt;
[[Rituals]]&lt;br /&gt;
&lt;br /&gt;
[[Supercedence]]&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1294</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Skills&amp;diff=1294"/>
		<updated>2024-07-02T03:11:12Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skills are the things your character can do.  They&#039;re the basic means by which a character interacts with the world.  Skills are heavily influenced by [[Classes|Class]].  Some skills are there for everyone, some are shared across similar classes, some are completely proprietary to the one class that practices them.  Most [[Races]] have Skills resulting from their ancestry or native environment.  Skills are purchased with [[Advancement|Skill Points]] and every Skill has a description of what it does, what (if anything) it costs to employ, how often it can be used, and what underlying skills are required for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Everyman Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;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;
|Adrenaline Rush&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Healing Arts&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;First Aid &amp;amp; Diagnose&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Brawl&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  (Area)&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Brew Potion Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|[[Merchant (Skill)]] 1-10&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Estimate Value&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Miner, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Miner, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Miner, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Read and Write&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Craftsman&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Resurrection 1-10&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Knowledge (Cycle) or Spirit Magic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Diagnose&lt;br /&gt;
|3&lt;br /&gt;
|&#039;&#039;First Aid&#039;&#039;&lt;br /&gt;
|Scribe Rune Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Disable Device 1-20&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Smithing Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 1-4&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|Survival&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Estimate Value&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Minor&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Theurgist, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Theurgist, Minor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Standard&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Farmer, Minor&#039;&#039;&lt;br /&gt;
|Track 1-20&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|First Aid&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Instruct&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Read and Write&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Everyman: 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;
|&#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;
|Brew Potion Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Brew Potion Rank 4&#039;&#039;&lt;br /&gt;
|Practitioner&lt;br /&gt;
|8&lt;br /&gt;
|&#039;&#039;Healing Arts&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chemistry Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Chemistry Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cook Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Cook Rank 4&#039;&#039;&lt;br /&gt;
|Profession- 2&amp;lt;sup&amp;gt;nd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Evasion&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Disable 10&#039;&#039;&lt;br /&gt;
|Profession- 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Engineering Rank 4&#039;&#039;&lt;br /&gt;
|Ritualism&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Knowledge Area&#039;&#039; Rank 4&lt;br /&gt;
|-&lt;br /&gt;
|Farmer, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Farmer Standard&#039;&#039;&lt;br /&gt;
|Repair Item&lt;br /&gt;
|0&lt;br /&gt;
|&#039;&#039;Smithing&#039;&#039; or &#039;&#039;Engineering&#039;&#039; Rank 3&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge Area, Rare&lt;br /&gt;
|3&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|Scribe Rune Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Scribe Rune Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Memorize Ritual&lt;br /&gt;
|2&lt;br /&gt;
|&#039;&#039;Ritualism&#039;&#039;&lt;br /&gt;
|Smithing Rank 5&lt;br /&gt;
|10&lt;br /&gt;
|&#039;&#039;Smithing Rank 4&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Miner, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Miner, Standard&#039;&#039;&lt;br /&gt;
|Theurgist, Major&lt;br /&gt;
|5&lt;br /&gt;
|&#039;&#039;Theurgist, Standard&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Racial 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;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;
|Resist  Impairment&lt;br /&gt;
|3&lt;br /&gt;
|Rok&#039;Shen&lt;br /&gt;
|Resist Enchantment&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|-&lt;br /&gt;
|Resist Magic&lt;br /&gt;
|6&lt;br /&gt;
|Deep Elf/Deep Dwarf&lt;br /&gt;
|Camouflage&lt;br /&gt;
|4&lt;br /&gt;
|Ent&lt;br /&gt;
|-&lt;br /&gt;
|Resist Toxin&lt;br /&gt;
|4&lt;br /&gt;
|Felis or Hill Dwarf&lt;br /&gt;
|Resist Mental&lt;br /&gt;
|3&lt;br /&gt;
|Desert Elf/Forest Elf&lt;br /&gt;
|-&lt;br /&gt;
|Regeneration&lt;br /&gt;
|3&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|Battle rage&lt;br /&gt;
|8&lt;br /&gt;
|Orc/Forest Elf&lt;br /&gt;
|-&lt;br /&gt;
|Resist Sleep&lt;br /&gt;
|2&lt;br /&gt;
|High Elf&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Knowledge Skills]]: ==&lt;br /&gt;
Knowledge skills represent your character&#039;s education in a given field.  Sometimes that&#039;s formal education, sometimes it&#039;s passed down from master to apprentice, sometimes it&#039;s just losing the same fight over and over until you start seeing the why of it.  Some of them also have practical applications, things your character knows how to do as a result of whatever study taught him the field.  Knowledge Skills are explored more fully at:&lt;br /&gt;
&lt;br /&gt;
[[Knowledge Skills|Knowledge Skill Descriptions]]&lt;br /&gt;
&lt;br /&gt;
=== Learning Skills ===&lt;br /&gt;
Characters can learn skills in a number of ways. The first is from being taught by an Instructor who already has that skill and spends time teaching it to your character. The second is through the use of Skill Tomes or Spell Scrolls which can be created by someone with the appropriate skills or found as treasure. The third is for those who can&#039;t seem to find the first two. A player may spend a Between Game Action (BGA) to spend time learning any basic everyman skill or class skill. The Advanced skills are a little more complex and require the expenditure of two BGAs. These can be spent all at once or over the course of multiple games, however the skill will not be useable until after all appropriate actions have been spent. Additionally, you must have earned the build before finalizing the learning any skill via this method. (i.e., if learning Brew Potion Rank 5, you would need to have the 10 SP ready to be spent after using the second BGA but do not need it available before starting to learn the skill).&lt;br /&gt;
&lt;br /&gt;
[[Skill descriptions]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1228</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1228"/>
		<updated>2024-06-29T23:15:01Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each production item has a rank, and that rank affects the cost and time required to create the item In Game as well as the Production Point cost of the Item. In the case of Scrolls and Potions, the rank is based on the spell’s level, shown on the table on their respective page. Each Event, a character can produce several non-advanced items at Check In with production points (no components are used), as long as they have the Recipe. The character is limited to items within the ranks known by the character for check-in production. Each rank of a production skill grants the character 3 Production Points, with Advanced granting 5 production points for that skill.&lt;br /&gt;
&lt;br /&gt;
Once in game, a character can produce more items at an appropriate workshop as long as they also have a Recipe and Components, by spending 5 minutes per rank of the item being crafted. Creation cost will be noted on the individual recipes. Creation time can never be lowered to require less than 1 minute per item rank and may only be reduced if the character has the rank required for the item(see deficit crafting below). Once a character has finished their crafting time, they must go to the marshal station and turn over the components and present the recipe to receive the item tag(s).&lt;br /&gt;
&lt;br /&gt;
At character creation, a character will start with 1 Recipe for each rank of crafting skill they have.&lt;br /&gt;
&lt;br /&gt;
A character, with the appropriate rank of a given Production skill, can create a copy of a Recipe they have access to by spending 15 minutes copying it. The cost to copy a Recipe is equal to the normal Component cost of the recipe to be copied, Advanced Recipes cost the normal Component cost for the recipe to be copied, and 1 Vellum. Recipes have a duration of 3 years from the time they are created.&lt;br /&gt;
&lt;br /&gt;
Workshops can be acquired in-game by either being created or purchasing them. Only Minor workshops can be purchased, Standard and Major workshops are built in place and cannot be moved once built. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Scroll requires a Reliquary. Cooking may be done anywhere that has a kitchen (tavern, no need to actually be in the kitchen), Fireplace or camp fire.&lt;br /&gt;
&lt;br /&gt;
Ore- Comes from a mine/wild node/monsters and is used for Smithing and Engineering &lt;br /&gt;
&lt;br /&gt;
Herbs- Comes from a farm/wild node/monsters and is used for Chemistry and Potions &lt;br /&gt;
&lt;br /&gt;
Residuum- Comes from a mill/wild node/monsters and is used for Potions and Runes&lt;br /&gt;
&lt;br /&gt;
Food Stuff-  Comes from a farm/wild node/monsters and is used for Cooking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Deficit crafting:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character who has purchased the first rank of any production skill may create any item within that production skill even items that are of a rank higher than the character possesses. All be it at a penalty in both time and resource. Any skills, abilities, or other effects that augment crafting may NOT be applied to deficit crafting. &lt;br /&gt;
&lt;br /&gt;
Crafting time for deficit crafting will be adjusted as follows: the level of deficit will be counted and have a base of one added to it. This new total will be multiplied against the base time required to craft the desired item. &lt;br /&gt;
&lt;br /&gt;
