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	<updated>2026-06-10T04:13:25Z</updated>
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	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Locks_and_Disable_Device&amp;diff=2309</id>
		<title>Locks and Disable Device</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Locks_and_Disable_Device&amp;diff=2309"/>
		<updated>2026-05-04T20:51:15Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So we now have 3 types of locks. Minor, Standard and Major. To use Disable Device on these locks you need Tools. We will then do some calculations and you will have a blind bead draw (commonly known as a bag pick) to determine your success or failure. Please remember that the Marshal on the scene has final call on if you can try again or what may happen in the event of a failure. Most times you will just fail with no further consequences aside form the time spent. A Disable Device check requires 5 minutes and can be interrupted like any other counted action. &#039;&#039;&#039;&amp;lt;u&amp;gt;IMPORTANT REMINDER&amp;lt;/u&amp;gt;&#039;&#039;&#039;: picking the lock of a PC requires a Rogue Marshal, just like stealing in game items from a cabin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Locks have an inherent number of failures they provide to the bag pick to pick them. These can be offset by levels in Disable Device. If you have tools at least as good as the lock, then you may proceed to the calculation step. If the Tools are worse than the lock you may find it more difficult to pick (added failures). However having tools better than the lock will not grant you an easier time picking the lock, for ease of calculations. Let&#039;s get into some specifics:&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lock Creation&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Minor Locks&#039;&#039;&#039; as a default are made to add 5 &#039;failures&#039; to the corresponding bag pick for their disablement. This can be enhanced at the time of creation for additional Ore components. The limit of making an &#039;Enhanced Minor Lock&#039; is that you may only ever add up to double the default failures the lock adds to a pick. In the case of a minor lock this would be 5 extra failures max. See the chart for the cost of adding failures during lock creation. These locks require Minor Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Locks&#039;&#039;&#039; as a default are made to add 10 &#039;failures&#039; to the corresponding bag pick for their disablement. This can be enhanced at the time of creation for additional Ore components. The limit of making an &#039;Enhanced Standard Lock&#039; is that you may only ever add up to double the default failures the lock adds to a pick. In the case of a Standard Lock this would be 10 extra failures max. See the chart for the cost of adding failures during lock creation. These locks require Standard Tools but may be attempted at extra difficulty with Minor Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Locks&#039;&#039;&#039; as a default are made to add 20 &#039;failures&#039; to the corresponding bag pick for their disablement. This can be enhanced at the time of creation for additional Ore components. The limit of making an &#039;Enhanced Major Lock&#039; is that you may only ever add up to double the default failures the lock adds to a pick. In the case of a minor lock this would be 20 extra failures max. See the chart for the cost of adding failures during lock creation. These locks require Major Tools but may be attempted at extra difficulty with Standard Tools and even more difficulty with Minor Tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everyone&#039;s favorite part, &#039;&#039;&#039;The Math&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Calculation steps:&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
# Determine the Quality (Minor/Standard/Major) of the Lock.&lt;br /&gt;
# Compare that to the Tools being used.&lt;br /&gt;
# Add any necessary failures from Lock Enhancements (extra Ore used to make the lock more difficult to pick as per the chart at the bottom of the page)&lt;br /&gt;
# Add any necessary failures for disparity. Note having better Tools does NOT add successes.&lt;br /&gt;
# Add levels of Disable Device.&lt;br /&gt;
# Go over the numbers so everyone involved understands what beads are in the bag. &lt;br /&gt;
# Make your pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here&#039;s some examples:&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
David is a new player that wants to pick the lock box of a group of brigands that has been terrorizing the countryside. He has Minor Tools and 1 level of Disable Device. The base for a normal bead draw is 1 Black Bead and 1 White Bead. The lock is a Minor Lock (so normally +5 Failures) and David has Minor Tools (this will offset the lock&#039;s +5 failures since he has the right tools) and has 1 level of Disable Device to he adds 1 White Bead to the bag. The Final pick is 1 Black Bead and 2 White Beads &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 2:&lt;br /&gt;
&lt;br /&gt;
David&#039;s antics have made the local crime syndicate up their game. They have now maxed out the Enhanced Minor Locks as best they can to make his task even more difficult. He still has Minor Tools and only 1 level of Disable Device. So we start at the 1 White and 1 Black bead. Then comparing the locks and tools they cancel out since he has the proper tools. However, the enhancements to the lock mean that David is still adding the +5 Failures (remember the max for a Minor Lock being enhanced is adding +5 failures which is double it&#039;s normal difficulty). So we&#039;re at 6 Black and 1 White Bead. Then we add David&#039;s one level of Disable Device to bring us to a final 6 Black and 2 White Beads. If David wants to be more sure of picking these locks, looks like he&#039;ll have to pick up more levels of Disable Device!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 3:&lt;br /&gt;
&lt;br /&gt;
It&#039;s been some time and many adventurers have passed. These days David is an experienced adventurer that has spent more of his time learning the intricacies of devices and their disabling so he now has 10 ranks of Disable Device. Those same brigands from his earlier days have resurfaced but have upped their game to Standard Locks. Sadly while he has spent more time, David always forgets to get his lock picks redone so he&#039;s still working with Minor Tools. This one gets a bit math-y so let&#039;s grab the steps and walk through them:&lt;br /&gt;
&lt;br /&gt;
* Determine the disable difficulty of the Lock. (Standard Lock so difficulty 10)&lt;br /&gt;
* Compare that to the Tools being used. (Minor Tools) &lt;br /&gt;
* Add any lock Enhancements (none, the brigands still think the base Standard Lock is enough)&lt;br /&gt;
* Add any necessary failures for disparity. Note having better Tools does NOT add successes. (so the difference here will mean we have to add 5 Failures to the pick)&lt;br /&gt;
* Add levels of Disable Device. (+10 successes)&lt;br /&gt;
* Go over the numbers so everyone involved understands what beads are in the bag. (base is 1 success 1 failure. +15 failures, +10 successes so the final pick is 11 white beads and 16 black beads)&lt;br /&gt;
* Make your pick.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If folks want, I can add more examples at higher levels, but I&#039;m hoping this gets the formula and idea across.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Lock Enhancement&#039;&#039;&#039; ===&lt;br /&gt;
You can enhance your lock up to double it&#039;s starting difficulty. Doing so becomes increasingly expensive. The below costs are in Ore. Also keep in mind the max shown below is for that column. You can enhance a Major lock 20 times if you&#039;re got the components.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!Cost per enhancement(max 5)&lt;br /&gt;
!Cost per enhancement(max 5)&lt;br /&gt;
!Cost per enhancement (max 10)&lt;br /&gt;
|-&lt;br /&gt;
|Minor Lock&lt;br /&gt;
|1 Common&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Standard Lock&lt;br /&gt;
|1 Common&lt;br /&gt;
|1 Unommon&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|Major Lock&lt;br /&gt;
|1 Common&lt;br /&gt;
|1 Unommon&lt;br /&gt;
|1 Rare&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Engineering&amp;diff=2307</id>
		<title>Engineering</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Engineering&amp;diff=2307"/>
		<updated>2026-05-04T20:49:08Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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 “Stun” 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;
&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, “Massive 20 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Two: 20Sq/Ft. Area of effect, “Massive 30 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Three: 40Sq/Ft. Area of effect, “Massive 40 Normal”&lt;br /&gt;
&lt;br /&gt;
Rank Four: 40Sq/Ft. Area of effect, “Massive 50 Normal”, 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: “Massive 40 Normal” &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” Prefix 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;
&lt;br /&gt;
&#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;
&lt;br /&gt;
&#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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Attunements&amp;diff=2306</id>
		<title>Attunements</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Attunements&amp;diff=2306"/>
		<updated>2026-04-22T14:41:52Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attunement Binding ==&lt;br /&gt;
Attunements are sources of power, generated by some unifying ideology.  Power concentrates differently in different cases; some Attunements boast hundreds or thousands of members working towards similar goals in very different ways.  Some are small bands with a very narrow, local focus.  Most lie somewhere in between.  Scholars have been trying for centuries to find the underlying law of reality that determines which factors develop into Attunements and which will not.  Not one has come close.  Every Attunement is easy to explain after its birth.  No one has succeeded in predicting new formations with any accuracy.  To bind yourself to an attunement takes the out of game dedication of 10 Skill Points which must be paid before you will gain any of your Attunement powers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Attunement formation is thought to be comparatively rare.  Many &#039;new&#039; Attunements are actually re-formations of philosophies long thought deceased, or variants of other philosophies that forked far enough away to develop their own bonds.  That said, surveillance across the planes is not all that scholars could wish, and Attunements could easily be born, serve out their functions, and disband before Nexus scholars even hear rumors of them.&lt;br /&gt;
&lt;br /&gt;
Most characters may have two Attunements. Currently Paladins may have one and Warlocks may be similarly limited in the future.&lt;br /&gt;
&lt;br /&gt;
== How To Get An Attunement ==&lt;br /&gt;
Attunements require prior approval from Plot staff and cost 10 skill points if they are approved.  The approval process may take quite some time (often over a year), and Plot staff will observe the character&#039;s role-play interactions before determining whether the Attunement is appropriate for the character and the game in general.  Attunements may be declined for a number of reasons, which may include:  1) The Attunement may be difficult to execute or enforce in game play, 2) The Attunement isn&#039;t appropriately thematic or is too powerful, 3) The attunement theme doesn&#039;t fit how the character is played or appropriate for the character&#039;s personality, or 4) Pretty much any subjective criterium that Plot thinks warrants withholding approval.&lt;br /&gt;
&lt;br /&gt;
If you have an idea for an Attunement that you would like for your character to have, propose the idea to Plot.  If another character has an Attunement that you would like to have for your character, ask that character about it and then propose the idea to Plot.  You may want to dedicate Between Game Actions to researching or exploring the proposed Attunement, and acquire skills appropriate to the Attunement.&lt;br /&gt;
&lt;br /&gt;
Your character will likely be drawn into plot threads while your character is being evaluated for an Attunement.&lt;br /&gt;
&lt;br /&gt;
If your character is approved for an Attunement, the character will then begin to advance within the Attunement. With any &amp;quot;banked Favor&amp;quot; being added to their total over time.&lt;br /&gt;
&lt;br /&gt;
== Attunement Advancement ==&lt;br /&gt;
Whatever the power source, advancement doesn&#039;t change between Attunements.  Progression, mercifully, is generally well-studied and linear.  Power grows as a function of dedication to the philosophy; adventurers refer to this measurement as &amp;quot;[[Favor]]&amp;quot;, even where that term is imprecise.  It arose from some of the more public and prominent Attunements where it fit perfectly; adventurers being what they are, then lumped every other measure into that box and called it a solved problem.  The worlds being what they are, it&#039;s virtually impossible for an adventurer to avoid some karmic scrutiny, and those ledgers are kept with great care if not great detail.  The net result of this is that your character accumulates up to 50 Favor whether or not they&#039;re actively attuned.  That Favor goes active when their first attunement activates.   &lt;br /&gt;
&lt;br /&gt;
The advancement chart looks like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Favor Total&lt;br /&gt;
!Attunement Rank&lt;br /&gt;
!Attunement Powers Available&lt;br /&gt;
!Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|1&lt;br /&gt;
|Rank 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|2&lt;br /&gt;
|Rank 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|3&lt;br /&gt;
|Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|4&lt;br /&gt;
|Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|5&lt;br /&gt;
|Rank 5&lt;br /&gt;
|Focused Training&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|6&lt;br /&gt;
|Rank 6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|7&lt;br /&gt;
|Rank 7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|8&lt;br /&gt;
|Rank 8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|9&lt;br /&gt;
|Rank 9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45-50&lt;br /&gt;
|10&lt;br /&gt;
|Rank 10&lt;br /&gt;
|Focused Training&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75+&lt;br /&gt;
|&lt;br /&gt;
|Special&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125+&lt;br /&gt;
|&lt;br /&gt;
|Special 2&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that table in mind, it&#039;s very important to understand that &amp;quot;Rank&amp;quot; is a measure of progression, not authority.  You never wield authority over other members of your Attunement on the simple weight of your Favor count or Attunement Rank.  Similarly, never feel obligated to take orders from someone &#039;&#039;because&#039;&#039; they have more Favor than you.  Some Attunements are very specific in how they maintain organization - If you&#039;re a Rank 10 Biomancer Corporal because you&#039;re a good student of Spirit Magic, and you decide to issue orders to a Rank 4 Biomancer Captain because you have more favor and Attunement Rank than she does, you&#039;re about to get your ass kicked and then court martialed.  Some operate as groups of equals with just barely enough oversight to qualify as a group rather than a hundred weirdos with a similar philosophy.   It&#039;s fairly common that at the top end, there&#039;s a good bit of overlap between Rank and Authority, but that&#039;s a consequence of those people growing, not gathering Favor and misusing it as authority.  Take this seriously; a number of prominent Attunement members do and some can get very aggressive on the topic.&lt;br /&gt;
&lt;br /&gt;
=== Focused Training ===&lt;br /&gt;
At Ranks 5 and 10 in an Attunement, a character is eligible to receive focused training from their peers/masters/bosses. Focus training requires any Knowledge skill that makes sense for the Attunement. If you are in an Attunement that deals with the underpinnings of magic and how rituals work you might use Knowledge Area: Magic where someone dealing with the flora and fauna of the world might use Knowledge Area: Nature. Speak with the Plot representative in charge of the Attunement for specifics.&lt;br /&gt;
&lt;br /&gt;
Upon receiving this Focused Training, the character may choose a single benefit from the list below. More options may open up as the Attunements available are researched or stumbled upon:&lt;br /&gt;
&lt;br /&gt;
* 1 Blade Effect per encounter (+5 temporary weapon damage for a single swing)&lt;br /&gt;
* +10 Spell Pool&lt;br /&gt;
* +5 Base Body&lt;br /&gt;
&lt;br /&gt;
== Attunement Powers ==&lt;br /&gt;
Powers are what distinguish an Attunement from a club or a gang.  Which powers grow where is a mystery; some Attunement sets manifest exactly what you&#039;d expect, some are so far off the stated goals that onlookers suspect a hidden agenda.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A caveat:&lt;br /&gt;
&#039;&#039;No list will ever be exhaustive.&#039;&#039;  Some attunements are very public and well known.  Some have very skilled counterintelligence services.   Various organizations in the game world make attempts at cataloguing Attunements, and only succeed to modest degrees.  If your character would like to investigate this, they&#039;re not alone and some of the best researchers in this field operate openly; feel free to stop by for a chat.  If you&#039;re actively pursuing one, you&#039;ll be given every opportunity to look over the power sets before you commit, in almost every case.  (There are some awful organizations out there that withhold this information to keep the rank and file in line, there are some that are very young and haven&#039;t yet discovered for themselves how far they can take things, but if you&#039;re pursuing one of those things you&#039;ll know this a long time before anyone asks you to spend your precious slot on it.)&lt;br /&gt;
&lt;br /&gt;
For the benefit of veteran players looking for the Attunements to do some early holiday shopping:  A list by its nature implies exclusivity.  This is the list, the things that are on it are the options, and conversely the things that are not on it are not.  Even with a lengthy disclaimer, it didn&#039;t take twelve hours into the proofreading process before I was fielding questions about why things weren&#039;t &#039;&#039;on that list&#039;&#039; and hence &#039;&#039;not in the game&#039;&#039;.  Once that list goes up, we lose the mission and I never wanted that.&lt;br /&gt;
&lt;br /&gt;
# Attunements were intended to expand characters as they grew into interests and themes.  It was not long after their introduction that they became a shopping list item, usually right after Skills.  I never wanted that.  I rapidly grew to hate optimization-of-theme.  Optimize skills - that&#039;s what they&#039;re there for and a well-tuned character is satisfying in its way - but at the point where I have players involved in stories they do not like to get powers they do, we have lost the mission.  In that light:&lt;br /&gt;
# If there&#039;s an interesting theme that&#039;s not represented so far (like most themes) please feel free to submit it for consideration.  We obviously can&#039;t accommodate all possible themes.  Some things are at odds with the cosmology of the overall game.  Some present gameplay difficulties that are either insurmountable or only surmountable at too high a cost in overall playability.  Some rely on roleplay inconsistent with a friendly game - there is space in the game for necromancers but they inspire negative interactions.  And headaches.  Some are overtly too powerful to introduce - no one is going to give me Aaravos and no one should.  Some are gnomes.  We can&#039;t promise to introduce your theme, but we can (and should) at least review it for feasibility.  Plot has a wide range of interests and we can work with all kinds of things we didn&#039;t dream up.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;!-- Publishing this list immediately caused problems.  A list by its very nature implies exclusivity.  It wasn&#039;t twelve hours into the proofreading process that a concerned player noted the absence of a good healer attunement or a more general good-guy organization.  I never wanted that.  I&#039;m blanking the list but not deleting it.  As things are verified in game, we can add them as an explanation of what those players do and how they do it.  Until they&#039;re released in-game, they&#039;re not showing up here.&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Iron star Mercenary]]&lt;br /&gt;
 &lt;br /&gt;
[[Kensai]]&lt;br /&gt;
&lt;br /&gt;
[[Ley Mage]]&lt;br /&gt;
&lt;br /&gt;
[[Loremaster]]&lt;br /&gt;
&lt;br /&gt;
[[Moon-Blooded]]&lt;br /&gt;
&lt;br /&gt;
[[Mystweavers]]&lt;br /&gt;
&lt;br /&gt;
[[Paragons of Origination]]&lt;br /&gt;
&lt;br /&gt;
[[Path of the Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Planar Champion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Racial Attunements&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
[[Knights of the Fallen Leaves- High Elf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Pack Master – Felis Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Plague Bearers- Troll Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Runic Defenders- Dwarf Racial|Runic Defenders- Mountain Dwarf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Shugenja- Deep Elf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Thickets- Ent Racial]]&lt;br /&gt;
&lt;br /&gt;
[[True Shifter- Rok&#039;Shen Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Wildling - Gnome Racial]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;--&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Popular Attunements seen around Nexus ==&lt;br /&gt;
For any number of reasons there are dozens of different Attunements walking the streets of Nexus on any given day. This is a list of the most common few just so you have an idea of what is out there.&lt;br /&gt;
&lt;br /&gt;
====== Planar Champions ======&lt;br /&gt;
Whether from one of the Elemental planes or various reaches of the far planes like the Abyss, there seems to be a number of Champions in Nexus equal only to the number of previously collapsed Prime planes.&lt;br /&gt;
&lt;br /&gt;
====== Argynt Star Mercenaries ======&lt;br /&gt;
No matter the Prime, there has always been an elite unit of soldiers dedicated to each other and to the almighty coin. The Argynt Star was the most commonly found name of these mercenaries and so they have banded together under this banner.&lt;br /&gt;
&lt;br /&gt;
====== Loremasters ======&lt;br /&gt;
With all the destruction and upheaval seen by those who find themselves in Nexus, there always remains a need to preserve knowledge of events, homelands, and heroes of the past. Loremasters are known far and wide as some of the greatest protectors of this knowledge.&lt;br /&gt;
&lt;br /&gt;
====== Pit Fighters ======&lt;br /&gt;
No industry in Nexus is more popular than the Pits, unless you count the number of bars as a single entity. Fighters of all sorts make their name in the Pits and fortunes have been known to be won and lost at the monument to blood and sport.&lt;br /&gt;
&lt;br /&gt;
====== Knights of Celiene ======&lt;br /&gt;
These knights come from a variety of backgrounds, cultures, and ideals. One thing unites them above all; their drive to do the right thing. Be wary as this may not always line up with the laws of your homeland like you think it does.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Attunements&amp;diff=2295</id>
		<title>Attunements</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Attunements&amp;diff=2295"/>
		<updated>2026-04-02T20:35:49Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Popular Attunements seen around Nexus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Attunement Binding ==&lt;br /&gt;
Attunements are sources of power, generated by some unifying ideology.  Power concentrates differently in different cases; some Attunements boast hundreds or thousands of members working towards similar goals in very different ways.  Some are small bands with a very narrow, local focus.  Most lie somewhere in between.  Scholars have been trying for centuries to find the underlying law of reality that determines which factors develop into Attunements and which will not.  Not one has come close.  Every Attunement is easy to explain after its birth.  No one has succeeded in predicting new formations with any accuracy.  To bind yourself to an attunement takes the out of game dedication of 10 Skill Points which must be paid before you will gain any of your Attunement powers.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Attunement formation is thought to be comparatively rare.  Many &#039;new&#039; Attunements are actually re-formations of philosophies long thought deceased, or variants of other philosophies that forked far enough away to develop their own bonds.  That said, surveillance across the planes is not all that scholars could wish, and Attunements could easily be born, serve out their functions, and disband before Nexus scholars even hear rumors of them.&lt;br /&gt;
&lt;br /&gt;
Most characters may have two Attunements. Currently Paladins may have one and Warlocks may be similarly limited in the future.&lt;br /&gt;
&lt;br /&gt;
== How To Get An Attunement ==&lt;br /&gt;