Example: Gath has one rank of Smithing and wishes to craft a Large shield, a rank five item. With a deficit of four ranks (rank five item minus one rank of skill purchased) plus the one base gives him a total multiplier of five. The base time for a rank five crafted item is twenty-five minutes (five min/rank of item) 5X25min= 125 minutes to craft a large shield with one rank of smithing. Sam has four ranks of smithing, and could craft the rank five large shield at a deficit of one rank plus the base of one rank (giving a total multiplier of two) multiplied by the base time of twenty-five minutes, for a total time of fifty minutes crafting time.  &lt;br /&gt;
&lt;br /&gt;
Crafting cost will also be adjusted for deficit crafting. The base cost of the item will always apply and any adjustment made under this section will be in addition to the base cost. Cost adjustment is also scaled off of the deficit without a base modifier added to it. &lt;br /&gt;
&lt;br /&gt;
The component cost scale is as follows:&lt;br /&gt;
&lt;br /&gt;
One rank deficit: 25% cost increase &lt;br /&gt;
&lt;br /&gt;
Two rank deficit: 50% cost increase&lt;br /&gt;
&lt;br /&gt;
Three rank deficit: 75% cost increase&lt;br /&gt;
&lt;br /&gt;
Four rank deficit: 100% cost increase&lt;br /&gt;
&lt;br /&gt;
All percentage cost increase are rounded to a whole number in the players favor minimum increase of 1.&lt;br /&gt;
&lt;br /&gt;
Example: The cost adjustment for Gath the rank one smith to craft a rank five large shield would be 200% (double) the listed cost on the recipe used. Where as Sam has four ranks of smithing, so she could craft a rank five large shield for 125% the listed cost on the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Brew Potion]]&lt;br /&gt;
&lt;br /&gt;
[[Chemistry]]&lt;br /&gt;
&lt;br /&gt;
[[Cooking]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Scribe Rune|Scribe Scroll]]&lt;br /&gt;
&lt;br /&gt;
[[Smithing]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1220</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1220"/>
		<updated>2024-06-29T22:22:37Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each production item has a rank, and that rank affects the cost and time required create the item In Game as well the Production Point cost of the Item. In the case of Scrolls and Potions, the rank is based on the spell’s level, shown on the table on their respective page. Each Event, a character can produce several non-advanced items at Check In with production points (no components are used), as long as they have the Recipe. The character is limited to items within the ranks known by the character for check-in production. Each rank of a production skill grants the character 3 Production Points, with Advanced granting 5 production points.&lt;br /&gt;
&lt;br /&gt;
Once in game, a character can produce more items at an appropriate workshop as long as they also have a Recipe and Components by spending 5 minutes per rank of the item working for items. Creation cost will be noted on the individual recipes. Creation time can never be lowered to require less than 1 minute per item rank and may only be reduced if the character has the rank required for the item. Once a character has finished their crafting time, they must go to the marshal station and turn over the components and present the recipe to receive the item tag(s).&lt;br /&gt;
&lt;br /&gt;
At character creation, a character will start with 1 Recipe for each rank of a single crafting skill they have.&lt;br /&gt;
&lt;br /&gt;
A character, with the appropriate rank of a given Production skill, can create a copy of a Recipe they have access to by spending 15 minutes copying it. The cost to copy a Recipe is equal to the normal Component cost of the recipe to be copied, Advanced Recipes cost the normal Component cost for the recipe to be copied, and 1 Vellum. Recipes have a duration of 3 years from the time they are created.&lt;br /&gt;
&lt;br /&gt;
Workshops can be acquired in-game by either being created or purchasing them. Only Minor workshops can be purchased, Standard and Major workshops are built in place and cannot be moved once built. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Scroll requires a Reliquary. Cooking may be done anywhere that has a kitchen (tavern, no need to actually be in the kitchen), Fireplace or camp fire.&lt;br /&gt;
&lt;br /&gt;
Ore- Comes from a mine/wild node/monsters and is used for Smithing and Engineering &lt;br /&gt;
&lt;br /&gt;
Herbs- Comes from a farm/wild node/monsters and is used for Chemistry and Potions &lt;br /&gt;
&lt;br /&gt;
Residuum- Comes from a mill/wild node/monsters and is used for Potions and Runes&lt;br /&gt;
&lt;br /&gt;
Food Stuff-  Comes from a farm/wild node/monsters and is used for Cooking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Deficit crafting:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character who has purchased the first rank of any production skill may create any item within that production skill even items that denote a rank higher than the character possesses. All be it at a penalty in both time and resource. Any skills, abilities, or other effects that augment crafting may NOT be applied to deficit crafting. &lt;br /&gt;
&lt;br /&gt;
Crafting time for deficit crafting will be adjusted as follows: the level of deficit will be counted and have a base of one added to it. This new total will be multiplied against the base time required to craft the desired item. &lt;br /&gt;
&lt;br /&gt;
Example: Gath has one rank of Smithing and wishes to craft a Large shield, a rank five item. With a deficit of 4 ranks (rank 5 item minus one rank of skill purchased) plus the one base gives him a total multiplier of 5. The base time for a rank 5 crafted item is 25 minutes (5min/rank of item) 5X25min= 125 minutes to craft a large shield with 1 rank of smithing. Sam has four ranks of smithing, and could craft the rank five large shield at a deficit of 1 rank plus the base of one rank (giving a total multiplier of 2) multiplied by the base time of 25 minutes, for a total time of 50 minutes crafting time.  &lt;br /&gt;
&lt;br /&gt;
Crafting cost will also be adjusted for deficit crafting. The base cost of the item will always apply and any adjustment made under this section will be in addition to the base cost. Coast adjustment is also scaled off of the deficit without a base modifier added to it. &lt;br /&gt;
&lt;br /&gt;
The scale is as follows:&lt;br /&gt;
&lt;br /&gt;
One rank deficit: 25% cost increase &lt;br /&gt;
&lt;br /&gt;
Two rank deficit: 50% cost increase&lt;br /&gt;
&lt;br /&gt;
Three rank deficit: 75% cost increase&lt;br /&gt;
&lt;br /&gt;
Four rank deficit: 100% cost increase&lt;br /&gt;
&lt;br /&gt;
All percentage cost increase are rounded to a whole number in the players favor minimum increase of 1.&lt;br /&gt;
&lt;br /&gt;
Example: The cost adjustment for Gath the rank one smith to craft a rank five large shield would be 200% (double) the listed cost on the recipe used. Where as Sam has four ranks of smithing, so she could craft a rank five large shield for 125% the listed cost on the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Brew Potion]]&lt;br /&gt;
&lt;br /&gt;
[[Chemistry]]&lt;br /&gt;
&lt;br /&gt;
[[Cooking]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Scribe Rune|Scribe Scroll]]&lt;br /&gt;
&lt;br /&gt;
[[Smithing]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1215</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=1215"/>
		<updated>2024-06-29T22:02:19Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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.&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;
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.&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 unto infinity.   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;
# 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 scroll or skill points.  &#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;
Your caster enters play with their character level + 1 in spells from the first school, and character level exactly in spells from their second school.  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.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. (&#039;&#039;What if this was on SP per lvl? in the end it makes a difference but I feel like itll only add to the want of interaction for learning the spells? Just a thought.  (That means paying nine build for a Life spell and I&#039;m not thrilled with that. This was never here for us, we were always going to conserve build wherever possible and one per really does add up - it&#039;s here for people that for whatever reason struggle with those interactions, get shafted on treasure drops and still want to play casters.  I like encouraging interaction.  I don&#039;t like forcing it and 45 build to fill out your 9&#039;s is real close to that second thing.))&#039;&#039;&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 five minutes per spell level 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 chain spelled&lt;br /&gt;
&lt;br /&gt;
== Evocation ==&lt;br /&gt;
&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. &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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”&lt;br /&gt;
&lt;br /&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. &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. &lt;br /&gt;
&lt;br /&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 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 [[Health, Death, and Dying|Body]] damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, small-sized shield, or other object which is no larger than a Small 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;&lt;br /&gt;
&lt;br /&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;&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;
&#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”.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Define Magic:&#039;&#039;  This spell, if used upon an item that has magical properties, will reveal to the caster all such properties in addition to how to use them and the item. This spell will not reveal if an item is cursed.&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 +4 Strength, in the case of a lock it will open any lock lower than a level 10 Basic Lock. This does not break or damage the door or lock it simply cause them to open.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shun:  T&#039;&#039;his 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Shield:&#039;&#039;  This spell will negate the next spell oreffect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”.&lt;br /&gt;
&lt;br /&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.&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.&lt;br /&gt;
&lt;br /&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;
=== 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).&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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;
&#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;
&#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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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 Combat Slots then they will lose 4 levels of Combat Slots, if they have Spell Slots they will lose unused slots equaling 10 total spell levels, 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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Implosion#:&#039;&#039;  &amp;lt;s&amp;gt;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;/s&amp;gt;  Implosion 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 Implosion to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you. &lt;br /&gt;
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&#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, 4 Energy or 8 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.&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
&lt;br /&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.&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;&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;
=== &#039;&#039;&#039;Level 1&#039;&#039;&#039; ===&lt;br /&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.  &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 2&#039;&#039;&#039; ===&lt;br /&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.  &lt;br /&gt;
&lt;br /&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. Page 120 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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 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;
&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
 &lt;br /&gt;
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&#039;&#039;&#039;Level 3&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
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&#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”  &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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 ten seconds. This is a Fear effect.  &lt;br /&gt;
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=== &#039;&#039;&#039;Level 4&#039;&#039;&#039; ===&lt;br /&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.  &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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.  &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 Mental effect. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 5&#039;&#039;&#039; ===&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
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&#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”. &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, Repairing the armor.  &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 spells duration.  &lt;br /&gt;
&lt;br /&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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=== &#039;&#039;&#039;Level 6&#039;&#039;&#039; ===&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.  &lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
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&#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.  &lt;br /&gt;
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&#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.  &lt;br /&gt;
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=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&lt;br /&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 is a Mental effect.  &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
&lt;br /&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. When this spell is cast the originator and one other character, chosen by the caster, that is present are considered invested in the lock and can open the door on a 3 counted action, lowering the effect until the door is shut again. If used in conjunction with the Chain Spell, one additional target 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 lock. This spell cannot be placed on a building that has the Grove effect on it.  &lt;br /&gt;
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=== &#039;&#039;&#039;Level 8&#039;&#039;&#039; ===&lt;br /&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”. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&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.  &lt;br /&gt;
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&#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.  &lt;br /&gt;
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&#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. &lt;br /&gt;
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=== &#039;&#039;&#039;Level 9&#039;&#039;&#039; ===&lt;br /&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.  &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;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. &lt;br /&gt;
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Petrify: 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.&lt;br /&gt;
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&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 &amp;quot;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.&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;  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;:  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;:  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;: 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;:  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;:  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;: 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;:  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;:  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;: 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;:  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;:  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*#&#039;&#039;: 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;:  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;:  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;:  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 target to call a group Flee. When used the target must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies of the caster (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 ( call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: 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;:  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;:  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;:  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;:  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&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;Storm (I call upon Nature to grant the power of the Storm)&#039;&#039;:  This spell enchants the caster with the power of the storm. 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;:  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;:  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 Page 118 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 25 points of damage and Daze them. This will not move creatures of larger than Great Size but will still deal damage.&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]], 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”.   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; - doubles a 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;Cleanse&#039;&#039; - immediately ends the duration of all negative effects on a friendly target.&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;Magus [[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 Magus 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&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;Surf the Wind^&#039;&#039;:  This will allow a Magus 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.&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.&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; - per the standard Detonate effect.&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*&#039;&#039; - per the standard Breathe Liquid effect&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Refit* - as per the standard refit spell&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*# - per the standard elemental shield effect&#039;&#039;  &amp;lt;/blockquote&amp;gt;&lt;br /&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.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;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;) 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.&#039;&#039;&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 (Shadow) ==&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, only one blade spell can be used at a time.&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.&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 metabolic and mental effects 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”. This is a mental effect.&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.&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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1210</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1210"/>
		<updated>2024-06-29T21:53:13Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each production item has a rank, and that rank affects the cost and time required create the item In Game as well the Production Point cost of the Item. In the case of Scrolls and Potions, the rank is based on the spell’s level, shown on the table on their respective page. Each Event, a character can produce several non-rank 5 items at Check In with production points (no components are used), as long as they have the Recipe. The character is limited to items within the ranks known by the character for check-in production. Each rank of a production skill grants the character 3 Production Points, with the fifth granting 5 production points for that skill.&lt;br /&gt;
&lt;br /&gt;
Once in game, a character can produce more items at an appropriate workshop as long as they also have a Recipe and Components by spending 5 minutes per rank of the item working for items. Creation cost will be noted on the individual recipes. Creation time can never be lowered to require less than 1 minute per item rank and may only be reduced if the character has the rank required for the item. Once a character has finished crafting, they must go to the marshal station and turn over the components and present the recipe to receive the item tag(s).&lt;br /&gt;
&lt;br /&gt;
At character creation, a character will start with 1 Recipe for each rank of a single crafting skill they have.&lt;br /&gt;
&lt;br /&gt;
A character, with the appropriate rank of a given Production skill, can create a copy of a Recipe they have access to by spending 15 minutes copying it. The cost to copy a Recipe is equal to the normal Component cost of the recipe to be copied.&lt;br /&gt;
&lt;br /&gt;
Workshops can be acquired in-game by either being created or purchasing them. Only Minor workshops can be purchased, Standard and Major workshops are built in place and cannot be moved once built. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Scroll requires a Reliquary. Cooking may be done anywhere that has a kitchen (tavern, no need to actually be in the kitchen), Fireplace or camp fire.&lt;br /&gt;
&lt;br /&gt;
Ore- Comes from a mine/wild node/monsters and is used for Smithing and Engineering &lt;br /&gt;
&lt;br /&gt;
Herbs- Comes from a farm/wild node/monsters and is used for Chemistry and Potions &lt;br /&gt;
&lt;br /&gt;
Residuum- Comes from a mill/wild node/monsters and is used for Potions and Runes&lt;br /&gt;
&lt;br /&gt;