Attunements require prior approval from Plot staff and cost 10 skill points if they are approved.  The approval process may take quite some time (often over a year), and Plot staff will observe the character&#039;s role-play interactions before determining whether the Attunement is appropriate for the character and the game in general.  Attunements may be declined for a number of reasons, which may include:  1) The Attunement may be difficult to execute or enforce in game play, 2) The Attunement isn&#039;t appropriately thematic or is too powerful, 3) The attunement theme doesn&#039;t fit how the character is played or appropriate for the character&#039;s personality, or 4) Pretty much any subjective criterium that Plot thinks warrants withholding approval.&lt;br /&gt;
&lt;br /&gt;
If you have an idea for an Attunement that you would like for your character to have, propose the idea to Plot.  If another character has an Attunement that you would like to have for your character, ask that character about it and then propose the idea to Plot.  You may want to dedicate Between Game Actions to researching or exploring the proposed Attunement, and acquire skills appropriate to the Attunement.&lt;br /&gt;
&lt;br /&gt;
Your character will likely be drawn into plot threads while your character is being evaluated for an Attunement.&lt;br /&gt;
&lt;br /&gt;
If your character is approved for an Attunement, the character will then begin to advance within the Attunement. With any &amp;quot;banked Favor&amp;quot; being added to their total over time.&lt;br /&gt;
&lt;br /&gt;
== Attunement Advancement ==&lt;br /&gt;
Whatever the power source, advancement doesn&#039;t change between Attunements.  Progression, mercifully, is generally well-studied and linear.  Power grows as a function of dedication to the philosophy; adventurers refer to this measurement as &amp;quot;[[Favor]]&amp;quot;, even where that term is imprecise.  It arose from some of the more public and prominent Attunements where it fit perfectly; adventurers being what they are, then lumped every other measure into that box and called it a solved problem.  The worlds being what they are, it&#039;s virtually impossible for an adventurer to avoid some karmic scrutiny, and those ledgers are kept with great care if not great detail.  The net result of this is that your character accumulates up to 50 Favor whether or not they&#039;re actively attuned.  That Favor goes active when their first attunement activates.   &lt;br /&gt;
&lt;br /&gt;
The advancement chart looks like this:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Favor Total&lt;br /&gt;
!Attunement Rank&lt;br /&gt;
!Attunement Powers Available&lt;br /&gt;
!Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|1-5&lt;br /&gt;
|1&lt;br /&gt;
|Rank 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6-10&lt;br /&gt;
|2&lt;br /&gt;
|Rank 2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11-15&lt;br /&gt;
|3&lt;br /&gt;
|Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16-20&lt;br /&gt;
|4&lt;br /&gt;
|Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21-25&lt;br /&gt;
|5&lt;br /&gt;
|Rank 5&lt;br /&gt;
|Focused Training&lt;br /&gt;
|-&lt;br /&gt;
|26-30&lt;br /&gt;
|6&lt;br /&gt;
|Rank 6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|31-35&lt;br /&gt;
|7&lt;br /&gt;
|Rank 7&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|36-40&lt;br /&gt;
|8&lt;br /&gt;
|Rank 8&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|41-45&lt;br /&gt;
|9&lt;br /&gt;
|Rank 9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|45-50&lt;br /&gt;
|10&lt;br /&gt;
|Rank 10&lt;br /&gt;
|Focused Training&lt;br /&gt;
|-&lt;br /&gt;
|...&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|75+&lt;br /&gt;
|&lt;br /&gt;
|Special&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|125+&lt;br /&gt;
|&lt;br /&gt;
|Special&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With that table in mind, it&#039;s very important to understand that &amp;quot;Rank&amp;quot; is a measure of progression, not authority.  You never wield authority over other members of your Attunement on the simple weight of your Favor count or Attunement Rank.  Similarly, never feel obligated to take orders from someone &#039;&#039;because&#039;&#039; they have more Favor than you.  Some Attunements are very specific in how they maintain organization - If you&#039;re a Rank 10 Biomancer Corporal because you&#039;re a good student of Spirit Magic, and you decide to issue orders to a Rank 4 Biomancer Captain because you have more favor and Attunement Rank than she does, you&#039;re about to get your ass kicked and then court martialed.  Some operate as groups of equals with just barely enough oversight to qualify as a group rather than a hundred weirdos with a similar philosophy.   It&#039;s fairly common that at the top end, there&#039;s a good bit of overlap between Rank and Authority, but that&#039;s a consequence of those people growing, not gathering Favor and misusing it as authority.  Take this seriously; a number of prominent Attunement members do and some can get very aggressive on the topic.&lt;br /&gt;
&lt;br /&gt;
=== Focused Training ===&lt;br /&gt;
At Ranks 5 and 10 in an Attunement, a character is eligible to receive focused training from their peers/masters/bosses. Focus training requires any Knowledge skill that makes sense for the Attunement. If you are in an Attunement that deals with the underpinnings of magic and how rituals work you might use Knowledge Area: Magic where someone dealing with the flora and fauna of the world might use Knowledge Area: Nature. Speak with the Plot representative in charge of the Attunement for specifics.&lt;br /&gt;
&lt;br /&gt;
Upon receiving this Focused Training, the character may choose a single benefit from the list below. More options may open up as the Attunements available are researched or stumbled upon:&lt;br /&gt;
&lt;br /&gt;
* 1 Blade Effect per encounter (+5 temporary weapon damage for a single swing)&lt;br /&gt;
* +10 Spell Pool&lt;br /&gt;
* +5 Base Body&lt;br /&gt;
&lt;br /&gt;
== Attunement Powers ==&lt;br /&gt;
Powers are what distinguish an Attunement from a club or a gang.  Which powers grow where is a mystery; some Attunement sets manifest exactly what you&#039;d expect, some are so far off the stated goals that onlookers suspect a hidden agenda.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A caveat:&lt;br /&gt;
&#039;&#039;No list will ever be exhaustive.&#039;&#039;  Some attunements are very public and well known.  Some have very skilled counterintelligence services.   Various organizations in the game world make attempts at cataloguing Attunements, and only succeed to modest degrees.  If your character would like to investigate this, they&#039;re not alone and some of the best researchers in this field operate openly; feel free to stop by for a chat.  If you&#039;re actively pursuing one, you&#039;ll be given every opportunity to look over the power sets before you commit, in almost every case.  (There are some awful organizations out there that withhold this information to keep the rank and file in line, there are some that are very young and haven&#039;t yet discovered for themselves how far they can take things, but if you&#039;re pursuing one of those things you&#039;ll know this a long time before anyone asks you to spend your precious slot on it.)&lt;br /&gt;
&lt;br /&gt;
For the benefit of veteran players looking for the Attunements to do some early holiday shopping:  A list by its nature implies exclusivity.  This is the list, the things that are on it are the options, and conversely the things that are not on it are not.  Even with a lengthy disclaimer, it didn&#039;t take twelve hours into the proofreading process before I was fielding questions about why things weren&#039;t &#039;&#039;on that list&#039;&#039; and hence &#039;&#039;not in the game&#039;&#039;.  Once that list goes up, we lose the mission and I never wanted that.&lt;br /&gt;
&lt;br /&gt;
# Attunements were intended to expand characters as they grew into interests and themes.  It was not long after their introduction that they became a shopping list item, usually right after Skills.  I never wanted that.  I rapidly grew to hate optimization-of-theme.  Optimize skills - that&#039;s what they&#039;re there for and a well-tuned character is satisfying in its way - but at the point where I have players involved in stories they do not like to get powers they do, we have lost the mission.  In that light:&lt;br /&gt;
# If there&#039;s an interesting theme that&#039;s not represented so far (like most themes) please feel free to submit it for consideration.  We obviously can&#039;t accommodate all possible themes.  Some things are at odds with the cosmology of the overall game.  Some present gameplay difficulties that are either insurmountable or only surmountable at too high a cost in overall playability.  Some rely on roleplay inconsistent with a friendly game - there is space in the game for necromancers but they inspire negative interactions.  And headaches.  Some are overtly too powerful to introduce - no one is going to give me Aaravos and no one should.  Some are gnomes.  We can&#039;t promise to introduce your theme, but we can (and should) at least review it for feasibility.  Plot has a wide range of interests and we can work with all kinds of things we didn&#039;t dream up.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&amp;lt;!-- Publishing this list immediately caused problems.  A list by its very nature implies exclusivity.  It wasn&#039;t twelve hours into the proofreading process that a concerned player noted the absence of a good healer attunement or a more general good-guy organization.  I never wanted that.  I&#039;m blanking the list but not deleting it.  As things are verified in game, we can add them as an explanation of what those players do and how they do it.  Until they&#039;re released in-game, they&#039;re not showing up here.&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Iron star Mercenary]]&lt;br /&gt;
 &lt;br /&gt;
[[Kensai]]&lt;br /&gt;
&lt;br /&gt;
[[Ley Mage]]&lt;br /&gt;
&lt;br /&gt;
[[Loremaster]]&lt;br /&gt;
&lt;br /&gt;
[[Moon-Blooded]]&lt;br /&gt;
&lt;br /&gt;
[[Mystweavers]]&lt;br /&gt;
&lt;br /&gt;
[[Paragons of Origination]]&lt;br /&gt;
&lt;br /&gt;
[[Path of the Ascetic]]&lt;br /&gt;
&lt;br /&gt;
[[Planar Champion]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Racial Attunements&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
[[Knights of the Fallen Leaves- High Elf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Pack Master – Felis Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Plague Bearers- Troll Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Runic Defenders- Dwarf Racial|Runic Defenders- Mountain Dwarf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Shugenja- Deep Elf Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Thickets- Ent Racial]]&lt;br /&gt;
&lt;br /&gt;
[[True Shifter- Rok&#039;Shen Racial]]&lt;br /&gt;
&lt;br /&gt;
[[Wildling - Gnome Racial]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;--&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Popular Attunements seen around Nexus ==&lt;br /&gt;
For any number of reasons there are dozens of different Attunements walking the streets of Nexus on any given day. This is a list of the most common few just so you have an idea of what is out there.&lt;br /&gt;
&lt;br /&gt;
====== Planar Champions ======&lt;br /&gt;
Whether from one of the Elemental planes or various reaches of the far planes like the Abyss, there seems to be a number of Champions in Nexus equal only to the number of previously collapsed Prime planes.&lt;br /&gt;
&lt;br /&gt;
====== Argynt Star Mercenaries ======&lt;br /&gt;
No matter the Prime, there has always been an elite unit of soldiers dedicated to each other and to the almighty coin. The Argynt Star was the most commonly found name of these mercenaries and so they have banded together under this banner.&lt;br /&gt;
&lt;br /&gt;
====== Loremasters ======&lt;br /&gt;
With all the destruction and upheaval seen by those who find themselves in Nexus, there always remains a need to preserve knowledge of events, homelands, and heroes of the past. Loremasters are known far and wide as some of the greatest protectors of this knowledge.&lt;br /&gt;
&lt;br /&gt;
====== Pit Fighters ======&lt;br /&gt;
No industry in Nexus is more popular than the Pits, unless you count the number of bars as a single entity. Fighters of all sorts make their name in the Pits and fortunes have been known to be won and lost at the monument to blood and sport.&lt;br /&gt;
&lt;br /&gt;
====== Knights of Celiene ======&lt;br /&gt;
These knights come from a variety of backgrounds, cultures, and ideals. One thing unites them above all; their drive to do the right thing. Be wary as this may not always line up with the laws of your homeland like you think it does.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2294</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2294"/>
		<updated>2026-03-28T01:51:54Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Champion Heroic Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Champion&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039; &#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Champions can wear up to Battle Armor.&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapon&#039;&#039;&#039;]] &#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Champions use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defend&#039;&#039;:&#039;&#039;&#039; This skill allows the character to protect others from harm by getting in the way of the attack. To use this skill, the character must be within weapon reach of a target, have a weapon or shield in hand, and call “Defend”. When used, this skill will redirect a single attack to the character using the skill, which may then be negated normally with defenses. If the attack had a numeric value, the damage will be reduced by half. This skill can be used once each &#039;&#039;Encounter initially and twice per encounter at 20th level and above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armored Core:&#039;&#039;&#039;&#039;&#039; While wielding a shield the character gains additional armor points. These points go above the character maximum and are refit with their normal armor. As long as they are wielding a shield they gain 10 additional points of armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defensive Specialist:&#039;&#039;&#039;&#039;&#039; Your defensive skills are treated as Passive. Note this applies to Riposte but not Defend which is a class ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Skill&lt;br /&gt;
!Cost&lt;br /&gt;
!Prerequisite&lt;br /&gt;
!Combat Technique&lt;br /&gt;
!SP Cost&lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Slowing Strike&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-38&lt;br /&gt;
|3&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Impunity&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Taunt&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Stun&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Advanced Skills&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Rugged&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|Destructive Blow&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|Daily&lt;br /&gt;
|Bolster&lt;br /&gt;
|7&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Phalanx&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Take Cover&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Woven Defense&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Champion Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolster -&#039;&#039;&#039;  This skill is used by the Champion as a self healing mechanism. While this skill is active, any hit the Champion blocks whether through use of his skill at arms or use of energy such as Deflect, Parry, Riposte, or Impunity, heals the Champion for 1 body Point. This healing cannot take the champion over their maximum body at any point. This skill lasts 5 minutes or 1 encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity -&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Blow -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from &#039;&#039;&#039;&#039;&#039;&amp;quot;Flee&amp;quot;.&#039;&#039;&#039;&#039;&#039; This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X &#039;&#039;-&#039;&#039;&#039;&#039;&#039;  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impunity -&#039;&#039;&#039; This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the &#039;&#039;Parry&#039;&#039; skill are considered negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Massive Knockdown!”. This skill can only be used with 2 handed melee weapons or when using Large shield and is one swing, hit or miss (Reminder, you CANNOT swing your shield at someone)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Patch Job&amp;quot;&amp;gt;&#039;&#039;&#039;Patch Job:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick recovery in combat by &amp;lt;i&amp;gt;Repairing&amp;lt;/i&amp;gt; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx -&#039;&#039;&#039; This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged -&#039;&#039;&#039; This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to resist the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 &#039;&#039;Body Points&#039;&#039; of damage and be &#039;&#039;Slowed&#039;&#039; for the encounter, instead of suffering the effect resisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Wall -&#039;&#039;&#039; This skill allows the character to take a defensive stance to shrug off damage. While the stance is active, the character will gain &#039;&#039;Damage Cap&#039;&#039; 5, lasting for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes, or they become &#039;&#039;Helpless.&#039;&#039; Additionally, the character cannot use &#039;&#039;Offensive&#039;&#039; &#039;&#039;Special Attacks&#039;&#039; until this skill has ended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slowing Strike -&#039;&#039;&#039; An almost direct upgrade to Exhaustion strike, &#039;&#039;Slowing&#039;&#039; the target. This skill is used by calling “&#039;&#039;Slowing Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woven Defense:&#039;&#039;&#039; Your ability to block a flood of incoming strikes tires out combatants you face, wearing down their ability to engage in combat. This is called as &#039;Voice Enemies Weakness Burst&#039; and can be used once for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take Cover -&#039;&#039;&#039; This mastery skill grants everyone on your side of a module one use of &#039;Resist Ranged&#039; which can be used to avoid any ranged attack be it an arrow, spell, or other effect delivered via range except via Voice vector. This lasts for the remainder of the module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taunt:&#039;&#039;&#039; Taunt causes the target to focus their attack the generator of the effect. Until Taunt expires, the victim pays twice the cost for any abilities used against any opponent other than the Taunter. Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages. A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect. In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;. This can only be used used after a successful melee strike. This is delivered as &amp;quot;Voice (target) Taunt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Champion Powers ==&lt;br /&gt;
&#039;&#039;&#039;Bulwark -&#039;&#039;&#039;  This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defender -&#039;&#039;&#039;  This power allows the character to use the &#039;&#039;Defend&#039;&#039; skill 1 additional times each &#039;&#039;Encounter&#039;&#039;. Additionally, it allows the character to use &#039;&#039;Weapon Ward&#039;&#039; to protect others so long as they are within weapons reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense -&#039;&#039;&#039;  This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the Blitz+Critical Strike skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039;  This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive Prefix&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&lt;br /&gt;
&lt;br /&gt;
=== Champion Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Body Guard -&#039;&#039;&#039; This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally, the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge -&#039;&#039;&#039; &#039;&#039;prerequisite Taunt x2&#039;&#039; Once per Encounter the character can challenge a foe across the battlefield to single combat. By doing so the character must invoke their Taunt skill via voice delivery &amp;quot;Voice [Target] Taunt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N-95&#039;&#039;&#039; - Prerequisite: Bulwark Upgrades Bulwark power to also block the Poison vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All About the Angles&#039;&#039;&#039; - This power allows the Champion to treat the &#039;Body&#039; carrier as if it were &#039;Normal&#039; for 1 hour or module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revenger -&#039;&#039;&#039; Prerequisite: Defender Whenever you use your Defend on someone\Bodyguard you gain the benefit of Favored Enemy against the attacker until the end of combat.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2293</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2293"/>
		<updated>2026-03-28T01:48:24Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at rates explained in the chart below..  Extra mana is available, again see blow for specifics.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
!Aura&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|Hardening Aura (+10 Armor for all allies, one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|Aura of Courage (removes Fear effects, once per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|Fortitude (self only, 1 module per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|Freedom Aura (ends duration of binding &amp;amp; mind-affecting on allies one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|Adds a second use to every previous Aura and Fortitude&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
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|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
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|-&lt;br /&gt;
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|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
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|-&lt;br /&gt;
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|Focus +3&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
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|-&lt;br /&gt;
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|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
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|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|Divine Wrath Power&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (21-40)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
| None&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|-&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;
|&lt;br /&gt;
|Barrier&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Craft Holy Symbol&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blinding Aura&lt;br /&gt;
|None&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Auras ==&lt;br /&gt;
&#039;&#039;&#039;Hardening&#039;&#039;&#039;: Grant all allies +10 repairable/refitable armor for one encounter per reset. This armor stacks with all other forms of extra armor except the Shielding spell and goes over class maximum. &amp;quot;All allies Divine Shielding&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courage&#039;&#039;&#039;: This aura removes the fear effects from allies once per reset. &amp;quot;All allies Courage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortitude:&#039;&#039;&#039; This increases the base body for the Paladin by 30 for a module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Freedom:&#039;&#039;&#039; This aura (ends duration of binding &amp;amp; mind-affecting effects on allies when called once per reset. &amp;quot;All allies Magic Freedom&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Even if their spells do require incants, those and any Invoked spells are able to be done without the requirement of a &#039;free hand&#039;. Many are melee modifications and simply modify a weapon call.  Very few Paladin spells that are not a weapon call require incants (Cure spells mostly) and any spell that&#039;s Invoked and not a weapon swing is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Symbol key reminder: &lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*#Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz nor itself.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Defender- This spell, when pre-loaded onto an individual, allows the paladin to use the Champion class Feature ‘Defend’ at some point during the next 1 hour/module. However, the Paladin may NOT use any active defenses once they decide to use the ‘Defend’ and must rely on passive defenses or the good graces of those around them to get them back in the fight. Aside from your mana pool, there is no limit to the number of people you can have under a Defender spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike. This is limited per encounter based on the following chart:&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!Uses per Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|One&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|Two&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|Three&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|Four&lt;br /&gt;