Food Stuff-  Comes from a farm/wild node/monsters and is used for Cooking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Deficit crafting:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character who has purchased the first rank of any production skill may create any item within that production skill even items that denote a rank higher than the character possesses. All be it at a penalty in both time and resource. Any skills, abilities, or other effects that augment crafting may NOT be applied to deficit crafting. &lt;br /&gt;
&lt;br /&gt;
Crafting time for deficit crafting will be adjusted as follows: the level of deficit will be counted and have a base of one added to it. This new total will be multiplied against the base time required to craft the desired item. &lt;br /&gt;
&lt;br /&gt;
Example: Gath has one rank of Smithing and wishes to craft a Large shield, a rank five item. With a deficit of 4 ranks (rank 5 item minus one rank of skill purchased) plus the one base gives him a total multiplier of 5. The base time for a rank 5 crafted item is 25 minutes (5min/rank of item) 5X25min= 125 minutes to craft a large shield with 1 rank of smithing. Sam has four ranks of smithing, and could craft the rank five large shield at a deficit of 1 rank plus the base of one rank (giving a total multiplier of 2) multiplied by the base time of 25 minutes, for a total time of 50 minutes crafting time.  &lt;br /&gt;
&lt;br /&gt;
Crafting cost will also be adjusted for deficit crafting. The base cost of the item will always apply and any adjustment made under this section will be in addition to the base cost. Coast adjustment is also scaled off of the deficit without a base modifier added to it. &lt;br /&gt;
&lt;br /&gt;
The scale is as follows:&lt;br /&gt;
&lt;br /&gt;
One rank deficit: 25% cost increase &lt;br /&gt;
&lt;br /&gt;
Two rank deficit: 50% cost increase&lt;br /&gt;
&lt;br /&gt;
Three rank deficit: 75% cost increase&lt;br /&gt;
&lt;br /&gt;
Four rank deficit: 100% cost increase&lt;br /&gt;
&lt;br /&gt;
All percentage cost increase are rounded to a whole number in the players favor minimum increase of 1.&lt;br /&gt;
&lt;br /&gt;
Example: The cost adjustment for Gath the rank one smith to craft a rank five large shield would be 200% (double) the listed cost on the recipe used. Where as Sam has four ranks of smithing, so she could craft a rank five large shield for 125% the listed cost on the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Brew Potion]]&lt;br /&gt;
&lt;br /&gt;
[[Chemistry]]&lt;br /&gt;
&lt;br /&gt;
[[Cooking]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Scribe Rune|Scribe Scroll]]&lt;br /&gt;
&lt;br /&gt;
[[Smithing]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1186</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=1186"/>
		<updated>2024-06-29T20:13:51Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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 May purchase Spell pool and cast out of it per the regular rules governing spell pool. They cast this pool as Shadow.&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 focused training in a Rare Knowledge Area. &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&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&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&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&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;
|-&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;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Portal Manipulation&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Penetrating spell&lt;br /&gt;
|&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;
|Arcane spell&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|&lt;br /&gt;
|&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;
|Ritualism &lt;br /&gt;
|&lt;br /&gt;
|5&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;
|Cancel magic&lt;br /&gt;
|&lt;br /&gt;
|6&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;
|Knowledge Area (Common)&lt;br /&gt;
|&lt;br /&gt;
|2&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;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Desription&lt;br /&gt;
|2&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;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|Shadow Familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&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;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|May have only 1 per 2 lvls.&lt;br /&gt;
|6&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;
|Shadow Meld&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&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;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&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;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conceal&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;
|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;
|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;
&lt;br /&gt;
&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;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;
* Pact of the Blade- 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. &lt;br /&gt;
* Pact of Iron- 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.  &lt;br /&gt;
* Pact of the Eye- 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)&lt;br /&gt;
* Pact of Knowledge- 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.&lt;br /&gt;
&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;
&#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;
&#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.  &amp;lt;s&amp;gt;Once per reset allows the Warlock to become noncorporal for one encounter or five minutes whichever is longer. The Warlock will still be susceptible to magic attacks and any Physical weapon attack with a magic carrier. Only usable in less than direct light and can be dispelled or ended by a light effect.&amp;lt;/s&amp;gt;&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;Portal Manipulation-&#039;&#039;&#039; Casters have a close connection to the Ley and by extension they have a knack for tapping into and working with the same energy present in its transitive powers to move around the planes. This skill allows the character to interact with and alter existing openings in the Ley.&lt;br /&gt;
&lt;br /&gt;
* 1 Ley point- Decode source- allows the character to better understand an opening through the Ley, learning its origination point as well as its time open&lt;br /&gt;
* 2 Ley Points- Hop- allows the character to mimic a weak form of the Wayfarer ability, Open Passage; however it can only be performed at a Portal Stone&lt;br /&gt;
* 4 Ley Points- Slide- allows the character to transport to the closest Portal Stone they are aware of quickly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritualism-&#039;&#039;&#039; This skill allows the character to access hidden power within the depths of their knowledge. A character with this skill can use Ritual Scrolls to cast rituals, so long as they have at least four ranks of the appropriate Knowledge (Area). You must have this skill to take part in a ritual as a secondary caster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow 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;
&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 Shadow magic &amp;lt;s&amp;gt;with the incantation &amp;quot;I call upon the shadow to &amp;lt;Benefit&amp;gt;&amp;quot; (B) or &amp;quot;I call upon the shadow to curse you with &amp;lt;Detriment&amp;gt;&amp;quot; (D)&amp;lt;/s&amp;gt;&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 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.&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 metabolic and mental effects 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 Shadow 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;Shadow 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;Shadow 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Human&amp;diff=1162</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Human&amp;diff=1162"/>
		<updated>2024-06-28T02:28:42Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Burst of Knowledge- Humans receive a free skill that they meet the requirements for and that has a cost no greater than 3 Skill points. They gain this at 1stand every 10th level. &#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 None&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Pig&amp;diff=1161</id>
		<title>Pig</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Pig&amp;diff=1161"/>
		<updated>2024-06-28T02:28:23Z</updated>

		<summary type="html">&lt;p&gt;MMoore: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Human&amp;diff=1160</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Human&amp;diff=1160"/>
		<updated>2024-06-28T02:27:57Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Pig|Long Pig]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Elemental_Kin&amp;diff=1159</id>
		<title>Elemental Kin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Elemental_Kin&amp;diff=1159"/>
		<updated>2024-06-28T02:27:30Z</updated>

		<summary type="html">&lt;p&gt;MMoore: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1158</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=1158"/>
		<updated>2024-06-28T02:25:26Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each production item has a rank, and that rank affects the cost and time required create the item In Game as well the Production Point cost of the Item. In the case of Runes and Potions, the rank is based on the spell’s level, shown on the table on this page. Each Event, a character can produce several basic items at Check In with production points (no components are used), as long as they have the Recipe. The character is limited to items within the ranks known by the character for check-in production. Each rank of a production skill grants the character 3 Production Points each Event, for that skill.&lt;br /&gt;
&lt;br /&gt;
Once in game, a character can produce more items at an appropriate workshop as long as they also have a Recipe and Components by spending 5 minutes per rank of the item working for items. Creation cost will be noted on the individual recipes. Creation time can never be lowered further than 1 minute per item rank and may only be reduced if the character has the rank required for the item. Once a character has finished crafting, they must go to the marshal station and turn over the components and present the recipe to receive the item tag(s).&lt;br /&gt;
&lt;br /&gt;
At character creation, a character will start with 1 Recipe for each rank of a single crafting skill they have.&lt;br /&gt;
&lt;br /&gt;
A character, with the appropriate rank of a given Production skill, can create a copy of a Recipe they have access to by spending 15 minutes copying it. The cost to copy a Recipe is equal to the normal Component cost of the recipe to be copied.&lt;br /&gt;
&lt;br /&gt;
Workshops can be acquired in-game by either being created or purchasing them. Only Minor workshops can be purchased, Standard and Major workshops are built in place and cannot be moved once built. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Rune requires a Reliquary. Cooking may be done anywhere that has a kitchen (tavern, no need to actually be in the kitchen), Fireplace or camp fire.&lt;br /&gt;
&lt;br /&gt;
Ore- Used for Smithing and Engineering &lt;br /&gt;
&lt;br /&gt;
Herbs- Used for Chemistry and Potions &lt;br /&gt;
&lt;br /&gt;
Residuum- Used for Potions and Runes&lt;br /&gt;
&lt;br /&gt;
Food Stuff- Used for Cooking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Deficit crafting:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character who has purchased the first rank of any production skill may create any item within that production skill even items that denote a rank higher than the character possesses. All be it at a penalty in both time and resource. Any skills, abilities, or other effects that augment crafting may NOT be applied to deficit crafting. &lt;br /&gt;
&lt;br /&gt;
Crafting time for deficit crafting will be adjusted as follows: the level of deficit will be counted and have a base of one added to it. This new total will be multiplied against the base time required to craft the desired item. &lt;br /&gt;
&lt;br /&gt;
Example: Gath has one rank of Smithing and wishes to craft a Large shield, a rank five item. With a deficit of 4 ranks (rank 5 item minus one rank of skill purchased) plus the one base gives him a total multiplier of 5. The base time for a rank 5 crafted item is 25 minutes (5min/rank of item) 5X25min= 125 minutes to craft a large shield with 1 rank of smithing. Sam has four ranks of smithing, and could craft the rank five large shield at a deficit of 1 rank plus the base of one rank (giving a total multiplier of 2) multiplied by the base time of 25 minutes, for a total time of 50 minutes crafting time.  &lt;br /&gt;
&lt;br /&gt;
Crafting cost will also be adjusted for deficit crafting. The base cost of the item will always apply and any adjustment made under this section will be in addition to the base cost. Coast adjustment is also scaled off of the deficit without a base modifier added to it. &lt;br /&gt;
&lt;br /&gt;
The scale is as follows:&lt;br /&gt;
&lt;br /&gt;
One rank deficit: 25% cost increase &lt;br /&gt;
&lt;br /&gt;
Two rank deficit: 50% cost increase&lt;br /&gt;
&lt;br /&gt;
Three rank deficit: 75% cost increase&lt;br /&gt;
&lt;br /&gt;
Four rank deficit: 100% cost increase&lt;br /&gt;
&lt;br /&gt;
All percentage cost increase are rounded to a whole number in the players favor minimum increase of 1.&lt;br /&gt;
&lt;br /&gt;
Example: The cost adjustment for Gath the rank one smith to craft a rank five large shield would be 200% (double) the listed cost on the recipe used. Where as Sam has four ranks of smithing, so she could craft a rank five large shield for 125% the listed cost on the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Brew Potion]]&lt;br /&gt;
&lt;br /&gt;
[[Chemistry]]&lt;br /&gt;
&lt;br /&gt;
[[Cooking]]&lt;br /&gt;
&lt;br /&gt;
[[Engineering]]&lt;br /&gt;
&lt;br /&gt;
[[Scribe Rune|Scribe Scroll]]&lt;br /&gt;
&lt;br /&gt;
[[Smithing]]&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Cooking&amp;diff=1157</id>
		<title>Cooking</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Cooking&amp;diff=1157"/>
		<updated>2024-06-27T02:54:33Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;COOKING&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cooking allows for the creation of food items that can be consumed and give some benefit. Cooking, while considered a production skill, follows its own set of rules.&lt;br /&gt;
&lt;br /&gt;
Creation: All cooking recipes are unique and do not have a set cost based on their Rank, this is to reflect that while items might be equally difficult to make their materials can vary. When creating food items with Cooking the character must have the Recipe for the item they want to make, the matching Rank of Cooking, the components listed on the Recipe, and access to a place to cook with tools. This could be as simple as a fire pit and a skillet; or a kitchen, these are treated to be a Minor Workshop and require 5 minutes per Rank of the Recipe to create a single Item. Another difference is that the items created only have a 3 game duration, this is not affected by the Artisan class ability; food goes bad after all.&lt;br /&gt;
&lt;br /&gt;
Item Use: It does not take any special skill to consume a food item and receive the benefits of it; however it does take some time. Unless otherwise stated the time required to consume a food item is 5 minutes, this is not a standard counted action and things that reduce Counted Actions do not apply. During this time the character cannot use Active Skills, Cast Spells, or be in Combat, but could be walking and carry on a conversation. A character may only benefit from one cooking item at a time.&lt;br /&gt;
&lt;br /&gt;
The following entries are the known recipes in the game, though others do exist. A character can only be under the effect of 2 ongoing effects of a food item or a single Feast. You may not benefit a second time from effects that last for one hour or module until the hour or module expires.&lt;br /&gt;
&lt;br /&gt;
All food will heal 3 Body Points per Rank in addition to the effects listed; if healing is part of the effect the greater of the 2 numbers takes precedence.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Cooking &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Herbal Tea&lt;br /&gt;
|-&lt;br /&gt;
|Spiced Bread&lt;br /&gt;
|-&lt;br /&gt;
|Salted Pork&lt;br /&gt;
|-&lt;br /&gt;
|Weak Firewater&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Chicken Soup&lt;br /&gt;
|-&lt;br /&gt;
|Hard Tack&lt;br /&gt;
|-&lt;br /&gt;
|Mild Chili&lt;br /&gt;
|-&lt;br /&gt;
|Mash Whiskey&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Pepper Jerky&lt;br /&gt;
|-&lt;br /&gt;
|Cornbread&lt;br /&gt;
|-&lt;br /&gt;
|Strong Firewater&lt;br /&gt;
|-&lt;br /&gt;
|Peach Pie&lt;br /&gt;
|-&lt;br /&gt;
|Barley Stew&lt;br /&gt;
|-&lt;br /&gt;
|Strong Ale&lt;br /&gt;
|-&lt;br /&gt;
|Tart Wafer&lt;br /&gt;
|-&lt;br /&gt;
|Black Coffee&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Toxic Firewater&lt;br /&gt;
|-&lt;br /&gt;
|Hot Onion Soup&lt;br /&gt;
|-&lt;br /&gt;
|Gumbo&lt;br /&gt;
|-&lt;br /&gt;
|Butter Tea&lt;br /&gt;
|-&lt;br /&gt;
|Go Juice&lt;br /&gt;
|-&lt;br /&gt;
|Enriched Bread&lt;br /&gt;
|-&lt;br /&gt;
|Red Rum&lt;br /&gt;
|-&lt;br /&gt;
|Sweet Roll&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 5&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Magisters Feast&lt;br /&gt;
|-&lt;br /&gt;
|Brawlers Feast&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 1 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HERBAL TEA&#039;&#039;&#039; Cost: 1 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
When this item is consumed before going to sleep it will grant a peaceful night’s rest. During this rest Derangements are suppressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPICED BREAD&#039;&#039;&#039; Cost: 4 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +3 Base Body Points, these points can be healed and will last for 1 hour or module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SALTED PORK&#039;&#039;&#039; Cost: 3 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will restore up to 10 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WEAK FIREWATER&#039;&#039;&#039; Cost: 2 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will increase the character&#039;s Spell Pool by 10 points, so long as they have a Spell Pool. This will last for one hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 2 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHICKEN SOUP&#039;&#039;&#039; Cost: 2 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will remove all Diseases that currently infect the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HARDTACK&#039;&#039;&#039; Cost: 1 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item can be consumed the same day that it is baked, but has no benefit; however, after the first day they become thrown weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MILD CHILI&#039;&#039;&#039; Cost: 3 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cause the characters’ breath to become fairly hot. They will be able to throw three packets as &amp;quot;Natural 10 Fire&amp;quot; during the next hour; any unused charges will be lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASH WHISKEY&#039;&#039;&#039; Cost: 2 Common Foodstuff&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cause the player to be slightly intoxicated, but will also cause their Bleed Out count to be increased to 3 minutes, this effect will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 3 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PEPPER JERKY&#039;&#039;&#039; Cost: 1 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will allow the character to Resist Disease once during the next hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CORNBREAD&#039;&#039;&#039; Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will restore up to 15 Body Points, any points that go above the characters’ maximum will become Temporary Body Points. These points can stack with Endurance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRONG FIREWATER&#039;&#039;&#039; Cost: 5 Common Foodstuff, 2 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will increase the character&#039;s Spell Pool by 15 points, so long as they have a Spell Pool. This will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PEACH PIE&#039;&#039;&#039; Cost: 3 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +5 Base Body Points, these points can be healed and will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BARLEY STEW&#039;&#039;&#039; Cost: 4 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cause them to rapidly heal causing them to Regenerate damaged limbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STRONG ALE&#039;&#039;&#039; Cost: 4 Common Foodstuff, 2 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item only takes a 10 count to consume and will bolster the characters’ resolve; they will become Immune to Fear effects from the next target that generates such effects. This effect will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TART WAFER&#039;&#039;&#039; Cost: 1 Common Foodstuff; 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will remove all Toxins and Metabolic effects from the character, but will not undo any damage they might have already done.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLACK COFFEE&#039;&#039;&#039; Cost: 2 Common Foodstuff, 1 Uncommon Foodstuffs&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character three non-selective Resist Sleep; this will be the next three attacks with such effect the player cannot choose which attacks to stop. These will last for 1 hour or Module, or until used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 4 Recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TOXIC FIREWATER&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will increase the character&#039;s Spell Pool by 20 points, so long as they have a Spell Pool. This will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOT ONION SOUP&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will allow the character the use of two Masteries, which they have training in and cost 5SP or less, without expending their purchased skill. They must be used in the next hour or Module, or they are lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GUMBO&#039;&#039;&#039; Cost: 2 Common, 1 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +8 Base Body Points, these points can be healed and will last for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BUTTER TEA&#039;&#039;&#039; Cost: 2 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will cure the target of all negative effects on their person, no matter the source, so long as the duration is not Instant or Permanent. Additionally, while this will not remove a Derangement, it will suppress it for 4 hours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GO JUICE&#039;&#039;&#039; Cost: 10 Common, 6 Uncommon, 3 Rare&lt;br /&gt;