|}&lt;br /&gt;
we eagerly await feedback in your event surveys on this change, Paladins.&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Barrier&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Blitz:&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Craft Holy Symbol&#039;&#039;:  A very narrow crafting skill, this ingests 2 Uncommon Components (preferably Ore but any of herbal/residuum/ore will do in a pinch) and produces a small item that can be consumed to cast Life without the normal one minute casting time.  For now, holy symbols work only for their creators; this may open a bit as time goes by and options are discovered.  Crafting a holy symbol takes fifteen minutes but requires no special tools or equipment.  Paladins with various craft powers can apply those to this process.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#039;&#039;: This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your beliefs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
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&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Enchant Spirit: Prerequisite: Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Paladin Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Righteous Aura-&#039;&#039;&#039; prereq: Righteous Chorus -  allows you to channel your spells through your aura. 2/reset you can call all allies in the sound of my voice magic (curative) can only be used&lt;br /&gt;
in conjunction with life you consuming a holy symbol or using Desperate Rush&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soothing Aura-&#039;&#039;&#039; You have suffused your aura with your ability to heal others. 2/reset you may call “Everyone in the sound of my Voice Magic 25 healing.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengthen Auras&#039;&#039;&#039;- Increases all auras by 1 step. This can only be taken twice.&lt;br /&gt;
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&#039;&#039;&#039;Prevalent Auras-&#039;&#039;&#039; Adds a use per reset to all Auras&lt;br /&gt;
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&#039;&#039;&#039;Aura Specialist-&#039;&#039;&#039; Increases a single Aura to Step 3. Can use the chosen aura one extra time per reset.&lt;br /&gt;
&lt;br /&gt;
Aura steps&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Base&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1 step&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2 step&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+3 step&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Hardening aura&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10 refitable armor&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20 refitable armor&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30 refitable armor&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|As before and ‘Body’ goes to armor first.&lt;br /&gt;
|-&lt;br /&gt;
|Aura of Courage&lt;br /&gt;
|Removes fear effects&lt;br /&gt;
|As before + 1 resist fear&lt;br /&gt;
|As before +1 resist mental&lt;br /&gt;
|Greater Courage Aura (immune to mental 5 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|Fortitude&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30 body&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|As before but gives Recovery&lt;br /&gt;
|As before +30 additional body&lt;br /&gt;
|As before but Immune to Slay&lt;br /&gt;
|-&lt;br /&gt;
|Freedom Aura&lt;br /&gt;
|Ends binding and mind affecting&lt;br /&gt;
|As before + 1 resist for each effect type &lt;br /&gt;
|Break Enchantments&lt;br /&gt;
|All Allies Greater Freedom (immune to Binding 5 minutes) &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
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That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
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&lt;br /&gt;
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	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
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&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of species.)&lt;br /&gt;
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* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2292</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2292"/>
		<updated>2026-03-28T01:47:13Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Heroic Powers */&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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[[Warlock#searchInput|Jump to search]]&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;I summon &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time.  Spell Pool must be delivered in increments of 5.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation.  Warlocks flavor for their spell pool is Void.&lt;br /&gt;
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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 training in a Rare Knowledge Area pertinent to their chosen Patron. &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 | Rare KA: Abyss&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes | Rare KA: Planar Cartography &amp;amp; Planar Scholar&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic | Rare KA: Old Gods&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
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* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy | Rare KA: Titans&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points (max 20)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ritualism&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I (Void)&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cancel Magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II (Void)&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III (Void)&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|Cap at 1 per. 2lvls.&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Advanced &amp;amp; LeySkills&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Penetrating Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Curse Wave&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Techniques&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Weakening Pool&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Group Meld&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;CLASS SKILL DESCRIPTIONS:&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast a spell in its rawest form. When used, the character substitutes the normal spell casting incant with “Arcane ” for a single spell; or if used with Spell Pool points, it changes the Delivery Type for the current Pool. Example: Instead of the incant “I force the will to Charm You”, the call would become “Arcane Charm”. This skill costs 3 Ley Points.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz-&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel Magic-&#039;&#039;&#039; This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action. This may only be used in darkness or at a marshal&#039;s discretion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dampen (Mastery):&#039;&#039;&#039; By weaving the power of the shadows around yourself you dampen hostile magic that might strike you. The next 2 offensive spells, with an effect other than numerical damage, that hits you deals 5 Body Damage to you instead of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Pact-&#039;&#039;&#039; Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Un-shatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. Further, you can channel your Shadow spell pool through your pact weapon like a Spellblade. This still follows the rules for spell cap. Can buy Precision and Focus one additional time each (15 SP cost)&lt;br /&gt;
* &#039;&#039;&#039;Pact of Iron-&#039;&#039;&#039; Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  Can purchase Heavy armor proficiency for 7 SP&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Eye&#039;&#039;&#039;- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form). Can purchase Gifted Eye for 5 SP each&lt;br /&gt;
* &#039;&#039;&#039;Pact of Knowledge&#039;&#039;&#039;- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells. Can buy an additional 20 mana at 1 sp per mana&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group Meld -&#039;&#039;&#039; This allows you to have a group of people (up to 10) within weapon reach to meld into shadows with you. Same hide rules apply with the exception of it puts you in Hide immediately. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Eye&#039;&#039;&#039; - Allows the user to place a Foresight effect on another person (cannot be self targeted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbody the Shadow (Mastery)-&#039;&#039;&#039; This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for &#039;&#039;Circle, Dispel, light, Implosion, Wall of Force&#039;&#039;, and &#039;&#039;Wizard Lock&#039;&#039;, as well &#039;&#039;Voice&#039;&#039; and &#039;&#039;Arcane Delivery&#039;&#039; Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a &#039;&#039;dispel,&#039;&#039; or any light effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge Area (Common/Rare)-&#039;&#039;&#039; This skill allows the character to purchase any of the &amp;quot;Known&amp;quot; Knowledge Areas without the need of an instructor up to five ranks each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Magic (Ley Magic)-&#039;&#039;&#039; This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakening Pool&#039;&#039;&#039; - This allows you to spend 20 spell pool to generate a &amp;quot;Magic Weakness&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Familiar (Mastery)-&#039;&#039;&#039; Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Meld-&#039;&#039;&#039; Allows the Warlock use of the Hide Skill only in Anything less than direct light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke screen-&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Wave&#039;&#039;&#039; -  Allows you to cast one of your curses as “Magic &amp;lt;spell name&amp;gt; Burst” this still costs the mana to cast the spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks cast exclusively Void magic The default incant for void spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to &#039;&#039;grant you/create/*nothing*&#039;&#039; &amp;lt;effect&amp;gt;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, blade spells cannot stack onto a single swing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). When the spell is cast you must add the limb you are effecting. If no limb specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon*-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty (20) steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;POWERS&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Void Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Messenger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability &#039;&#039;Resist Magic&#039;&#039; which can be used Twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Separate Shadow- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the &#039;&#039;Void familiar&#039;&#039; mastery without expending a use. If you have the &#039;&#039;Shadow Messenger Power&#039;&#039; your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Pact&#039;&#039;&#039; (prereq Heighten Pact) This power will strengthen your Pact even further granting powers from a blood bond ritual with your Pact. You must choose one benefit, even if you have multiple Pacts, and the Power may only be taken once.&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 add the “Fear” carrier at will.&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;- 2x per reset, pick a flavor or carrier type to which you will only take half damage for the encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- Requires you to know the same amount of facts about your target as the normal scrying but you may now ask Plot a single yes or no question (Bloodhound 5 style) once per reset. In addition, when you use your Pact given Warlock Danger Sense ONLY, you are hit with a Barrier effect. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome further expands and gains 2 additional Spells, 1 extra up to 6th level and one up to 9th level. You may now purchase an additional 4 Ley Points.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2291</id>
		<title>Trooper</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2291"/>
		<updated>2026-03-28T01:46:10Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper&#039;&#039;&#039; ==&lt;br /&gt;
Champions fight to defend those around them. Warriors fight with their great weapons as the unchallenged masters of massive damage. Troopers are the rank and file of the class. While they do not excel in any one area, they span multitudes. Moreover, their prowess in combat is matched only by the depth of their tenacity. They have logged the hours to burn the muscle memory of their techniques into their minds and those techniques have become ingrained in who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Troopers can wear up to Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Troopers are skilled with small and medium shields along with all weapons with the exclusion of firearms.. Troopers additionally gain the Florentine power for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Troopers use Energy to fuel their techniques.&lt;br /&gt;
&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;Jack of all Trades&#039;&#039;:&#039;&#039;&#039; These fighters have broadened their ability to learn more techniques than either currently available subclass and through this vast expanse of knowledge have gained an increased muscle memory. Troopers start with 2 free energy at 1st level and gain an additional 2 free energy at 20th level. This energy can go over the 48 energy cap.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trooper: Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Execute&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Weapon ward&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +3&#039;&#039;&lt;br /&gt;
|Disarm&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +5&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +4&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +6&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +5&#039;&#039;&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Brutal Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Muscle Memory (Dbl Atck)&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Stare Down&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Disrupt&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brutal Strike -&#039;&#039;&#039; Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or Species). It is delivered by landing a legal melee attack and announcing &amp;quot;Brutal Strike&amp;quot; and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, so using proper Cure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt&#039;&#039;&#039; - This powerful attack can help overcome the greatest of foes. This effect causes a targets &#039;&#039;Threshold&#039;&#039; to be reduced by 3 points, or &#039;&#039;Damage Cap&#039;&#039; to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Execute -&#039;&#039;&#039; This skill causes a target that is &#039;&#039;Helpless&#039;&#039; to become &#039;&#039;Dead&#039;&#039; and they begin their death count.  This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muscle Memory -&#039;&#039;&#039; Due to the constant practice and repetition of melee combat, a Trooper can effectively use the same energy to execute a maneuver a second time once it is defended against. This may only be invoked once per time purchased. Additionally, his only works if the first swing is completely negated and costs no Energy to use. The call for this skill is &#039;Double Attack&#039;. This cannot be used again if there is another defense called. The effects must be fully resolved in order if the initial defense was Riposte, for instance this must be resolved before the double attack can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch Job -&#039;&#039;&#039; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer a Slay effect. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== Trooper Powers ==&lt;br /&gt;
&#039;&#039;&#039;Critical Strike -&#039;&#039;&#039; &#039;&#039;Prerequisite Blitz, or Overpower&#039;&#039; When the character uses the &#039;&#039;Blitz, Slay strike, or Overpower&#039;&#039; special attacks, they may add the &#039;&#039;Critical&#039;&#039; Modifier to the damage call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039;  This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive Prefix&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
== Trooper Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization (prerequisite: Specialization) -&#039;&#039;&#039; This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of all Trades-&#039;&#039;&#039; Unlocks for the Trooper the ability to purchase up to 16 more energy at 4sp each, this of course stacks with their base class maximum of 48, and their Jack of All Trades ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troopers Bulwark-&#039;&#039;&#039; This power improves upon the Troopers’ prowess with their shield, allowing them to block more types of attacks than normal. Troopers Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muscle Overload-&#039;&#039;&#039; Prereq Muscle Memory. Allows for Muscle Memory to be used a 2nd time if another defense is called, to a max of 2 total uses.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2290</id>
		<title>Spellblade</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2290"/>
		<updated>2026-03-28T01:45:36Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Spellblade Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellblades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellblades are skilled melee combatants who have also devoted themselves to the channeling of elemental forces to supplement their combat ability.. This makes them deadly foes in close quarters, as they can unleash powerful spells through their weapons with little effort. While they practice the ways of Elemental Magic they are not as proficient as a Mage with it. Splitting up their training time and the addition of heavy armaments makes can make for difficult mastery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Spellblades skilled in combat they are able to wear up to Medium Armor; however, they are not skilled with shields, as such bulky gear gets in the way of their magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Spellblades are skilled with the following weapons: Short Weapon, Medium Weapon, and Great Weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Negation&#039;&#039;:&#039;&#039;&#039; Spellblades have mastered the art of mixing their martial prowess and magical aptitude allowing them to &#039;&#039;Negate&#039;&#039; damaging attacks with the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Elemental&#039;&#039; delivery, by expending an equal amount from their &#039;&#039;Spell Pool&#039;&#039;. For example, the character is struck by Elemental 20 Fire, they could expend 20 points of their &#039;&#039;Spell Pool&#039;&#039; to &#039;&#039;Negate&#039;&#039; the attack and they would suffer no damage; but, they are down those points until they refresh their pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;&#039;&#039;- Spellblades by default cannot throw their &#039;&#039;Spell Pool&#039;&#039;, but can deliver it with &#039;&#039;Channel&#039;&#039; without expending their per reset uses. Spell pool for a Spellblade is elemental and may be expressed as any of the four basic elements (Fire, Stone, Wind, or Water). See Spell Pool description below for further details. When delivered via channel the &#039;incant&#039; is &amp;quot;Magic # [damage type]&amp;quot;, if being thrown via Lancet the incant is &amp;quot;I summon # [damage type]&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Channel&#039;&#039;:&#039;&#039;&#039; This skill changes how the character can deliver their spells and spell pool. Instead of throwing spells with packets, they deliver a spell with their melee weapon. To use this skill, the call is “Magic&amp;lt;Spell Name&amp;gt;&amp;lt;Damage and Flavor/Effect&amp;gt;” and then swinging their weapon. The &#039;&#039;Mana/Spell Pool&#039;&#039; points are expended regardless of if the attack hits or misses. This skill follows all the normal spell rules for affecting a target, as well as the &#039;&#039;Flurry&#039;&#039; rules for weapon swings. To be specific, if a character decides they want to expend 20 points of their spell pool in an attack they would swing their weapon with a verbal call of &#039;Magic 20 [Element]&#039; where the element is chosen from those available to the character. At base this will be Fire, Water, stone, and Wind. This is done freely and does not expend a use of the Channel skill. This skill can be used 3 times each reset at 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; level plus an additional time for each 3-character levels after that, (IE. 1st, 4th, 7th, and so on.). Characters can freely Channel their 1st and 2nd level Spells, and only expend a use the &#039;&#039;Channel&#039;&#039; ability for their 3rd-5th level Spells. This does not prevent the character from throwing their &#039;&#039;Spells&#039;&#039; effects. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus + 2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1st level Spellblade Spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|2nd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|3rd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|4th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|5th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-40)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (41-70)&lt;br /&gt;
|Mana 40&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy ( 17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 3&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Techniques&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Deflect&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Parry&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Riposte&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike*&lt;br /&gt;
|Cannot have Overpower&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Overpower*&lt;br /&gt;
|Cannot have Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ley Points (Max: 15)&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Overload&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Magic&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Spell&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Revitalize&lt;br /&gt;
|Two other metamagic skills&lt;br /&gt;
|4&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Barrier&lt;br /&gt;
|None&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Ignite Magic&lt;br /&gt;
|Spell Pool 1 &amp;amp; mana&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Planar Repulsion&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Source Mixing&lt;br /&gt;
|Any 2 Ley Skills and Techniques&lt;br /&gt;
|8&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spellblade Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Prefix. This skill can only be used with Great Weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Symbol key reminder:&lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&lt;br /&gt;
&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Pin - Generates the Pin effect as defined in the effects section.&lt;br /&gt;
&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. This is a Buff spell.&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;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&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;
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&#039;&#039;Shun-&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&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; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
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&#039;&#039;Erupt&#039;&#039;: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
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&#039;&#039;Unfetter Pool*#&#039;&#039;: This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Stoneskin&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &lt;br /&gt;
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&#039;&#039;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.&lt;br /&gt;
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&#039;&#039;*Summon Weapon -This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;) This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
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&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “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.&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;
== &#039;&#039;&#039;Metamagic&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039; - This skill allows the character to funnel their magic outward as a defense in response to a successful melee weapon strike. This is an Active defense, and therefore cannot be used against &#039;&#039;Surprise.&#039;&#039; Skills or abilities that prevent the strike from making contact, such as &#039;&#039;Dodge, Parry&#039;&#039; or &#039;&#039;Magic Shield&#039;&#039; will prevent this skill from being used. The call for this defense is “Magic Aura &amp;lt;Flavor&amp;gt;”, which will automatically strike the attacker, dealing 30 points and the flavor is based on the characters Spell Pool.&lt;br /&gt;
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&#039;&#039;&#039;Overload&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
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&#039;&#039;&#039;Penetrating Spell&#039;&#039;&#039;: - Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant. Unlike most metamagic, Penetrating Spell can be applied to Spell Pool. The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Spell&#039;&#039;&#039;: Elemental Spell is a similar modification to a spell, called as &amp;quot;Elemental &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot; . Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Revitalize&#039;&#039;&#039;: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 70 extra points of mana per event, at the cost of losing your use of Ley Skills in a commensurate amount.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells|S]]&amp;lt;nowiki/&amp;gt;kills:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spell Pool -&#039;&#039;&#039; Due to their closeness to the elements, Spellblades have learned how to push raw elements into their weapons to release devastating magical destruction via their Spell Pool.  . This is cast as &amp;quot;Magic X &amp;lt;damage type&amp;gt;&amp;quot; and weapon delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time. Spell Pool must be delivered in increments of 5 (reminder that one point of spell pool will deal 1 point of element specific damage). Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation. This is normally delivered through their blade via channel, for free. Spellblades with the Lancet power can cast their spell pool like a mage and use a packet to deliver the damage. A spell blade may freely choose between the four basic elements (Fire, Water, Wind, Stone) when using their spell pool and may change their type for each attack.&lt;br /&gt;
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&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
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&#039;&#039;&#039;Barrier  -&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&lt;br /&gt;
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&#039;&#039;&#039;Planar Repulsion -&#039;&#039;&#039;  By channeling elemental energy, you temporarily push certain creature types back to their home plane. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Construct, Elemental, and Outsider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignite Magic -&#039;&#039;&#039; This skill allows the character to temporarily increase their maximum &#039;&#039;Spell Pool&#039;&#039;. When used, they will gain 25 &#039;&#039;Spell Pool&#039;&#039; and can sacrifice up to 10 mana, gaining 5 &#039;&#039;Spell Pool&#039;&#039; per mana sacrificed. This increase will last for up to 5 minutes or one Encounter and will refresh along with the rest of the character’s &#039;&#039;Spell Pool&#039;&#039; for the duration. This skill may be used once for each time purchased.&lt;br /&gt;
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&#039;&#039;&#039;Source Mixing -&#039;&#039;&#039; This skill allows the character to utilize her Energy and Ley points interchangeably by spending one more of the resource used in place of the other. For example, a Spellblade with this skill may spend 3 Ley points to use their Parry skill or  2 Energy to use the Aura Emulation skill. This is not a taggable skill. Once purchased the character may exchange pools freely as noted above.&lt;br /&gt;
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== &#039;&#039;&#039;Spellblade Powers&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Amplify Barrier -&#039;&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.&lt;br /&gt;
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&#039;&#039;&#039;Conduit&#039;&#039;&#039;* - This power allows the character to use the Channel Class Feature two additional times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Element Exclusion -&#039;&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points.&lt;br /&gt;
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&#039;&#039;&#039;Enchant Element -&#039;&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&lt;br /&gt;
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&#039;&#039;&#039;Lancet -&#039;&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool.&lt;br /&gt;
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&#039;&#039;&#039;Kintsugi Barrier -&#039;&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Specialist-&#039;&#039;&#039; Pre-req Element Exclusion. Stacks with EE, adds another 25 pool and 10 cap.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Novolley:&#039;&#039;&#039;  2x per reset you may call your Nova as “All enemies Voice Elemental 40 [Element]”&lt;br /&gt;
&lt;br /&gt;
=== Spellblade Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike -&#039;&#039;&#039; This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the &#039;&#039;Arcane&#039;&#039; Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Kintsugi Barrier - (must have Kintsugi Barrier power)&#039;&#039;&#039; This power further adapts the spell blade&#039;s barrier skill to trigger not only a Refit, but a Purity of Cleansing Waters when used. This Refit &amp;amp; Cleanse are self only.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Master:&#039;&#039;&#039; Prereq: Elemental Specialist, This power allows a spellblade to truly master their element. They double the bonuses of the previous 2 Elemental Exclusion powers. (+30 cap and +100 spell pool total). Any Spellblade ability that deals with an element (Spellpool, Elemental Blade, Burning Rage for example) are now changed to only use your remaining element. &lt;br /&gt;
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&#039;&#039;&#039;Deep Valleys:&#039;&#039;&#039; Nova now does 80 points of damage instead of 40. (This increases Novolley calls to 80 as well)&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2289</id>
		<title>Spellblade</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2289"/>
		<updated>2026-03-28T01:45:00Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellblades ==&lt;br /&gt;
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Spellblades are skilled melee combatants who have also devoted themselves to the channeling of elemental forces to supplement their combat ability.. This makes them deadly foes in close quarters, as they can unleash powerful spells through their weapons with little effort. While they practice the ways of Elemental Magic they are not as proficient as a Mage with it. Splitting up their training time and the addition of heavy armaments makes can make for difficult mastery.&lt;br /&gt;
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&#039;&#039;&#039;Armor:&#039;&#039;&#039; Spellblades skilled in combat they are able to wear up to Medium Armor; however, they are not skilled with shields, as such bulky gear gets in the way of their magic.&lt;br /&gt;
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&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Spellblades are skilled with the following weapons: Short Weapon, Medium Weapon, and Great Weapon.&lt;br /&gt;
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&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Elemental Negation&#039;&#039;:&#039;&#039;&#039; Spellblades have mastered the art of mixing their martial prowess and magical aptitude allowing them to &#039;&#039;Negate&#039;&#039; damaging attacks with the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Elemental&#039;&#039; delivery, by expending an equal amount from their &#039;&#039;Spell Pool&#039;&#039;. For example, the character is struck by Elemental 20 Fire, they could expend 20 points of their &#039;&#039;Spell Pool&#039;&#039; to &#039;&#039;Negate&#039;&#039; the attack and they would suffer no damage; but, they are down those points until they refresh their pool.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;&#039;&#039;- Spellblades by default cannot throw their &#039;&#039;Spell Pool&#039;&#039;, but can deliver it with &#039;&#039;Channel&#039;&#039; without expending their per reset uses. Spell pool for a Spellblade is elemental and may be expressed as any of the four basic elements (Fire, Stone, Wind, or Water). See Spell Pool description below for further details. When delivered via channel the &#039;incant&#039; is &amp;quot;Magic # [damage type]&amp;quot;, if being thrown via Lancet the incant is &amp;quot;I summon # [damage type]&amp;quot; &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Channel&#039;&#039;:&#039;&#039;&#039; This skill changes how the character can deliver their spells and spell pool. Instead of throwing spells with packets, they deliver a spell with their melee weapon. To use this skill, the call is “Magic&amp;lt;Spell Name&amp;gt;&amp;lt;Damage and Flavor/Effect&amp;gt;” and then swinging their weapon. The &#039;&#039;Mana/Spell Pool&#039;&#039; points are expended regardless of if the attack hits or misses. This skill follows all the normal spell rules for affecting a target, as well as the &#039;&#039;Flurry&#039;&#039; rules for weapon swings. To be specific, if a character decides they want to expend 20 points of their spell pool in an attack they would swing their weapon with a verbal call of &#039;Magic 20 [Element]&#039; where the element is chosen from those available to the character. At base this will be Fire, Water, stone, and Wind. This is done freely and does not expend a use of the Channel skill. This skill can be used 3 times each reset at 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; level plus an additional time for each 3-character levels after that, (IE. 1st, 4th, 7th, and so on.). Characters can freely Channel their 1st and 2nd level Spells, and only expend a use the &#039;&#039;Channel&#039;&#039; ability for their 3rd-5th level Spells. This does not prevent the character from throwing their &#039;&#039;Spells&#039;&#039; effects. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus + 2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1st level Spellblade Spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|2nd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|3rd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|4th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|5th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-40)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (41-70)&lt;br /&gt;
|Mana 40&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy ( 17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 3&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Techniques&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Deflect&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Parry&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Riposte&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike*&lt;br /&gt;
|Cannot have Overpower&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Overpower*&lt;br /&gt;
|Cannot have Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ley Points (Max: 15)&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Overload&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Magic&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Spell&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Revitalize&lt;br /&gt;
|Two other metamagic skills&lt;br /&gt;
|4&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Barrier&lt;br /&gt;
|None&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Ignite Magic&lt;br /&gt;
|Spell Pool 1 &amp;amp; mana&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Planar Repulsion&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Source Mixing&lt;br /&gt;
|Any 2 Ley Skills and Techniques&lt;br /&gt;
|8&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spellblade Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Prefix. This skill can only be used with Great Weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Symbol key reminder:&lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&lt;br /&gt;
&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Pin - Generates the Pin effect as defined in the effects section.&lt;br /&gt;
&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. This is a Buff spell.&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;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
&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;
&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. &lt;br /&gt;
&lt;br /&gt;
&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. The target is considered helpless and is searchable by anyone while under this effect.&lt;br /&gt;
&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;&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;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;
&lt;br /&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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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.&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;
== &#039;&#039;&#039;Metamagic&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039; - This skill allows the character to funnel their magic outward as a defense in response to a successful melee weapon strike. This is an Active defense, and therefore cannot be used against &#039;&#039;Surprise.&#039;&#039; Skills or abilities that prevent the strike from making contact, such as &#039;&#039;Dodge, Parry&#039;&#039; or &#039;&#039;Magic Shield&#039;&#039; will prevent this skill from being used. The call for this defense is “Magic Aura &amp;lt;Flavor&amp;gt;”, which will automatically strike the attacker, dealing 30 points and the flavor is based on the characters Spell Pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overload&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Spell&#039;&#039;&#039;: - Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant. Unlike most metamagic, Penetrating Spell can be applied to Spell Pool. The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Spell&#039;&#039;&#039;: Elemental Spell is a similar modification to a spell, called as &amp;quot;Elemental &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot; . Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revitalize&#039;&#039;&#039;: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 70 extra points of mana per event, at the cost of losing your use of Ley Skills in a commensurate amount.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells|S]]&amp;lt;nowiki/&amp;gt;kills:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spell Pool -&#039;&#039;&#039; Due to their closeness to the elements, Spellblades have learned how to push raw elements into their weapons to release devastating magical destruction via their Spell Pool.  . This is cast as &amp;quot;Magic X &amp;lt;damage type&amp;gt;&amp;quot; and weapon delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time. Spell Pool must be delivered in increments of 5 (reminder that one point of spell pool will deal 1 point of element specific damage). Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation. This is normally delivered through their blade via channel, for free. Spellblades with the Lancet power can cast their spell pool like a mage and use a packet to deliver the damage. A spell blade may freely choose between the four basic elements (Fire, Water, Wind, Stone) when using their spell pool and may change their type for each attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrier  -&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planar Repulsion -&#039;&#039;&#039;  By channeling elemental energy, you temporarily push certain creature types back to their home plane. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Construct, Elemental, and Outsider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignite Magic -&#039;&#039;&#039; This skill allows the character to temporarily increase their maximum &#039;&#039;Spell Pool&#039;&#039;. When used, they will gain 25 &#039;&#039;Spell Pool&#039;&#039; and can sacrifice up to 10 mana, gaining 5 &#039;&#039;Spell Pool&#039;&#039; per mana sacrificed. This increase will last for up to 5 minutes or one Encounter and will refresh along with the rest of the character’s &#039;&#039;Spell Pool&#039;&#039; for the duration. This skill may be used once for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Source Mixing -&#039;&#039;&#039; This skill allows the character to utilize her Energy and Ley points interchangeably by spending one more of the resource used in place of the other. For example, a Spellblade with this skill may spend 3 Ley points to use their Parry skill or  2 Energy to use the Aura Emulation skill. This is not a taggable skill. Once purchased the character may exchange pools freely as noted above.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade Powers&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Amplify Barrier -&#039;&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conduit&#039;&#039;&#039;* - This power allows the character to use the Channel Class Feature two additional times each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Element Exclusion -&#039;&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enchant Element -&#039;&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lancet -&#039;&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kintsugi Barrier -&#039;&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.&lt;br /&gt;
&lt;br /&gt;
=== Spellblade Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike -&#039;&#039;&#039; This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the &#039;&#039;Arcane&#039;&#039; Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Kintsugi Barrier - (must have Kintsugi Barrier power)&#039;&#039;&#039; This power further adapts the spell blade&#039;s barrier skill to trigger not only a Refit, but a Purity of Cleansing Waters when used. This Refit &amp;amp; Cleanse are self only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Master:&#039;&#039;&#039; Prereq: Elemental Specialist, This power allows a spellblade to truly master their element. They double the bonuses of the previous 2 Elemental Exclusion powers. (+30 cap and +100 spell pool total). Any Spellblade ability that deals with an element (Spellpool, Elemental Blade, Burning Rage for example) are now changed to only use your remaining element. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Valleys:&#039;&#039;&#039; Nova now does 80 points of damage instead of 40. (This increases Novolley calls to 80 as well)&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=2288</id>
		<title>Gunslinger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Gunslinger&amp;diff=2288"/>
		<updated>2026-03-28T01:43:02Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gunslingers are, as the name implies, firearms experts.  The slow advance of firearm technology out of Secord and Summerfall has grown a few schools of shooting. Some naturally gifted individuals pass their craft on from master to apprentice.  Both manufacturers are generally willing to sell their older model weapons to trusted folks (although you’re not getting a coilgun out of Secord or a Spellshot out of Summerfall) and that exposure is slowly advancing the art of sharpshooting.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in light armor.  Heavy armor complicates reloading and doesn’t leave enough space for ammo junkies to carry reams of magazines.  They&#039;re explicitly forbidden from using shields; Gunslingers more than most people are acutely aware of the limitations and drawbacks of carrying a plank around on your arm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weapons&#039;&#039;:&#039;&#039;&#039;  Gunslingers are trained in every variation of firearm, including new ones as they’re developed.  They’re also trained in short/medium melee weapons as holdouts or last resorts when (not if) the ammo runs out.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Grit:&#039;&#039;&#039;&#039;&#039; Gunslinger effects are driven by Grit, as opposed to Mana or Energy.  Grit is mechanically identical to Energy but disambiguated here to avoid things like Energy Gems from falling into Gunslinger’s hands and turning a six-shot pistol into a railgun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;Class Feature&#039;&#039;:&#039;&#039;&#039;&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hard to Kill:&#039;&#039;&#039;&#039;&#039;  Gunslingers that can’t take a hit don’t last long.  Gunslingers treat any Kill or Slay effect delivered by voice, bullet, or packet as an un-mitigated Stun effect instead (&#039;&#039;by which we mean if you&#039;ve engineered a way to be immune to Stun, HtK overrides this - you don&#039;t have to die but you&#039;re not walking away, either.&#039;&#039;).  If you want to kill a Gunslinger, use a knife. Or an axe. Dealer’s choice.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skills&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Skill Point Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +1&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +2&lt;br /&gt;
|Accuracy +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +3&lt;br /&gt;
|Accuracy +2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +4&lt;br /&gt;
|Accuracy +3&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +5&lt;br /&gt;
|Accuracy +4&lt;br /&gt;
|20&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Accuracy|Accuracy]] +6&lt;br /&gt;
|Accuracy +5&lt;br /&gt;
|20&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;
|Grit (1-40)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pistols&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Trickshot|Trickshot]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Close Quarters&lt;br /&gt;
|Trickshot&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Disabling Shot|Disabling Shot]]&lt;br /&gt;
|Close Quarters&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Covered Advance&lt;br /&gt;
|Disabling Shot&lt;br /&gt;
|5&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;
|-&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rifles&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Piercing Shot|Piercing Shot]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Called Shot|Called Shot]]&lt;br /&gt;
|Piercing Shot&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Bull&#039;s Eye|Bull&#039;s Eye]]&lt;br /&gt;
|Called Shot&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Killshot|Killshot]]&lt;br /&gt;
|Bull&#039;s Eye&lt;br /&gt;
|5&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;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Roll|Roll]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Initiative|Initiative]]&lt;br /&gt;
|Roll&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Countershot|Countershot]]&lt;br /&gt;
|Initiative&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Tough|Tough]]&lt;br /&gt;
|Countershot&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psych Skills (Adv)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Warning Shot|Warning Shot]]&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Safeties Off|Safeties Off]]&lt;br /&gt;
|Warning Shot&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#High Noon|High Noon]]&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Cold Blood|Cold  Blood]]&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Misc Skills&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Gunsmithing|Gunsmithing]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Misc Skills (Adv)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Field Strip|Field Strip]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Holdout|Holdout]]&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Lucky|Lucky]]&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Quickdraw|Quickdraw]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
| Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Gunslinger#Ricochet|Ricochet]]&lt;br /&gt;
|Tier 1 Pistol or Rifle&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Fan the Hammer&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gunslinger Skill Descriptions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Damage&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Accuracy&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Accuracy:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This is what shooters use to increase firearm damage.  Precision gets you a tight group and that’s great for competitions.  Accuracy puts you close to center; that’s better if you’re fighting for your life.  A tight group ten feet to the right of the ogre bearing down on you is not particularly helpful&lt;br /&gt;
&lt;br /&gt;
Accuracy applies to no weapons outside of firearms.  It also carries a limitation Focus and Precision do not - no combination of Accuracy and  base weapon damage ever exceeds 10.  Gunslingers can surpass this limit momentarily at the cost of Grit but cannot sustain 11+ damage by any mechanism or combination thereof.  &lt;br /&gt;
&lt;br /&gt;