&lt;br /&gt;
This item takes a 10 count to consume and will grant the character 4 levels of Combat Slots that must be expended during the next 5 minutes or Encounter, or be lost. These can exceed the character&#039;s current purchased slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ENRICHED BREAD&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon&lt;br /&gt;
&lt;br /&gt;
This item takes 1 minute to consume and will restore the character to full Body Points and remove any effects that are lowering their maximum Base Body points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RED RUM&#039;&#039;&#039; Cost: 6 Common, 6 Uncommon, 2 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will make the character Immune to all Fear and Charm/Compulsion effects for 1 hour or Module. This only grants Immunity to effects; they will still take any damage that might be part of those attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SWEET ROLL&#039;&#039;&#039; Cost: 4 Common, 2 Uncommon, 1 Rare&lt;br /&gt;
&lt;br /&gt;
This item when consumed will grant the character +1 Permanent Strength for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 5 recipes:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAGISTERS FEAST&#039;&#039;&#039; Cost: 15 Common, 8 uncommon, 4 Rare, 2 Named&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +3 Base Body Points, +20 Spell Pool, and Improved Concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BRAWLERS FEAST&#039;&#039;&#039; Cost: 15 Common, 8 uncommon, 4 Rare, 2 Named&lt;br /&gt;
&lt;br /&gt;
This feast feeds up to 10 characters and for 1 hour or Module grants those characters the following benefits: +5 Base Body Points, Recovery 6 and +1 Temporary Strength.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Brew_Potion&amp;diff=1156</id>
		<title>Brew Potion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Brew_Potion&amp;diff=1156"/>
		<updated>2024-06-27T02:44:42Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Brew Potion:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Brew Potion allows the character to store non-offensive spells into potions to be used later. Potions can be used by any player that is free to make a drinking motion, which takes a 3 counted action. All potions have duration of 1 year, after which they expire and are no longer useable. To make a potion, the character must have: the recipe, the corresponding components, and have the appropriate Rank of Brew Potion (Rank 1 for 1st&amp;amp; 2nd level spells; Rank 2 for 3rd&amp;amp; 4th level spells; Rank 3 for 5th&amp;amp; 6th level spells, Rank 4 for 7th&amp;amp; 8th level spells; and rank 5 for 9th level spells). Potions that have the Restoration healing effect have their value based on the Recipe. Rank 5 Potions 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;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Brew Potion&lt;br /&gt;
!Spell Level&lt;br /&gt;
!Rank&lt;br /&gt;
!Component cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1 Common&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2 Common&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3 Common&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|4 Common&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|4 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4 Common, 2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|8 Common, 2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|10 Common, 4 Uncommon&lt;br /&gt;
2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Rank 5 Brew Potion Items&amp;lt;/u&amp;gt;:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BLACK WATER&#039;&#039;&#039; Creation Time:15 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CLOUDED ELIXIR&#039;&#039;&#039; Creation Time:15 Minutes Materials:  5 Uncommon Herbs/Residuum  1 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEEP COOLING WATER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Named Residuum&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DILUTING AGENT&#039;&#039;&#039; Creation Time:15 Minutes Materials:  2 Uncommon Herbs/Residuum  1 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVOCATION POTION&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  10 Common Herbs/Residuum  4 Uncommon Herbs/Residuum  2 Rare Herbs/Residuum&lt;br /&gt;
&lt;br /&gt;
Description This creates a potion of the Evocation spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLASK&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  10 Uncommon Herbs/Residuum  1 Named Residuum  1 Clouded Elixir&lt;br /&gt;
&lt;br /&gt;
Description this item is a dormant reagent on its own, but when blended with an advanced potion that normally lasts for 5 minutes or 1 Encounter, it will extend the duration to 1 hour or Module. It takes 1 minute to blend the Flask with the potion, after which the 2 tags must be clipped together, also, once blended, they cannot be separated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF FREE ACTION&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  5 Uncommon Herbs/Residuum  3 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This potion causes the imbiber’s movement to be unhindered. This grants the character the benefits of the skill Underwater Combat, and Immunity to Slow and Difficult Terrain. This effect lasts for 5 minutes or 1 Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEROISM POTION&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  10 Common Herbs/Residuum  4 Uncommon Herbs/Residuum  2 Rare Herbs/Residuum&lt;br /&gt;
&lt;br /&gt;
Description This creates a potion of the Heroism spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIFE POTION&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  10 Common Herbs/Residuum  4 Uncommon Herbs/Residuum  2 Rare Herbs/Residuum&lt;br /&gt;
&lt;br /&gt;
Description This creates a potion of the Life spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;METERED DECANTER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  5 Uncommon Herbs/Residuum  1 Rare Herb  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF MIGHTY STRENGTH&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  4 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This potion imbues the character with superhuman strength for a brief time. This grants the character +4 Permanent Strength for 5 minutes or 1 Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PURIFICATION FILTER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  4 Uncommon Herbs/Residuum  2 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF RENEW MIND, MINOR&#039;&#039;&#039; Creation Time:15 Minutes Materials:  5 Uncommon Herbs/Residuum  1 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This potion will restore up to 5 Mana that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF RENEW MIND, MAJOR&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  5 Uncommon Herbs/Residuum  1 Rare Herb  1 Named Residuum&lt;br /&gt;
&lt;br /&gt;
Description This potion will restore up to 10 Mana that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF RENEW PROWESS, MINOR&#039;&#039;&#039; Creation Time:15 Minutes Materials:  5 Uncommon Herbs/Residuum  1 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This potion will restore up to 2 Energy that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF RENEW PROWESS, MAJOR&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  5 Uncommon Herbs/Residuum  1 Rare Herb  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This potion will restore up to 5 Energy that the character had previously expended. The Slots gained cannot exceed the character’s maximum, and any such points gained that would exceed the maximum are wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF WILD MAGIC, MINOR&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This potion temporarily increases the character’s Spell Pool by 25 for 5 minutes or 1 Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF WILD MAGIC, STANDARD&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  6 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This potion temporarily increases the character’s Spell Pool by 50 for 5 minutes or 1 Encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POTION OF WILD MAGIC, MAJOR&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  10 Uncommon Herbs/Residuum  4 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This potion temporarily increases the character’s Spell Pool by 75 for 5 minutes or 1 Encounter.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Rune&amp;diff=1155</id>
		<title>Scribe Rune</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Rune&amp;diff=1155"/>
		<updated>2024-06-27T02:44:33Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scribe Scrolls allows a character to store a spell into a scroll. To make a scroll, the character must have: the Recipe, the corresponding Components, and have the appropriate rank of Scribe Scrolls (Rank 1 for 1st&amp;amp; 2nd level spells; Rank 2 for 3rd&amp;amp; 4th level spells; Rank 3 for 5th&amp;amp; 6th level spells, Rank 4 for 7th&amp;amp; 8th level spells; and Rank 5 for 9th level spells and specials).  &lt;br /&gt;
&lt;br /&gt;
When a character wants to use a scroll, they must follow the entire standard spell casting rules, and they must state, “Scroll” after the normal incant for the spell. The scroll does not have to be in hand, but does have to be in your possession, when used. &lt;br /&gt;
&lt;br /&gt;
Wands are a special weapon that can be made by a scribe. To use a wand, a character must have a Short Blunt in hand in order to gain the benefits. &lt;br /&gt;
&lt;br /&gt;
Scrolls can never be used in conjunction with the Channel Class Feature, or the Chain Spell skill. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Spell Level&lt;br /&gt;
!Rank&lt;br /&gt;
!Component Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1 Common&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|2 Common&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3 Common&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|4 Common&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|4 Common, 1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|4 Common, 2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|8 common, 2 uncommon&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|5&lt;br /&gt;