This also means that no gunslinger will ever swing more melee damage than the weapon they use.  That is correct and intentional.  Gunslingers are called primarily for their love of the technology and skill involved.  They are not the types to use guns as a surprise.  If they can shoot, they will shoot.  It’s only if they can’t that they grudgingly go to melee.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Pistols&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Trickshot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trickshot&#039;&#039;&#039;:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This costs one energy and absolutely guarantees that a bullet will land exactly where the shooter intends, so long as the intended destination is not an animate target.  Trickshots can cut nooses, push buttons across the room, drop chandeliers, and all sorts of other things, but have no direct combat effect.  (&amp;lt;i&amp;gt;We realize there’s some gray area here - shooting a pouch off an enemy’s belt, shooting through shoelaces to interrupt footing, etc.  For the gray areas, if the marshal rules the shot out of scope, it doesn’t work but also doesn’t cost you any energy.&amp;lt;/i&amp;gt;)  Trickshot functions to the theoretical range of the weapon rep (This is around 40ish feet (indoors at a decent angle) for standard-issue Nerf Elite-style blasters.  I presume shooters carrying superior tech will know the range better than I do.).&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Close Quarters:&#039;&#039;&#039;&#039;&#039;  Allows one use of Pierce on pistols per use, for handling shields closing gaps.  Close Quarters can also be tagged onto voice-delivered damage, giving you a thin chance of putting a wounded Champion down before he closes the gap and ends the story. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Disabling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Disabling Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Disabling Shot ruins connective tissue, acting as (and called as) &amp;quot;Physical Maim &amp;lt;Limb&amp;gt;&amp;quot;.  Disabling Shot can in principle be used to ruin inorganic things - a Gunslinger can certainly shoot out the lights or ruin a golem’s leg - but non-Maim uses are probably better handled with Trickshots.  Disabling Shot can be used as (an expensive) Disarm if that seems advisable; this is called as &amp;quot;Physical Disarm&amp;quot; if used in this way.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Covered Advance:&#039;&#039;&#039;&#039;&#039;  Covered Advance drops a layer of thick smoke in a small radius, complicating target acquisition.  This is announced as “Covered Advance”, and covers up to three friendlies for one activation.  Persons under this effect are immune to ranged attacks for five seconds and should be told that when the skill is activated (&#039;&#039;both to remind them and to avoid incurring additional cogload on people that didn’t sign up to read Gunslinger rules&#039;&#039;).  Gunslingers must indicate the affected people and those people must announced “Covered”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Rifles&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Piercing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Piercing Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This puts a bullet right through a shield, inflicting its usual damage if it hits a shield wielded by someone with the relevant Shield skill.  Piercing Shot appends &amp;quot;Pierce&amp;quot; to your verbal.  Piercing Shot provides you with two options for the fuel cost:&lt;br /&gt;
&lt;br /&gt;
* Piercing Shot will deliver as many as three unmodified shots through a shield.  &#039;&#039;Unmodified&#039;&#039; here means whatever damage your Gunslinger delivers without poisons, clips, buffs, or whatever else you can cram on to a bullet to increase that number.  &lt;br /&gt;
* Piercing Shot can alternately be used on one shot with modifiers on it - if you need to deliver a Killshot to a shieldbearer, Piercing Shot permits this but only once per activation.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; A Called Shot delivers up to double the shooter’s usual damage, &amp;lt;i&amp;gt;after&amp;lt;/i&amp;gt; modifiers are figured in.  This allows a Gunslinger to violate the Accuracy cap.  Generally speaking, this’ll deliver 20 points.  (&#039;&#039;We are aware that it’s possible (if wildly inefficient) to push way past the 10-point cap and just leave that damage dormant until Called Shot shows up and does some ridiculous damage call for a fairly cheap cost in Grit.  I’ll be mildly disappointed if no one ever gets to 50.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Bull’s Eye&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Bull’s Eye:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Bull’s Eye alters one shot to Voice Delivery, adding Critical or Body carriers (decided at time of use). This skill requires line of sight (LoS) to the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Killshot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Killshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; Self-explanatory.  Killshot inflicts the Slay effect on one bullet.  This is called as &amp;quot;Physical Slay&amp;quot; and in its raw form is blocked by shields.  If you need it to stick, we recommend adding Bull&#039;s Eye or Piercing Shot to it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Defensive&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Roll&amp;lt;/i&amp;gt;:&#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).  Roll also removes the Effect of a defended attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;i&amp;gt;Initiative&amp;lt;/i&amp;gt;:&#039;&#039;&#039;  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;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Countershot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Countershot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Countershot is called as a defense to any damaging packet- or bullet-delivered attack. Countershot is called as “Evade”.  Obviously, if you’re shooting arrows out of the air, you’ll need a gun in your hand to do it.  This is very likely on modules and somewhat less likely sitting in a bar having a drink.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tough&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Tough:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Tough is how the Gunslingers of old lived to become old Gunslingers.  Tough blunts an ass-whuppin; this is called as &amp;quot;Resist Physical&amp;quot;.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Psych Skills&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Warning Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Warning Shot:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Warning Shot is exactly what the name says; it&#039;s a warning against further aggression.  This is bullet-delivered as &amp;quot;Physical Fear Pierce&amp;quot; - shields are great at stopping bullets but not great at stopping panic.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Safeties Off&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Safeties Off:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Every world that has Gunslingers knows exactly what it means when one unsnaps his holster or clicks the safety off his weapon.  Normal people try to de-escalate rather than face the hail of lead.  Safeties Off is called as &amp;quot;Peaceful Aura&amp;quot;; if enemies engage anyway, the user can add the &amp;quot;Surprise&amp;quot; tag to his first attack of the ensuing encounter free of charge.  This is purchased as a per-reset skill - there&#039;s only so far you can push a threat before you have to carry it out or fold.  (&amp;lt;i&amp;gt;We are aware of how this interacts with Fan the Hammer and that combination may or may not work into the future; as much as I love the idea of a hard-to-stop volley as a response to escalation, I worry about hard-to-defend mass attacks.  The most likely power reduction is surprise on the first target and only the first target, but I&#039;d like to see how it plays before making that call&amp;lt;/i&amp;gt;.)  For a bit of further clarification:  Safeties Off is an active skill and starts when it&#039;s invoked.  It does nothing to help you against an ambush, or instantly aggressive opponents.  Safeties Off exerts influence over an encounter that &#039;&#039;may&#039;&#039; turn violent and adds an edge if that eventuality comes to pass.  &amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;High Noon&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;High Noon:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  High Noon calls out an enemy shooter for a duel; this generates [[Effects#Taunt|Taunt]] but can only be used on enemies with packets or guns in their hands at the time it&#039;s called.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cold Blood&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Cold Blood:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Gunslingers have a lot of words for cowardice and hate being called any of them.  Cold Blood is a reflexive defense to fear effects, regardless of vector or delivery.  Cold Blood can also be used as a roleplay effect without being consumed, in any situation where you may care to present yourself as an amoral gun platform.  This is purchased on a per-reset basis, like most Resist skills.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Miscellaneous&amp;lt;/b&amp;gt; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Field Strip&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Field Strip:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Field Strip allows a Gunslinger to restore a broken/damaged/destroyed firearm to full working order.  This can be done in ten minutes for free, or rushed to Instant for 1 Grit.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Holdout&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Holdout:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Holdout produces a weapon when you were not otherwise armed. Holdout puts a gun in your hand if there’s any chance at all you could have had one hidden somewhere.  Holdout’s not perfect - if you’re arrested in a town familiar with your flavor of crime you’ll be thoroughly searched before you get tossed in a cell - but for meetings, “diplomatic” events, and similar places that ban weapons but don’t do a thorough search to confirm, it’s priceless.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Lucky&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Lucky:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Good shooters will tell you it&#039;s all skill.  Ace Gunslingers will tell you what they do is half luck and they&#039;ll only last til their luck runs out.  Lucky alters outcomes in your favor; if you need a jack to finish your straight, Lucky gets you one.  It can alter any randomizer by up to 10% in whatever direction works best for you - plus to tracking, minus to being tracked, etc.  Lucky &#039;&#039;can&#039;&#039; apply to resurrection, if you had one available when you dropped, but be aware that resurrection, life, and death are not the random events they appear and some organizations will want a word with you if you do this.   Death is not the worst thing that can happen to you.  Lucky is available once per reset per purchase and may stack with itself once - you can use two Lucky to alter an outcome by 20% but no more than that.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Quickdraw&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickdraw:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  Quickdraw overrides the “must have weapon in hand” restriction on Gunslinger skills.  You still need a weapon on your person but you can Quickdraw a Countershot if you get caught out in a bar.  Quickdraw also allows for Trickshots without weapons in hand.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;!-- &amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Rapid_Reload&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Rapid Reload:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Rapid Reload allows you to violate the rate of fire limit.  For the minute following the activation of Rapid Reload, you may fire 75 darts instead of the usual 50.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt; --&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ricochet&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Ricochet:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  This skill allows the character to use the Cleave ability, allowing the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls “Cleave”. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with Burst or Double Attack.  Ricochet can only be used with ranged weapons.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Weapon Ward: &#039;&#039;&#039;&#039;&#039; 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;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Gunsmithing&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Gunsmithing:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt; Gunsmithing is the same thing as Engineering, except it only builds guns and ammo.  (&#039;&#039;We are aware that firearms are technically explosives and that gunpowder can just as well arm a grenade, and we suggest that you pay full cost for Engineering if you’d like to get into explosive force, detonation radius, fragmentation velocity and composition, and timing fuses&#039;&#039;.)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Fan the Hammer:&#039;&#039;&#039; Pistol-exclusive.  When it’s activated, you can select up to six individuals within 20ft as targets.  You can Fan in one of two ways chosen at the time of use:&lt;br /&gt;
&lt;br /&gt;
* You may voice deliver damage to each target.  Fan The Hammer used in this fashion violates the Accuracy cap and inflicts that damage +5 to each target.&lt;br /&gt;
* You may instead inflict a Pistol special attack on each target.  This is individually voice-delivered as “Voice Physical &amp;lt;effect&amp;gt;” and you must pay the Grit cost for one use of whatever technique you’re using.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Gunslinger Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lead Rain&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Lead Rain:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;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 and may only be applied to the damage option of Fan the Hammer.&amp;lt;/p&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Speedload&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Longshot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;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.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Right Between The Eyes&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Right Between The Eyes:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;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;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039; Increases the Flurry of pistols by 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Butt Stroke/Pistol Whip:&#039;&#039;&#039; Voice physical stun, within melee range. 2x per reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counterfire:&#039;&#039;&#039; 2x per reset may “Reflect” an incoming numerical damage, works on Physical Vector only.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger Heroic Powers ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper:&#039;&#039;&#039; Req longshot Adds an additional 1 grit discount at 20ft+ but requires a 3 count to enter position and sets you to an un-mitigatable slow effect. Requires Concentration &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Iron Rain:&#039;&#039;&#039; Reqs Lead Rain- Ups the damage from Lead Rain to “Voice All Enemies &amp;lt;damage&amp;gt; Iron” and comes with 1 additional use of Fan the Hammer per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scatter Blast&#039;&#039;&#039;: Allows you to add Disabling Shot to your Lead Rain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained Hunter:&#039;&#039;&#039; Pre Req KA Warfare: 2. Allows you to pull a single clip of exotic ammo from your hip pocket for an identified weakness of an enemy you can see. 10 shots must be used in that encounter. This is useable 2x per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counterbattery:&#039;&#039;&#039; Pre-req Counterfire. Upgrades Counterfire, it allows you to Reflect Effects as well, but you still take the effect itself. If used on Physical Vector effects, the effect is Reflected without the Gunslinger taking the effect.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2287</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2287"/>
		<updated>2026-03-28T01:29:28Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Heroic Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Guardian&#039;&#039;&#039; ==&lt;br /&gt;
Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond. Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Guardians can wear up to Medium Armor at character creation and tend to wear armors that are made from natural materials like leather and bone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the &#039;&#039;Florentine Power&#039;&#039; free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heart of the Wild&#039;&#039;:&#039;&#039;&#039; While wielding either Two Weapons or a Great Weapon they can use their &#039;&#039;&#039;Defensive Techniques&#039;&#039;&#039; as &#039;&#039;Passive&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adaptive:&#039;&#039;&#039;&#039;&#039; While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Primal Fury:&#039;&#039;&#039;&#039;&#039; This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 &#039;&#039;Body Points&#039;&#039;, +2 &#039;&#039;Permanent Weapon Damage&#039;&#039;, &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm, Shun, Sleep,&#039;&#039; and &#039;&#039;Terror&#039;&#039;. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against &#039;&#039;Berserk&#039;&#039;, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Energy Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Move Silent&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Entangling Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (17-32)&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (33-36)&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Ambush&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grasping Earth&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Telltale Signs&lt;br /&gt;
|3&lt;br /&gt;
|Tracking 1&lt;br /&gt;
|Conceal&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Dodge&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Earthen Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Fire Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Nature’s Ire&lt;br /&gt;
| 8&lt;br /&gt;
|Daily&lt;br /&gt;
|Cyclone&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guardian Skills ==&lt;br /&gt;
&#039;&#039;&#039;Ambush -&#039;&#039;&#039;  With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. This attack is metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge -&#039;&#039;&#039; This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy -&#039;&#039;&#039; Used as the energy source to fuel techniques&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangle Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X*&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth:&#039;&#039;&#039; This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice Difficult Terrain”.&lt;br /&gt;
&lt;br /&gt;
[[Effects#Hide|&#039;&#039;&#039;Hide&#039;&#039;&#039;]] &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent -&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision* -&#039;&#039;&#039;This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 3 times your verbal when behind your opponents will be &amp;quot;Eight Normal&amp;quot; unless you also purchased focus which would add it&#039;s amount to attacks from all sides.  Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll&#039;&#039;&#039; - his skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telltale Signs -&#039;&#039;&#039; A guardian is adept in the wilds of any plane. When not in a city, they automatically add 2 successes to any tracking attempt made.&lt;br /&gt;
&lt;br /&gt;
== Guardian Advanced Skills ==&lt;br /&gt;
&#039;&#039;&#039;Aerial Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
* An auto success to any movement based physical challenge&lt;br /&gt;
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons&lt;br /&gt;
* +2 &#039;&#039;Permanent Strength&#039;&#039; and allows the character to &#039;&#039;Break&#039;&#039; from &#039;&#039;Pin&#039;&#039; and &#039;&#039;Bind&#039;&#039;. This skill lasts for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
*Gains &#039;&#039;Underwater Combat&#039;&#039; and &#039;&#039;Breathe Liquid&#039;&#039; with no restriction&lt;br /&gt;
*Character gains 6 uses of the “&#039;&#039;Massive&#039;&#039;” Prefix,&lt;br /&gt;
*Character gains 10 &#039;&#039;Natural Armor&#039;&#039; that stack above class maximum&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an earthen creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: &lt;br /&gt;
&lt;br /&gt;
*During a hold the player can move up to 20 steps&lt;br /&gt;
*Character gains 3 uses of “&#039;&#039;Binding Strike-Slay&#039;&#039;” (6 Count) with their melee weapons&lt;br /&gt;
* 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Endure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of a fire creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:  &lt;br /&gt;
&lt;br /&gt;
*Immunity to &#039;&#039;Blind&#039;&#039; and can attack &#039;&#039;Hidden&#039;&#039; and &#039;&#039;Concealed&#039;&#039; targets&lt;br /&gt;
*Character gains 3 uses of &amp;quot;Elemental 30 Fire&amp;quot; delivered via packet attack&lt;br /&gt;
*Character gains one use of &amp;quot;Natural Cure Metabolic&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Cyclone -&#039;&#039;&#039; This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;s Ire -&#039;&#039;&#039; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
== Guardian Powers ==&lt;br /&gt;
&#039;&#039;&#039;Call of the Wild:&#039;&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endless Fury:&#039;&#039;&#039; This power allows the character to activate their &#039;&#039;Primal Fury&#039;&#039; Class Feature 2 additional times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mighty Fury:&#039;&#039;&#039; This power increases the potency of the characters &#039;&#039;Primal Fury&#039;&#039; power. While active they additionally gain 4 Blade Effects that are +5 &#039;&#039;Temporary Damage&#039;&#039; and &#039;&#039;Critical&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character &#039;&#039;Unconscious&#039;&#039; they can &#039;&#039;Resist&#039;&#039; that attack. This can be used once during each use of &#039;&#039;Primal Fury.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 &#039;&#039;Permanent Strength&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems -&#039;&#039;&#039; Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Totem:&#039;&#039;&#039; You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aquatic Totem:&#039;&#039;&#039; You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
* &#039;&#039;&#039;Earthen Totem:&#039;&#039;&#039; +10 Body and Recovery 5&lt;br /&gt;
* &#039;&#039;&#039;Fire Totem:&#039;&#039;&#039; Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character. (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039; This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mindless Fury&#039;&#039;&#039; The Guardian is immune to Mental while using their Primal Fury.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powerful Totem&#039;&#039;&#039; When the Guardian uses his Fury he gains the use of one of their Totems for free.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2286</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2286"/>
		<updated>2026-03-28T01:21:33Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Champion Heroic Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;big&amp;gt;Champion&amp;lt;/big&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039; &#039;&#039;&#039;Proficiency:&#039;&#039;&#039; Champions can wear up to Battle Armor.&lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapon&#039;&#039;&#039;]] &#039;&#039;&#039;Proficiencies:&#039;&#039;&#039; Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Champions use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defend&#039;&#039;:&#039;&#039;&#039; This skill allows the character to protect others from harm by getting in the way of the attack. To use this skill, the character must be within weapon reach of a target, have a weapon or shield in hand, and call “Defend”. When used, this skill will redirect a single attack to the character using the skill, which may then be negated normally with defenses. If the attack had a numeric value, the damage will be reduced by half. This skill can be used once each &#039;&#039;Encounter initially and twice per encounter at 20th level and above.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armored Core:&#039;&#039;&#039;&#039;&#039; While wielding a shield the character gains additional armor points. These points go above the character maximum and are refit with their normal armor. As long as they are wielding a shield they gain 10 additional points of armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Defensive Specialist:&#039;&#039;&#039;&#039;&#039; Your defensive skills are treated as Passive. Note this applies to Riposte but not Defend which is a class ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Skill&lt;br /&gt;
!Cost&lt;br /&gt;
!Prerequisite&lt;br /&gt;
!Combat Technique&lt;br /&gt;
!SP Cost&lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Clarity&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Slowing Strike&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-38&lt;br /&gt;
|3&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Impunity&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Taunt&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Stun&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Advanced Skills&lt;br /&gt;
|-&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
!Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|Shield Wall&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Rugged&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|Destructive Blow&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|Daily&lt;br /&gt;
|Bolster&lt;br /&gt;
|7&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Phalanx&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Take Cover&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Woven Defense&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Champion Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolster -&#039;&#039;&#039;  This skill is used by the Champion as a self healing mechanism. While this skill is active, any hit the Champion blocks whether through use of his skill at arms or use of energy such as Deflect, Parry, Riposte, or Impunity, heals the Champion for 1 body Point. This healing cannot take the champion over their maximum body at any point. This skill lasts 5 minutes or 1 encounter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarity -&#039;&#039;&#039; This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destructive Blow -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from &#039;&#039;&#039;&#039;&#039;&amp;quot;Flee&amp;quot;.&#039;&#039;&#039;&#039;&#039; This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X &#039;&#039;-&#039;&#039;&#039;&#039;&#039;  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impunity -&#039;&#039;&#039; This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the &#039;&#039;Parry&#039;&#039; skill are considered negated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Massive Knockdown!”. This skill can only be used with 2 handed melee weapons or when using Large shield and is one swing, hit or miss (Reminder, you CANNOT swing your shield at someone)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Patch Job&amp;quot;&amp;gt;&#039;&#039;&#039;Patch Job:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill allows the character to make a quick recovery in combat by &amp;lt;i&amp;gt;Repairing&amp;lt;/i&amp;gt; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phalanx -&#039;&#039;&#039; This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged -&#039;&#039;&#039; This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to resist the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 &#039;&#039;Body Points&#039;&#039; of damage and be &#039;&#039;Slowed&#039;&#039; for the encounter, instead of suffering the effect resisted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Wall -&#039;&#039;&#039; This skill allows the character to take a defensive stance to shrug off damage. While the stance is active, the character will gain &#039;&#039;Damage Cap&#039;&#039; 5, lasting for an &#039;&#039;Encounter&#039;&#039; or up to 5 minutes, or they become &#039;&#039;Helpless.&#039;&#039; Additionally, the character cannot use &#039;&#039;Offensive&#039;&#039; &#039;&#039;Special Attacks&#039;&#039; until this skill has ended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slowing Strike -&#039;&#039;&#039; An almost direct upgrade to Exhaustion strike, &#039;&#039;Slowing&#039;&#039; the target. This skill is used by calling “&#039;&#039;Slowing Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Woven Defense:&#039;&#039;&#039; Your ability to block a flood of incoming strikes tires out combatants you face, wearing down their ability to engage in combat. This is called as &#039;Voice Enemies Weakness Burst&#039; and can be used once for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take Cover -&#039;&#039;&#039; This mastery skill grants everyone on your side of a module one use of &#039;Resist Ranged&#039; which can be used to avoid any ranged attack be it an arrow, spell, or other effect delivered via range except via Voice vector. This lasts for the remainder of the module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taunt:&#039;&#039;&#039; Taunt causes the target to focus their attack the generator of the effect. Until Taunt expires, the victim pays twice the cost for any abilities used against any opponent other than the Taunter. Taunt lasts for five minutes, one encounter, or until the generator of the effect disengages. A Taunter that flees, or moves to interpose a third party in between himself and his target, or simply stops fighting, immediately ends the duration of the effect. In the chaos of combat, this can get fuzzy; a Champion can&#039;t control someone else moving into his line of effect, for example, and we expect a certain degree of latitude in &amp;quot;intentional disengagement&amp;quot;. This can only be used used after a successful melee strike. This is delivered as &amp;quot;Voice (target) Taunt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Champion Powers ==&lt;br /&gt;
&#039;&#039;&#039;Bulwark -&#039;&#039;&#039;  This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defender -&#039;&#039;&#039;  This power allows the character to use the &#039;&#039;Defend&#039;&#039; skill 1 additional times each &#039;&#039;Encounter&#039;&#039;. Additionally, it allows the character to use &#039;&#039;Weapon Ward&#039;&#039; to protect others so long as they are within weapons reach.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense -&#039;&#039;&#039;  This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the Blitz+Critical Strike skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039;  This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive Prefix&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&lt;br /&gt;
&lt;br /&gt;
=== Champion Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Body Guard -&#039;&#039;&#039; This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally, the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge -&#039;&#039;&#039; &#039;&#039;prerequisite Taunt x2&#039;&#039; Once per Encounter the character can challenge a foe across the battlefield to single combat. By doing so the character must invoke their Taunt skill via voice delivery &amp;quot;Voice [Target] Taunt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N-95&#039;&#039;&#039; - Prerequisite: Bulwark Upgrades Bulwark power to also block the Poison vector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All about the Angles&#039;&#039;&#039; - This power allows the Champion to treat the &#039;Body&#039; carrier as if it were &#039;Normal&#039; for 1 hour or module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revenger -&#039;&#039;&#039; Prerequisite: Defender Whenever you use your Defend on someone\Bodyguard you gain the benefit of Favored Enemy against the attacker until the end of combat.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=2285</id>
		<title>Caller</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=2285"/>
		<updated>2026-03-28T01:15:33Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Caller Heroic Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, this primal magic is guarded over by servants of philosophical balance known as callers. Allies to beasts and manipulators of nature, these often-misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, callers gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.&lt;br /&gt;
&lt;br /&gt;
While some callers might keep to the fringe of battle, allowing companions to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Callers revere personifications of elemental forces, natural powers, or nature itself. Typically, this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic manifestations, or even specific awe-inspiring natural wonders.&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Callers have proficiency in Light Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Callers are skilled with the following weapons: Short Weapon, Staff, Spear, Thrown, and Small Shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Casting:&#039;&#039;&#039; Callers have access to the &#039;&#039;Nature&#039;&#039; school of magic.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Shifter&#039;&#039;:&#039;&#039;&#039; This skill allows the &#039;&#039;Caller&#039;&#039; to change forms into that of an animal on a 5 second counted action. While shifted, the character cannot speak, save for with animals of similar type, and they can use no active skills, abilities, or magic items that require speech. All non-self-generated protectives, blade spells, and &#039;&#039;Aspect (caller spells with an animal name)&#039;&#039; effects are suppressed. This form has the same stats as the Level 8 Caller Spell Aspect of the Beast and the abilities reset with the character not every time the Caller shifts. This form can be shifted into at anytime but it&#039;s state is tracked separately. If you are killed in animal form, you immediately revert to your normal PC form. You cannot change back into the form until the character resets. If you are shifting back to your normal form before being killed, it takes the same 5 count as it did to shift into the animal form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Nature’s Guide&#039;&#039;:&#039;&#039;&#039; Your bond with nature goes far beyond just physical to almost a spiritual level as the world around you almost speaks to you. This gives the character a few benefits: First, on the &#039;&#039;Prime&#039;&#039; or &#039;&#039;Essence&#039;&#039;, you can always find north and understand roughly where in the world you are. Second, you are always treated as though you have 1 Rank higher of &#039;&#039;Knowledge (Nature)&#039;&#039; than you have purchased.&amp;lt;/blockquote&amp;gt;&#039;&#039;A note about Spells: The SP cost listed for spells below applies if your Caller wants to teach themselves a spell without a scroll. If you have a scroll available, you can read that into memory and avoid the SP cost entirely; the SP cost is available as a means to ensure that your Caller can acquire spells even a given scroll is elusive, overpriced, or just sold by someone you can&#039;t get along with.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Skill Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (1-100)&lt;br /&gt;
!-&lt;br /&gt;
!1/2&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (101-120)&lt;br /&gt;
!Mana (100)&lt;br /&gt;
!1&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!1st level spell&lt;br /&gt;
!&lt;br /&gt;
!1*&lt;br /&gt;
!1 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!2 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!3rd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!3 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!4th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!4 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!5th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!5 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!6th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!6 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!7th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!7 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!8th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!8 Mana&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!None&lt;br /&gt;
!0&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!5&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!10&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&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;
|- Ley Point 1-20&lt;br /&gt;
!&lt;br /&gt;
!Ley Point 1-20&lt;br /&gt;
!1 Mana&lt;br /&gt;
!2&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Hasten Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|- Hasten Spell&lt;br /&gt;
!&lt;br /&gt;
!Penetrating Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Overload&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Aura Emulation&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|- Penetrating Spell&lt;br /&gt;
!&lt;br /&gt;
!Siphon Mana&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Forked Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Natural Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|- Overload&lt;br /&gt;
!&lt;br /&gt;
!Storm&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Revitalize&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&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;
!Chain Spell 1-5&lt;br /&gt;
!-&lt;br /&gt;
!6&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Tongue of the Land&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Boost Shifting&lt;br /&gt;
!-&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Cancel Magic&lt;br /&gt;
!&lt;br /&gt;
!10&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Grasping Earth&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Advanced&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Dense Fog&lt;br /&gt;
!&lt;br /&gt;
!8&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Create Grove&lt;br /&gt;
!&lt;br /&gt;
!5&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Reincarnate&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caller Skill Descriptions: ==&lt;br /&gt;
&lt;br /&gt;
=== Magic Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Mana&#039;&#039;&#039;: Mana is the fuel by which spells are generated. For Callers, spells are leveled 1-8 and every spell costs an amount of mana equal to its level to cast. Callers pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point unto infinity. Collectively, a Caller&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery. Callers on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools. It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Schools&#039;&#039;&#039;: Nature. For now it&#039;s just Nature magic. Now go touch grass.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Spells]]&#039;&#039;&#039; &amp;lt;b&amp;gt;1-8&amp;lt;/b&amp;gt;: Broadly speaking, Callers may learn spells in one of two ways. The easiest is simply transcribing a written formula into memory, and Callers prefer this where the option is available. In order to do this, all your Caller needs is a scroll of the relevant spell and enough time to read it and learn it. Spells learned in this way cost no Skill Points, further endearing it to the casters of the worlds. Where this isn&#039;t possible (some worlds have outright banned magic from the lower classes, for example), it&#039;s possible to gut it out and teach yourself the spell. Doing this has no monetary cost, but it does incur a cost in skill points instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;:  At times Callers find themselves bereft of mana or needing to dish out direct damage to their foes. For times like this mother nature gave us that which has baffled early civilizations across the planes Lightning. Doing this is faster and less stressful than formal spellcasting. One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I. This is cast as &amp;quot;I summon X &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 6 you may use 35 points of pool at a time. Spell Pool must be delivered in increments of 5. Spell Pool can be refreshed with five minutes of uninterrupted time,  or immediately refreshed via the 9th level Mage effect Evocation.  Caller&#039;s have the Lightning damage type for their spell pool.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Metamagic: ===&lt;br /&gt;
Metamagic, as the name implies, is magic that affects magic. Metamagic effects modify spells in some way, or modify some other aspect of magic in some way spells cannot. Metamagic is fueled by Ley Points, and there are as many arguments about what Ley actually is as there are people making them. Callers purchase Ley Points directly, at 2 SP each, and a Caller cannot buy more than 20 total. Listed alphabetically. (Numbers in parentheses are Lay Point cost.)&amp;lt;blockquote&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Aura Emulation (1)&#039;&#039;&#039;: As practiced by Callers, this allows for mana to reflexively retaliate against a melee strike. This is called as &amp;quot;Magic Lightning Aura&amp;quot; in response to being struck. Aura Emulation allows for any of the four usual elemental flavors and Spirit. Other Auras are known to exist but those are not readily available and learning them can be a chore.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (2):&#039;&#039;&#039; This skill allows the character to split their spell so it can hit more targets. When using this skill, the player adds “Forked“ to the end of their normal spell incant, and then can throw “Magic &amp;lt;Spell Name&amp;gt;” twice in succession, and only expend a single casting&#039;s worth of mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (1):&#039;&#039;&#039; A Hastened Spell is delivered without a formal incant; this is called as &amp;quot;Magic &amp;lt;Spell Effect&amp;gt;&amp;quot;. Hastened Spells bypass a number of usual spellcasting restrictions; they do not require incants and hence may be delivered while Silenced or otherwise deprived of speech. Hastened Spells may also be cast while confined. Hastening a spell costs 1 Ley Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Natural Spell (2):&#039;&#039;&#039; A Natural Spell is the closest Mages have gotten to Nature magic. Shaping a spell in this way eliminates the incant as Hasten Does, but is called as &amp;quot;Natural &amp;lt;Flavor&amp;gt; Effect&amp;gt;&amp;quot; and thereafter obeys the rules of the Natural delivery vector. Full details are available under Effect Delivery but briefly, Natural effects are stopped by shields, resisted with Resist Natural instead of Resist Magic, and affected by whatever nonsense &#039;magic&#039; Callers use. Natural effects tend to be easier to stop than Magical effects, but some creatures are painfully resistant to magic and easily victimized by Natural effects. The existence of the Fae alone guaranteed that some Mage was going to develop this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overload (1)&#039;&#039;&#039;: This skill allows the character to add the &amp;lt;i&amp;gt;Critical&amp;lt;/i&amp;gt; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Spell (1)&#039;&#039;&#039;: Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant. Unlike most meta magic, Penetrating Spell can be applied to Spell Pool.  One application of Penetrating Spell affects your next two applications of Spell Pool - this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Revitalize (1 per 5 mana)&#039;&#039;&#039;: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 120 extra points of mana per event, at the cost of losing your use of Ley Skills for that event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siphon Mana (2)&#039;&#039;&#039;: This allows your Caller to drain Mana from a willing donor into your own Mana pool. This costs one Ley Point per transfer and may transfer only enough mana to return your pool to full.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm (3):&#039;&#039;&#039; This skill allows the character to enter a stance by planting their right foot and announcing, “Spell Storm: Lightning”. This effect will last until the player falls unconscious, moves their foot, or uses any other &#039;&#039;Active Skills.&#039;&#039; While active, the caller can throw an infinite number of packet attacks called as “Magic 10 Lightning”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Miscellaneous Caller Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;b&amp;gt;Boost Shifting -&amp;lt;/b&amp;gt; The form granted to the caster via Shifter has the following changes:&lt;br /&gt;
*The base strength increases to +6&lt;br /&gt;
*Base Body increases to 40&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Spell&#039;&#039;&#039;: Chain spells delivers one beneficial spell to one extra target per level of Chain Spell. A spell caster with 5 levels of Chain Spell can cast Magic Shield (for example) on a total of six targets. The spell is cast normally for the first target; successive targets are called as &amp;quot;Chain Spell &amp;lt;Effect Name&amp;gt;&amp;quot;.&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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth (once daily)&#039;&#039;&#039; - This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice &#039;&#039;Difficult Terrain&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Tongue of the Land&amp;lt;/b&amp;gt; - The character gains the ability to speak with natural plants and rock formations. While most of the time such are not too smart, and communication can be difficult, the character can ask 2 questions that will be answered with a yes or no, of a given creature.&amp;lt;b&amp;gt;Tongue of the Land&amp;lt;/b&amp;gt; - The character gains the ability to speak with natural plants and rock formations. While most of the time such are not too smart, and communication can be difficult, the character can ask 2 questions that will be answered with a yes or no, of a given creature.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Advanced Caller Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Grove&#039;&#039;&#039; - This skill allows the character to imbue an area with the power of nature, returning it to a purer state. The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fae, and Abominations, as well as a few others types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a &#039;&#039;Wizard Lock.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reincarnate&#039;&#039;&#039; - This skill allows the character to bring back a character who is &amp;lt;i&amp;gt;Dead&amp;lt;/i&amp;gt; and in need of a &#039;&#039;Life&#039;&#039; spell. Like much of nature nothing happens instantly. To use this skill, the character must touch the target and make a 3 counted action ‘I Reincarnate you 3, I Reincarnate you 2,…”. After the count the effect takes hold, the target will continue their death count and when they hit the 4-minute count where they would normally dissipate; they instead begin a 1-minute count, at the end of which the target will be restored to life at full &#039;&#039;Body Points.&#039;&#039; This can be used once per reset for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Fog&#039;&#039;&#039; - Pulling on the natural forces around you, you summon up an ultra dense fog around you giving your party cover as you slip past a potential fight, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works while on Modules set in a natural terrain.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
== Caller Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Animal Speech -&#039;&#039;&#039; This power allows the character to talk normally while shape changed. This does not allow spell casting or using magic items that require speech to activate.                &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect Mastery-&#039;&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.                &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting&#039;&#039;&#039; - This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow. In addition, the Short Claws received when shifting are now Medium Claws                &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Wilds-&#039;&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.              &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Magic-&#039;&#039;&#039;  Wild Magic: (Caller Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;        &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form -&#039;&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:  &lt;br /&gt;
&lt;br /&gt;
*15 Body&lt;br /&gt;
*Resist Toxin/Physical x 1&lt;br /&gt;
*Flee x 2&lt;br /&gt;
*½ Damage from physical attacks&lt;br /&gt;
*Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
*+50 Spell Pool&lt;br /&gt;
*Gain one bonus spells costing up to 5 mana&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Caller Heroic Powers ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Greater Enhanced Shifting -&#039;&#039;&#039; Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&lt;br /&gt;
&lt;br /&gt;
This power allows the Caller to use a single two-handed claw or a long and medium claw instead of paired medium claws. In addition, they receive one Regenerate and two special attacks per reset chosen from  Crippling Strike, Knockdown, Maim, and Shred (Destroy Armor Strike). They may use the same one twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Wisp Form -&#039;&#039;&#039; Prerequisite Wisp Form&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
*25 Body&lt;br /&gt;
*Resist Toxin/Physical x 2&lt;br /&gt;
*Flee x 3&lt;br /&gt;
*½ Damage from all attacks&lt;br /&gt;
*Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
*+75 Spell Pool&lt;br /&gt;
*Can change Spell Pool flavor to Venom&lt;br /&gt;
*Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop -&#039;&#039;&#039; Prerequisite: &#039;&#039;Spell Pool 4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting&#039;&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.    &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace -&#039;&#039;&#039; This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Recovery&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=2284</id>
		<title>Mage</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Mage&amp;diff=2284"/>
		<updated>2026-03-28T01:10:26Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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;
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&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 Short Blunt weapons labeled as &#039;Wand&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mana:&#039;&#039;&#039; Mages may purchase mana up to 120 (for now, this cap will increase as necessary), 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;
&#039;&#039;&#039;Reclamation:&#039;&#039;&#039; (for Mages with both Spirit and Elemental Schools) 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;
&#039;&#039;&#039;Shared light:&#039;&#039;&#039; (For Mages with &#039;&#039;&#039;ONLY&#039;&#039;&#039; the Spirit School of Magic) Whenever you cast a buff or healing on someone you receive the same with no extra cost &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Duplication:&#039;&#039;&#039;  (For Mages with &#039;&#039;&#039;ONLY&#039;&#039;&#039; the Elemental School of Magic)  You may call Double Attack for a Spell Pool attack, Shatter, Detonate, Destroy, or Implosion spells that are successfully defended against.  This can be done twice 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 missed their target completely, only those where the the target called a defense. (To help clarify this is the opposite of Reclamation&#039;s note above)&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;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!1 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!2 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!3rd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!3 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!4th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!4 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!5th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!5 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!6th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!6 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!7th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!7 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!8th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!8 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!9th level spell&lt;br /&gt;
!-&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;
!Overload&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&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;
!1 Ley Point&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;
! colspan=&amp;quot;5&amp;quot; |Miscellaneous&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;
!Define Magic&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Advanced&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Arcane Volley&lt;br /&gt;
!-&lt;br /&gt;
!8&lt;br /&gt;
!Daily&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;
!Create Familiar&lt;br /&gt;
!Elemental School&lt;br /&gt;
!5&lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Create Phylactery&lt;br /&gt;
!Spirit School&lt;br /&gt;
!5&lt;br /&gt;
!None&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;&#039;&#039;&#039;[[Spells]]&#039;&#039;&#039; &#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;I summon &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.  &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;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039; - adds the Critical Tag to a single spell or your current spell pool. &amp;lt;/blockquote&amp;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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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.  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;   &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;30 &amp;lt;Flavor&amp;gt; Aura&amp;quot; in response to being struck.  If this renders the offending attacker helpless, the Mage does not take the effects of the strike. 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;.&lt;br /&gt;
&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;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.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Advanced Mage Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Create Familiar:&#039;&#039;&#039; This skill allows the character to manifest some of their raw energy into a physical form; bringing into existence a Quasit. A Quasit is a tiny, about mouse sized, but intelligent elemental creature that will stay with its creator. It remains Invisible unless the creator so chooses, at marshal discretion a Quasit can perform simple non-combat tasks. At event check in the character chooses which flavor of creature is summoned, Fire/Water/Wind/Stone. While summoned the character gains a Resist&amp;lt;Flavor&amp;gt; that matches the familiar, useable once each reset.    &lt;br /&gt;
&lt;br /&gt;
    &#039;&#039;&#039;Create Phylactery:&#039;&#039;&#039; This power allows the character to manifest some of their raw energy into a physical form; by scribing glyphs upon the air. Once scribed the glyphs become &#039;&#039;Invisible&#039;&#039; but hang in the air around the character, granting them the ability to Resist Shadow or Disease (Rot, Plague, Wound, Vampiric) once each reset.                                &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror Image:&#039;&#039;&#039; when used gives you two uses of Resist Physical that must be used on the next two physical attacks.                  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Volley [flavor]&#039;&#039;&#039; - This skill can be used on a module to throw a blisteringly large amount of magic at an oncoming group of foes. All enemies in the next encounter take 20 points of damage in whatever flavor you specify. Note, you must have spell pool that matches the specified flavor. This can trigger vulnerabilities and resistances but will not trigger defenses.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mage Powers ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Element Exclusion&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Modality&#039;&#039;&#039; - prerequisite - Elemental Duplication - once per encounter you can throw a spell or a spell pool attack with the Elemental vector.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&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;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Improved Familiar&#039;&#039;&#039; 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. Fire- Increases the character&#039;s Spell Pool by 5 Points. Water- Increases the character’s Spell Cap by 5 points. Wind- Grants the character the Evade skill once each reset. Stone- Increase the character base Body Points by 5.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Improved Phylactery&#039;&#039;&#039; &#039;&#039;Prerequisite: Create Phylactery.&#039;&#039; This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed. Glyph must be chosen at check in and noted on Player Character card.&lt;br /&gt;
&lt;br /&gt;
Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.&lt;br /&gt;
&lt;br /&gt;
Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.&lt;br /&gt;
&lt;br /&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;
&lt;br /&gt;
Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Inner Light&#039;&#039;&#039; 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;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Living Armor&#039;&#039;&#039; Prerequisite: School of Spirit This power allows the character to use their Signature Spell (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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Magic Staff&#039;&#039;&#039; Prerequisite: One-Hand Block This power allows the character to use a Staff as a wand, instead of a Short Blunt.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Retain Magic&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refracted Light&#039;&#039;&#039; - prerequisite - Shared Light - you gain 2 extra targets when using chain spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell Focus 1&#039;&#039;&#039; 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;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell Focus 2&#039;&#039;&#039; 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;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Feedback Loop&#039;&#039;&#039; Prerequisite: Spell Pool 3&#039;&#039;.&#039;&#039; 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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Holy Nova&#039;&#039;&#039; Prerequisite: Spirit school of magic. You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Mastery&#039;&#039;&#039; Prerequisite: &#039;&#039;Two Schools of magic.&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; 2x per day add “Voice” delivery to a spell, up to 9th level that you have memorized. &amp;quot;Voice (target) magic (Spell Name) (Cannot be used with scrolls, cannot be chainspelled)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fork in the Spell&#039;&#039;&#039; Gives Mages the Forked Ley ability at the cost of 1 Ley Point per use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Focus&#039;&#039;&#039; Pre-req Elemental Modality. Allows the caster to throw a spell or a spell pool attack with the Elemental vector for one hour or one encounter. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Mana Tap&#039;&#039;&#039; 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 only 7 points (&#039;&#039;Mana&#039;&#039;) of 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.&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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warrior&amp;diff=2283</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warrior&amp;diff=2283"/>
		<updated>2026-03-28T01:03:01Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Warrior Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Warrior&#039;&#039;&#039; ==&lt;br /&gt;
There is a time and a place for streamlined, elegant economy of motion in combat.  For all the other times, keep reading&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warriors can wear up to Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Warriors are skilled with the following weapons: Short Weapons, Great Weapon, and Thrown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Warriors use Energy to fuel their techniques.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Might:&#039;&#039;&#039; This ability allows the character to increase their Permanent Strength by 1 point, and doubles their Permanent Strength for Feats of Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stalwart&#039;&#039;&#039;: Warriors are a deadly presence on the battlefield and they are a force to be reckoned with. Effects that target the Warrior’s weapons are reduced by 1 tier; Destroy is reduced to Shatter, Shatter is reduced to Disarm, and Disarm is no effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; color: black;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Warrior: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|Focus +1&lt;br /&gt;
|Repel Strike&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Demoralize&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +5&lt;br /&gt;
|20&lt;br /&gt;
|Focus +4&lt;br /&gt;
|Blitz&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +6&lt;br /&gt;
|20&lt;br /&gt;
|Focus +5&lt;br /&gt;
|Knockdown&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Sweep&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Destroy Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Over Power&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warrior: Advanced Skill&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Bull Rush&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Stare Down&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Intimidate&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Warrior Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bull Rush -&#039;&#039;&#039; This skill allows the character to change the battlefield by charging headlong into the fray.  When used it will affect up to 10 target enemies in the next Encounter. This skill will remove up to 1 defense from the targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demoralize -&#039;&#039;&#039; This skill allows the character to weaken the foes that they are engaging in combat. This can only be used against targets that are within melee weapon reach and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Physical Weakness.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroy Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the &#039;&#039;Broken&#039;&#039; status. To use this skill, the player must declare aloud “Destroy&amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intimidate -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This skill has two uses: First, this can be used against a target within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt; Voice Terror&amp;quot;. Second, this skill can be used against a Conscious and &#039;&#039;Helpless&#039;&#039; target to force them to answer a yes or no question, which must be answered truthfully.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knockdown -&#039;&#039;&#039; This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no &#039;&#039;Active Skills&#039;&#039; or &#039;&#039;Abilities&#039;&#039;, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “ Massive Knockdown!”. This skill can only be used with 2 handed melee weapons and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the Massive Prefix. This skill can only be used with Great Weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Parry&amp;quot;&amp;gt;&#039;&#039;&#039;Parry:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skills allows the user to negate any one Physical Vector melee weapon-delivered attack that was successfully landed on the user.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch Job -&#039;&#039;&#039; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repel Strike -&#039;&#039;&#039; This skill allows the character to force a target away from them. To use the skill, the character must announce “&#039;&#039;Massive Repel Strike&#039;&#039;&amp;quot; and unlike normal weapon strikes, this skill still works even if it strikes the targets hand held items or costume. The target of this strike will be affected as per the &#039;&#039;Repel&#039;&#039; spell, though this effect will be broken if the character becomes unconscious, bound, loses their weapon, or attacks the target. This skill can only be used with Great Weapons and is one swing, hit or miss. The character can have one target repelled at a time, plus one additional target for each +Strength they have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Physical Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sweep&#039;&#039;&#039; This skill allows the character to force aside nearby foes. This can only be used with Great or Brawl weapons, and only when the character is stationary, though they may move immediately after its use. This skill forces all targets within melee weapon range of the user to back away 10 feet and prevent them from approaching the user for 5 seconds. This does not prevent the affected targets from fighting, only from them approaching the character for the 5 seconds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;br /&gt;
&lt;br /&gt;
== Warrior Powers ==&lt;br /&gt;
&#039;&#039;&#039;Critical Strike -&#039;&#039;&#039; When the character uses the &#039;&#039;Blitz or Overpower&#039;&#039; special attacks, they may add the &#039;&#039;Critical&#039;&#039; Modifier to the damage call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limb Breaker -&#039;&#039;&#039; This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overwhelming Power  -&#039;&#039;&#039; This power grants the character an additional +1 &#039;&#039;Permanent Strength&#039;&#039; (this stacks with the &#039;&#039;Great Might&#039;&#039; Class Feature) when wielding a Great Weapon. Additionally, their &#039;&#039;Blitz&#039;&#039; skill grants the &#039;&#039;Massive Prefix&#039;&#039; when used. This is not limited only to Great Weapons, however, a Great Weapon must still be in hand to gain this effect on &#039;&#039;Blitz&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039; This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breaker of Things:&#039;&#039;&#039; Changes Shatter and Destroy strike to &#039;until landing a successful strike&#039; this is negated by any defenses appropriate (Weapon Ward, Parry, Resist Physical, etc.)&lt;br /&gt;
&lt;br /&gt;
== Warrior Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Momentum -&#039;&#039;&#039; An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind -&#039;&#039;&#039; The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare of the Forsaken:&#039;&#039;&#039; Prerequisites: Stare Down, Allows the Warrior to use ‘Target Voice Physical Nightmare’&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Massive Strike&#039;&#039;&#039; Prerequisites: Overpower, At any time the Warrior may reduce his damage by 10 to change their carrier to Massive. Other effects that provide massive negate this -10 damage penalty for their appropriate number of swings.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=2282</id>
		<title>Effects</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Effects&amp;diff=2282"/>
		<updated>2026-03-28T00:13:33Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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;
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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;
&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;
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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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&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;
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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;&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 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;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charm Strike&#039;&#039;&#039; This skill allows the character to deliver a powerful weapon attack as, Charm Strike which will Charm the target. The attack can be delivered with Melee or Ranged weapon and must land a legal weapon blow to affect the target; this is one swing hit or miss.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Clarity&amp;quot;&amp;gt;&#039;&#039;&#039;Clarity:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect gives the recipient the ability to Resist the following effects once: Charm, Command, Sleep, and Terror.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cleave&amp;quot;&amp;gt;&#039;&#039;&#039;Cleave:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to duplicate the effect of a legal weapon attack they have landed. When the attack succeeds the character calls Cleave. They may then make an identical attack which may not target the same individual affected by the first ability. Cleave may not be used in conjunction with the Burst or Double Attack Modifiers.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cocoon&amp;quot;&amp;gt;&#039;&#039;&#039;Cocoon:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect has several outcomes. First, it acts as a “Natural Prison”. Second, it renders the target to Unconscious at 0Body Points. These effects persist permanently unless ended by cutting the victim free on a 10 counted action, or by use of the Freedom effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Command&amp;quot;&amp;gt;&#039;&#039;&#039;Command:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This spell will cause the target to become bent to the caster&#039;s will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. This is a mental effect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Compulsions&amp;quot;&amp;gt;&#039;&#039;&#039;Compulsions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; These are Mental effects that take away the character’s free will and cause them to take actions they would not normally take.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Contain&amp;quot;&amp;gt;&#039;&#039;&#039;Contain:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect creates a transparent barrier that cannot be passed through, even by non-corporeal creatures in most cases, and will stop most effects; however, Delivery Types like Voice will often bypass.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Courage&amp;quot;&amp;gt;&#039;&#039;&#039;Courage:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will dispel all Fear/Terror effects from all targets, as well rendering them Immune to Fear/Terror effects for the remainder of the Encounter or up to 5 minutes.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Grove&amp;quot;&amp;gt;&#039;&#039;&#039;Create Grove:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fey, and Abominations, as well as a few other types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a Wizard Lock.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Critical&amp;quot;&amp;gt;&#039;&#039;&#039;Critical:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This Modifier, when added to an attack, will cause that attack to ignore passive reductions to damage (i.e. Threshold &amp;amp; Damage Cap), and defenses that only reduce damage (such as  Roll), cannot be used as defenses against the attack.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Crippling Strike&amp;quot;&amp;gt;&#039;&#039;&#039;Crippling Strike:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Strike” and a single weapon swing hit or miss. This will cause the affected target to be unable to move faster than a walking pace, for the remainder of the encounter.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Curse of Death&amp;quot;&amp;gt;&#039;&#039;&#039;Curse of Death:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect will not cause the target immediate harm, instead the next time the target receives a Killing Blow effect they will immediately go to resurrect.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Cyclone&amp;quot;&amp;gt;&#039;&#039;&#039;Cyclone:&#039;&#039;&#039;&amp;lt;/span&amp;gt; When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Damage Cap&amp;quot;&amp;gt;&#039;&#039;&#039;Damage Cap:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This ability reduces all damage the character takes to a set amount, no matter the source; this only applies to attacks with a number in the attack&#039;s verbal. The Critical Modifier can overcome this.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Danger S nse&amp;quot;&amp;gt;&#039;&#039;&#039;Danger Sense:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the creature to change what just happened to them, as they foresaw it and changed their action at the last moment. This can be called as the defense Foresight or they can call it to undo/change their last action. This can vary based on the situation, but this could range from having not “Opened that chest!” to “On second thought I don’t play that card”.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Death Throes&amp;quot;&amp;gt;&#039;&#039;&#039;Death Throes:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This effect allows the character to make a final attack upon death. Characters with this effect do not choose to activate it, it activates automatically when their status becomes Dead and they have no ability to return to life under their own power. A character who uses Death Throes may not be brought back to life with a spell or ability that restores life. This ability is used with the call “Everyone in the sound of my Voice&amp;lt;Damage&amp;gt;&amp;lt;Flavor&amp;gt;&amp;lt;Effect&amp;gt;”. This attack is Area of Effect and may be defended against as such. Each character with this effect will denote the “volume” at which the ability will affect targets.&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Define Magic&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This ability, if used upon an item that has magical properties, will reveal to the user all such properties in addition to how to use them and the item. This will not reveal if an item is cursed. If used on a person it will reveal all magical effects on a person not actively hidden by another greater effect.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deflect&amp;quot;&amp;gt;&#039;&#039;&#039;Deflect:&#039;&#039;&#039;&amp;lt;/span&amp;gt; This skill negates a single Physical attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a vector other than physical or Natural, or the Massive Prefix. 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 Slay Strike &amp;lt;Flavor&amp;gt;&amp;quot; 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 Vector melee 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;
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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;
&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;
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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;
&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;
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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;
&lt;br /&gt;
&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;
&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;
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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;
&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;
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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;
&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;
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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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2278</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2278"/>
		<updated>2026-03-11T02:02:16Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
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= Warlock =&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;I summon &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time.  Spell Pool must be delivered in increments of 5.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation.  Warlocks flavor for their spell pool is Void.&lt;br /&gt;