|10 Common, 4 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;CREATE MINOR SPELL BOOK&#039;&#039;&#039; This item can hold up to 12 Spell Pages, and must be a minimum dimension of 4” by 6” and ½” thick. This is a Rank 2 item, and has a duration of 3 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CREATE STANDARD SPELL BOOK&#039;&#039;&#039; This item can hold up to 24 Spell Pages, and must be a minimum dimension of 4” by 6” and ½” thick. This is a Rank 4 item, and has a duration of 3 years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CREATE MAJOR SPELL BOOK&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  4 Uncommon Residuum  1 Rare Residuum  1 Vellum &lt;br /&gt;
&lt;br /&gt;
Description This item can hold up to 36 Spell Pages, and must have minimum dimensions of 4” by 6” and ½” thick. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVERLASTING QUILL&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Residuum  2 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GOLD LEAF&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Residuum  1 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSCRIBE WAND&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Residuum  1 Rare Residuum  1 Named Residuum &lt;br /&gt;
&lt;br /&gt;
Description This production allows the character to craft basic wands, that require a blunt Short Weapon Phys-Rep, such as a club or mace. While in hand, this item increases the character’s Spell Pool by 5, so long as they have the Signature Spell Skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;INSCRIBE WAND, GREATER&#039;&#039;&#039; Creation Time: 45 Minutes Materials:  5 Uncommon Residuum  4 Rare Residuum  1 Named Residuum &lt;br /&gt;
&lt;br /&gt;
Description This production allows the character to craft better wands, that require a blunt Short Weapon Phys-Rep, such as a club or mace. When the wand is actively wielded by a character with Spell Pool, the wand will grant 15 Permanent Spell Pool. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASTER STAFF&#039;&#039;&#039; Creation Time: 60 Minutes Materials:  20 Uncommon Residuum  5 Rare Residuum  3 Named Residuum  2 Silvered Ink  1 Staff &lt;br /&gt;
&lt;br /&gt;
Description These staves have had mystic runes inscribed onto them to enhance the wielder’s magical prowess. When the wand is actively wielded by a character with Spell Pool, the wand will grant 20 Permanent Spell Pool. Additionally, twice each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count. This item requires the Magic Staff Power to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PIGMENT REMOVER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Residuum  2 Rare Residuum&lt;br /&gt;
&lt;br /&gt;
This item is a named component and is used in other Advanced Production. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (BARRIER)&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  10 Uncommon Residuum  1 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a single use skill that can be used by any character for whom the skill is a &amp;quot;Class Skill&amp;quot;. They must still meet the skill requirements to active this item. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (QUICKNESS)&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  10 Uncommon Residuum  1 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a single use skill that can be used by any character for whom the skill is a &amp;quot;Class Skill&amp;quot;. They must still meet the skill requirements to active this item. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF POWER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  10 Uncommon Residuum  2 Rare Residuum  1 Named Residuum  1 Scroll of the spell to be stored &lt;br /&gt;
&lt;br /&gt;
Description This powerful scroll stores a spell that can be cast by anyone so long as they have an unused Spell Slot of the appropriate level; meaning they do need to be able to cast the spell stored normally. Casting spells using this scroll consumes the Spell Slot from the character. Once activated, the scroll will last for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF THE NOVICE&#039;&#039;&#039; Creation Time:15 Minutes Materials:  2 Uncommon Residuum  1 Rare Residuum  1 Scroll of the spell to be stored &lt;br /&gt;
&lt;br /&gt;
Description This scroll is written such that anyone can use the spell stored within, even those who lack the abilities to cast spells normally. The difficulty in crafting these scrolls leaves their power limited and only spells of 3rd level and lower can be crafted this way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUNE STAFF&#039;&#039;&#039; Creation Time: 60 Minutes Materials:  10 Uncommon Residuum  2 Rare Residuum  2 Named Residuum  1 Silvered Ink  1 Staff &lt;br /&gt;
&lt;br /&gt;
Description These staves have had mystic runes inscribed onto them to enhance the wielder’s magical prowess. While in hand, this item increases a characters Spell Pool by 10, so long as they had already had Spell Pool charges. Additionally, once each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count. This item requires the Magic Staff Power to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUNESTONE INLAY&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Residuum  2 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SILVERED INK&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  3 Uncommon Residuum  1 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPELL BOOK OF STORING I&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  5 Uncommon Residuum  3 Rare Residuum  1 Gold Leaf  1 Silvered Ink  1 Vellum &lt;br /&gt;
&lt;br /&gt;
Description This process will infuse a spell book with the latent ability to hold a spell that can be used at a later time. Each reset the Spell Book can store 2 spells of up to 5th level, which can be cast by any caster holding the book with a few restrictions: the Spell Page for the spell to be stored must be in the book, and the stored spells must be on the character’s available spell list in order to cast them from the book. To store a spell, it must be touch cast onto the book and the bearer must announce “Absorbed”. The stored spell will remain until the next Skill Reset, and can be used with the call “Activate Magic ” and throwing a packet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPELL BOOK OF STORING II&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  10 Uncommon Residuum  4 Rare Residuum  1 Gold Leaf  2 Silvered Ink  2 Vellum &lt;br /&gt;
&lt;br /&gt;
Description This process will infuse a spell book with the latent ability to hold a spell that can be used at a later time. Each reset the Spell Book can store 2 spells of up to 8th level, which can be cast by any caster holding the book with a few restrictions: the Spell Page for the spell to be stored must be in the book, and the stored spells must be on the character’s available spell list in order to cast them from the book. To store a spell, it must be touch cast onto the book and the bearer must announce “Absorbed”. The stored spell will remain until the next Skill Reset, and can be used with the call “Activate Magic ” and throwing a packet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VELLUM&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  10 Uncommon Residuum &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;/div&gt;</summary>
		<author><name>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=1154</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=1154"/>
		<updated>2024-06-27T02:09:23Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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 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.&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;
|+&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;
|Elixer&lt;br /&gt;
|-&lt;br /&gt;
|Healing&lt;br /&gt;
|Elixer&lt;br /&gt;
|-&lt;br /&gt;
|Intoxicant&lt;br /&gt;
|Elixer&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;
|Elixer&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;
|Elixer&lt;br /&gt;
|-&lt;br /&gt;
|Nausea&lt;br /&gt;
|Elixer&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;
|Elixer&lt;br /&gt;
|-&lt;br /&gt;
|Lesser Catalyst&lt;br /&gt;
|Elixer&lt;br /&gt;
|-&lt;br /&gt;
|Nausea&lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Paralysis&lt;br /&gt;
|Elixer&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;
|Elixer&lt;br /&gt;
|-&lt;br /&gt;
|Greater Catalyst&lt;br /&gt;
|Elixer&lt;br /&gt;
|-&lt;br /&gt;
|Paralysis&lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Red Luster&lt;br /&gt;
|Elixer&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;
|Blade Poison +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  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 and is expended hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ADVANCED PRODUCTION&#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  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;
&lt;br /&gt;
&#039;&#039;&#039;EPOXY&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FIREDAMP&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FLASK FLAME&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GLOWING BOTTLE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NIGHT EYES POWDER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Uncommon Herbs/Residuum  3 Rare Herb&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;PETRIFICATION SALVE&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;RESIN&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SETTING SOLUTION&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs/Residuum  5 Rare Herbs  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;THERMITE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs/Residuum  1 Rare Herb  1 Named Herb&lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIVERSAL SOLVENT&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Herbs/Residuum  2 Rare Herbs&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
&#039;&#039;&#039;BLADE POISON: VORPAL +8&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs&lt;br /&gt;
&lt;br /&gt;
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 a 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>MMoore</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1140</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=1140"/>
		<updated>2024-06-25T21:54:04Z</updated>

		<summary type="html">&lt;p&gt;MMoore: &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 except for Acid)&lt;br /&gt;
* Fatigue&lt;br /&gt;
* Nausea&lt;br /&gt;
* Paralysis&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;p&amp;gt;&amp;lt;span id=&amp;quot;Affinity(Type)&amp;quot;&amp;gt;&#039;&#039;&#039;Affinity&amp;lt;Type&amp;gt;:&#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;&lt;br /&gt;
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&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;&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;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;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. When the target is banished all items, it acquired on this plane are left behind.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&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;
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&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;
&lt;br /&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;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;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;
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&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;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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&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;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;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;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; &lt;br /&gt;
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&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 enemy 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;&lt;br /&gt;
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&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;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;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.&lt;br /&gt;
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&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 Spell Slots 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 a single Spell Slot for the spell being cast once. This skill can be purchased a maximum of four times.&lt;br /&gt;
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&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.&lt;br /&gt;
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&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;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;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;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.&lt;br /&gt;
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&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 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.&lt;br /&gt;
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&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;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, 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;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 rendered 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;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;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.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;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;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;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;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;p&amp;gt;&amp;lt;span id=&amp;quot;Daze&amp;quot;&amp;gt;&#039;&#039;&#039;Daze:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect causes the target to be unable to take any action, while not Helpless, they cannot use any skills or abilities, nor can they move from their current location.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;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 Delivery Type, 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;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;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.&lt;br /&gt;
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&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;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.&lt;br /&gt;
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&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This effect causes the target to take double damage from all attacks that have a numerical value in their call. This effect is permanent, unless a duration is 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, or the River spell.&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&amp;lt;p&amp;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 race 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.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&amp;lt;p&amp;gt;&#039;&#039;&#039;&amp;lt;Effect&amp;gt; Strike:&#039;&#039;&#039; 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;
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&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;
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&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;
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&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;
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&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;
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&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;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;
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&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 one that have no limit on usage like Healing Arts.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;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;
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&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;
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&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 only walk and cannot Flee combat.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;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 sent back to your home plane if hit with a Banish effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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.&lt;br /&gt;
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&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 help with hazards at the landing point.  Featherfall can be cast on others and Chain Spelled.&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;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;
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&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;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;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 more 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;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;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;
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&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;
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&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;
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&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 of 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;
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&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;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: Page 58 Abomination, Deathless, Shadow, and Undead&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;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;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;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;
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&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;
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&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;
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&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;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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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, a minor hold occurs that only involves other players engaged with the character. The character may then move up to 10 steps away, after which normal game play will resume.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;
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&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 Page 59 Fear. This effect will last for 5 minutes or one Encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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.&lt;br /&gt;
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&#039;&#039;&#039;Mind Guard-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration (normally 10 minutes) the target is immune to Mental effects.&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&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;
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&amp;lt;p&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;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Natures Ire&amp;quot;&amp;gt;&#039;&#039;&#039;Natures 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;
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&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;
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&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;
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&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 appropriate Combat/Spell Slots 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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&#039;&#039;&#039;Refit:&#039;&#039;&#039; 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. &lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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.&lt;br /&gt;
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&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.&lt;br /&gt;
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&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;
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&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;
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&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 both a Mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;p&amp;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.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;&lt;br /&gt;
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&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;
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&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 exclusively attack the generator of the effect.  Until Taunt expires, the victim may not initiate or continue hostilities 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;.  &lt;br /&gt;
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&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.&lt;br /&gt;
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&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;
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&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 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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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;
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&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. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;War Cry&amp;quot;&amp;gt;&#039;&#039;&#039;War Cry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This causes the next technique or spell to be used at half cost, round down.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&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;
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&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;
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&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>MMoore</name></author>
	</entry>
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