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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 training in a Rare Knowledge Area pertinent to their chosen Patron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Ban”:&#039;&#039;&#039; these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of two things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare | Rare KA: Abyss&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes | Rare KA: Planar Cartography &amp;amp; Planar Scholar&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic | Rare KA: Old Gods&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy | Rare KA: Titans&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points (max 20)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ritualism&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I (Void)&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cancel Magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II (Void)&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III (Void)&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|Cap at 1 per. 2lvls.&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Advanced &amp;amp; LeySkills&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Penetrating Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Curse Wave&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Techniques&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Weakening Pool&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Group Meld&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&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;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz-&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel Magic-&#039;&#039;&#039; This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action. This may only be used in darkness or at a marshal&#039;s discretion. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dampen (Mastery):&#039;&#039;&#039; By weaving the power of the shadows around yourself you dampen hostile magic that might strike you. The next 2 offensive spells, with an effect other than numerical damage, that hits you deals 5 Body Damage to you instead of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Pact-&#039;&#039;&#039; Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Un-shatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. Further, you can channel your Shadow spell pool through your pact weapon like a Spellblade. This still follows the rules for spell cap. Can buy Precision and Focus one additional time each (15 SP cost)&lt;br /&gt;
* &#039;&#039;&#039;Pact of Iron-&#039;&#039;&#039; Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  Can purchase Heavy armor proficiency for 7 SP&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Eye&#039;&#039;&#039;- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form). Can purchase Gifted Eye for 5 SP each&lt;br /&gt;
* &#039;&#039;&#039;Pact of Knowledge&#039;&#039;&#039;- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells. Can buy an additional 20 mana at 1 sp per mana&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group Meld -&#039;&#039;&#039; This allows you to have a group of people (up to 10) within weapon reach to meld into shadows with you. Same hide rules apply with the exception of it puts you in Hide immediately. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Eye&#039;&#039;&#039; - Allows the user to place a Foresight effect on another person (cannot be self targeted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbody the Shadow (Mastery)-&#039;&#039;&#039; This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for &#039;&#039;Circle, Dispel, light, Implosion, Wall of Force&#039;&#039;, and &#039;&#039;Wizard Lock&#039;&#039;, as well &#039;&#039;Voice&#039;&#039; and &#039;&#039;Arcane Delivery&#039;&#039; Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a &#039;&#039;dispel,&#039;&#039; or any light effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge Area (Common/Rare)-&#039;&#039;&#039; This skill allows the character to purchase any of the &amp;quot;Known&amp;quot; Knowledge Areas without the need of an instructor up to five ranks each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Magic (Ley Magic)-&#039;&#039;&#039; This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakening Pool&#039;&#039;&#039; - This allows you to spend 20 spell pool to generate a &amp;quot;Magic Weakness&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Familiar (Mastery)-&#039;&#039;&#039; Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Meld-&#039;&#039;&#039; Allows the Warlock use of the Hide Skill only in Anything less than direct light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke screen-&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Wave&#039;&#039;&#039; -  Allows you to cast one of your curses as “Magic &amp;lt;spell name&amp;gt; Burst” this still costs the mana to cast the spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks cast exclusively Void magic The default incant for void spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to &#039;&#039;grant you/create/*nothing*&#039;&#039; &amp;lt;effect&amp;gt;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, blade spells cannot stack onto a single swing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). When the spell is cast you must add the limb you are effecting. If no limb specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon*-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty (20) steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;POWERS&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Void Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Messenger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability &#039;&#039;Resist Magic&#039;&#039; which can be used Twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Separate Shadow- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the &#039;&#039;Void familiar&#039;&#039; mastery without expending a use. If you have the &#039;&#039;Shadow Messenger Power&#039;&#039; your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=2277</id>
		<title>Chemistry</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Chemistry&amp;diff=2277"/>
		<updated>2026-03-11T00:11:54Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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. Once applied they can be used at the wielder&#039;s discretion as a one time carrier effect.(If you&#039;d normally swing &amp;quot;10 Normal&amp;quot; you would swing &amp;quot;10 [Effect]&amp;quot;)&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. This is a &#039;Poison&#039; vector.&lt;br /&gt;
&lt;br /&gt;
Vial- These are a thrown item and require the use of a packet, preferably orange. To throw the Vial the player must announce “Poison &amp;lt;Effect&amp;gt; Vial”. Since it is an actual item they are throwing, they must have a free hand with which to throw the Vial and once the verbal has been said they have 3 seconds to throw the Vial or it is wasted. Vials function much like spells in that they affect the target if it strikes any part of them, their garb, or possessions. Vials cannot be thrown while wielding a Medium or Large shield.&lt;br /&gt;
&lt;br /&gt;
Blade Poison- These poisons can be applied to a weapon that can be used at a later time. Up to 1 Blade Poison can be stored on Short Weapons/Thrown/Ammo, 2 on Medium/Long Weapons, and 3 on Great Weapons. In the case of Vorpal the weapon gains the effect of the Blade Poison for all attacks leading up to a successfully landed attack; for all other Blade Poisons it is consumed on the next swing hit or miss. It takes a 10 counted action to safely apply each poison to a weapon. If placed on Ranged weapons the effect is only good for a single attack hit or miss.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Component costs&lt;br /&gt;
!Rank&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common Herb&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common Herb&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common Herb,&lt;br /&gt;
1 Uncommon Herb&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common Herb,&lt;br /&gt;
2 Uncommon Herb&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Chemistry&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Acid 5 &lt;br /&gt;
|Vial&lt;br /&gt;
|-&lt;br /&gt;
|Alchemical Solvent&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Antidote&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Healing&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Intoxicant&lt;br /&gt;
|Elixir&lt;br /&gt;
|-&lt;br /&gt;
|Liquid Light&lt;br /&gt;
|Salve&lt;br /&gt;
|-&lt;br /&gt;
|Nausea&lt;br /&gt;
|Salve/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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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&#039;&#039;&#039;Petrification Salve/Blade&#039;&#039;&#039; thig generates a Petrification effect.&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#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;
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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;
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&#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;
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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;
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&#039;&#039;&#039;DECANTER&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  1 Rare Herb  1 Named Herb  1 Glowing Bottle&lt;br /&gt;
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Description This item allows a character to change a chemical into a more basic form in the field. This means a character could take a Vial and turn it into a Salve or Elixir of the same type, this takes 2 minutes of work.&lt;br /&gt;
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&#039;&#039;&#039;EPOXY&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;FIREDAMP&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;FLASK FLAME&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herb&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;GLOWING BOTTLE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  1 Named Herb&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;NIGHT EYES POWDER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Uncommon Herbs  3 Rare Herbs&lt;br /&gt;
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Description This chemical is a light powder that is applied to the character’s eyelids. Once applied, the character will be able to see in dark conditions without a light source. This does not allow for out of game items like night vision scopes, as this is intended for use in certain in game situations like Modules. This powder will last for 2 hours or until wiped away.&lt;br /&gt;
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&#039;&#039;&#039;PETRIFICATION SALVE&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This will remove the effects of Petrify from the target, restoring them to the state that they were in when they became Petrified. This means that all time for them starts again, and time sensitive things like Bleed Out counts will resume from where they were halted.&lt;br /&gt;
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&#039;&#039;&#039;RESIN&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;SETTING SOLUTION&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs  5 Rare Herbs  1 Named Herb&lt;br /&gt;
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Description This chemical can be applied to a single item up to 8 sq. ft. in surface area. Once applied, the chemical grants the item the Unshatterable property until the item expires.&lt;br /&gt;
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&#039;&#039;&#039;THERMITE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  3 Uncommon Herbs  1 Rare Herb  1 Named Herb&lt;br /&gt;
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Description This item is a named component and is used in other Advanced Production.&lt;br /&gt;
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&#039;&#039;&#039;UNIVERSAL SOLVENT&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  2 Uncommon Herbs  2 Rare Herbs&lt;br /&gt;
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Description This chemical will cause up to 3 sq. ft. of an object to become weakened and easier to break. It takes a 10 counted action to apply to a surface, and lowers the Strength required to break the object by 6.&lt;br /&gt;
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&#039;&#039;&#039;BLADE POISON: VORPAL +8&#039;&#039;&#039; Creation Time: 25 Minutes Materials:  5 Uncommon Herbs&lt;br /&gt;
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Description This Blade Poison is applied to a weapon, and unlike all other Blade Poisons, needs no Energy expenditure from Poison Use to use once applied to the weapon. It causes the next successful swing by the weapon (a swing which lands or causes an active defense to be called), and all unsuccessful swings leading up to it, to have 8 bonus damage applied to the amount of damage normally called.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Professions&amp;diff=2261</id>
		<title>Professions</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Professions&amp;diff=2261"/>
		<updated>2026-01-06T02:41:39Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
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Please keep in mind a character is limited to 2 Professions.&lt;br /&gt;
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== Bloodhound ==&lt;br /&gt;
While anyone can be trained to follow a trail, you have a more refined ability to not just find a target, but also analyze an area to gain further information. Your ability allows you to spend time examining an area, such as a crime scene to  ather more detailed information about the people involved and what took place. &lt;br /&gt;
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=== Rank 1- Follow the Clues ===&lt;br /&gt;
By spending at least 15 minutes studying a scene, this can allow you to uncover information about the scene. This will be up to the Marshal the degree of the information provided. Typical information gained can be things like: how many people were in the scene, was their combat, what looks moved from normal, signs of missing items, etc. &lt;br /&gt;
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=== Rank 2- Find the Connection ===&lt;br /&gt;
By spending at least 15 minutes examining an item that is a fragment of a larger item, the character can figure out what the original item likely was, including size; as well as possibly creation information and even the context if it was a written text.&lt;br /&gt;
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=== Rank 3- Read Between the Lines ===&lt;br /&gt;
By spending 15 minutes examining information; this could be studying a room or listening to stories of a specific target, or visually studying them, the character can gain a better understanding of their motivations; as well as identify if the target is suffering from any Derangements or Compulsions.&lt;br /&gt;
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=== Rank 4- A Nose for Trouble ===&lt;br /&gt;
Often times the prey can be deceptive, lying and covering their tracks are but a few tools. The Bloodhound can sometimes see through the tricks; the character can negate Charlatan abilities and skills like Disguise. This ability can be used twice each reset.&lt;br /&gt;
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=== Rank 5- Piece It Together ===&lt;br /&gt;
This ability requires the character to spend no less than four separate 15 minute sessions listening to other characters discuss their theories on a topic. As the other characters pass ideas back and forth as to the why, who, and how of the situation the gears in the Bloodhounds mind turn, picking out the key facts and putting the puzzle together. After the noted time the character can go to a Plot Marshal and get thumbs up or down on a line of thought about the topic. &#039;&#039;Example: For months there has been a rash of midnight bandit attacks as well as the inability to find them; coupled with some shady nobles that have been in and out of the city. After listening to other talk about their encounters and failed attempts to find them, and those characters’ theories on what is really going on and the possible connections to the nobles. The Bloodhound could as the marshal something like “So with all this info and knowing that they have to be getting help,  following up on the nobles is probably the best course of action, as they are the most logical accomplice”. If the player is on the right trail the marshal would give thumbs up, if however, that just makes no sense and that is not a correct path, because players get things wrong sometimes, the marshal will give the thumbs down.&#039;&#039; This ability can only be used once each event&lt;br /&gt;
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== Charlatan ==&lt;br /&gt;
You have learned the game and the game is profit, and profit comes by working the ins and outs of people. Being a smooth talker is only part of the game, being sly and quick of the hand is also a trade secret.&lt;br /&gt;
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=== Rank 1- Sleight of Hand ===&lt;br /&gt;
Sometimes being a smooth talker is just a diversion for what is really going on. This skill allows the character to perform actions that others won’t notice. To use this ability, the character must clip a medium binder clip to the targets pouch/pocket they are using the ability on; if this action is seen in game then it is clear what happened. The player then must go to a Rogue Marshal, and the marshal will find the target and retrieve the clip and retrieve a random small item from the pouch; or a specific item, if named and it is located there, and no larger than the binder clip used. For example a standard binder clip when opened could be used to retrieve a coin but not a long sword. This ability can also be used to place an item into a pouch using the same process. This ability can be used twice each reset. &lt;br /&gt;
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=== Rank 2- Takes one to Know one ===&lt;br /&gt;
You have learned the tricks of the trade and have practiced all the short cuts. You can burn a use of Sleight of Hand to negate the use of such against you, though you will not know the identity of the culprit. Additionally, given enough time  you can break down a Forgery and figure out if it is legit or faked.&lt;br /&gt;
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=== Ranks 3- Bluff ===&lt;br /&gt;
To sell a con you have to come off as “honest as can be”, and this has its perks. This ability allows the character to make a lie believable, granted it has to be feasible, causing those in the conversation with the character to believe it. This  ability will fail in the presence of irrefutable proof; such as you cannot convince someone that the water they are drinking is acid, or that something that they are currently reading actually says something completely different. This ability can be used as a defense again skills and abilities that cause the target to give truthful answers to questions. This ability can be used once each encounter. &lt;br /&gt;
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=== Rank 4- Forgery ===&lt;br /&gt;
Sometimes running a con needs more than just a silver tongue; sometimes you need the right bait. The character can create forgeries so long as they have key details about the item to be copied or the original itself. It takes at least an hour to create a forgery, though may take longer for complex items. Realize this will not make a 100% perfect forgery, and a person that is very familiar with the real thing may notice. This ability cannot create games items with a Market Value. &lt;br /&gt;
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=== Rank 5- That was close! ===&lt;br /&gt;
When hit with a hostile effect using a Physical, Natural, or Magic vector you may use this ability to artfully dodge out of the way of the attack. You can either negate this effect entirely or you may deliver the attack to a hostile entity within your weapons range. This redirection must be done within the next 3 seconds and is delivered with the same verbal component.&lt;br /&gt;
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== Connected ==&lt;br /&gt;
You have been around, be the countryside or the world, and along the way you have made some acquaintances that you can call on. Everywhere you go you seem to be able to get a pulse on the surroundings and make the most of it. &lt;br /&gt;
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=== Rank 1- Rumor ===&lt;br /&gt;
Catch local rumors of things going down; sometimes this can even be used to even find an odd job. &lt;br /&gt;
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=== Rank 2- In the Know ===&lt;br /&gt;
Find out what is going on in a specific organization at the lowest level, meaning what it is currently working on or dealing with is.   This is easy for public organizations, but secret societies deliberately obfuscate both their activities and their motives.  In The Know still functions against those, but only if you&#039;ve cultivated sources in the one you&#039;re asking about it.&lt;br /&gt;
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=== Rank 3- Word on the Street ===&lt;br /&gt;
Find or locate a place or person that is not purposely being masked or hidden by detailed means. A guy laying low still has to get some food, this makes him findable. While this can be used during an event it will take a minimum of 12 hours to get an answer, though in some cases it can take longer. &lt;br /&gt;
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=== Rank 4- Look It Up ===&lt;br /&gt;
You can have a contact do some research for you; this is equal to a Rank 3 research question. While this can be used during an event it will take a minimum of 12 hours to get an answer, though in some cases it can take longer.&lt;br /&gt;
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=== Rank 5- Insider Trading ===&lt;br /&gt;
You know a guy who knows a guy and he can get you info that is on the level. From whom the local Baron had a private dinner with, to how often the Merchant’s Guild ships to a known local. While this can be used during an event it will take a minimum of 12 hours to get an answer, though in some cases it can take longer &lt;br /&gt;
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== Diplomat ==&lt;br /&gt;
You have not only learned to deal with others well, but you have also mastered the art of getting what you want out of those interactions.This skill cannot be used once combat has been initiated, and it is considered to be a concentration skill, in that you cannot take other actions during its use. Additionally, this skill only function on humanoids that the character is able to communicate with, it is not likely a fire elemental will want to talk. A character can only influence others so much; this limits them to a single use of the skills below per encounter. &lt;br /&gt;
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=== Rank 1:First in Line ===&lt;br /&gt;
While it is not a major thing your ability to influence others does give you a knack for being first. Unless contested by another with higher Diplomacy you can move yourself to the front of the line when it comes to dealing with others. This skill can be used on player’s characters, but only once each encounter. &lt;br /&gt;
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=== Rank 2- Silver Tongu&#039;&#039;&#039;e&#039;&#039;&#039; ===&lt;br /&gt;
Words come to you as easy as breathing, and you have a way of building trust almost instantly. So long as you have been speaking with a target for 5 minutes, you can use this skill, which is followed by a question that the target must answer truthfully; This skill can be used on player’s characters but must be a Yes or No question answered to the best of that character&#039;s knowledge truthfully. &lt;br /&gt;
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=== Rank 3- Parley ===&lt;br /&gt;
In a situation where the character is faced with a hostile force but combat has not started the character can attempt to delay combat by having a face to face with the person in charge. Unless countered, the enemy force will delay combat so long as they are not engaged and the character using this skill will be allowed passage alone, to speak. This skill will last for up to 5 minutes, at which time the normal course of actions will resume.&lt;br /&gt;
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=== Rank 4- White Flag ===&lt;br /&gt;
Not always is the situation clear as to who is right or wrong; however, you have a way of crossing that line safely, albeit for a short time. You can use this ability to enter a hostile area unharmed, at least immediately, so long as you are not armed and remain non-hostile the enemy force will at least speak with you. This does not give you full access to their area, or special Intel but it gets you close enough to ask questions. Even the most aggressive of races understands the white flag, and respect it as far as they need; great warriors need not kill the weak and those who are no threat. Though there better be a reason presented as to why the diplomat is not to be attacked.&lt;br /&gt;
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=== Rank 5: Peacemaker ===&lt;br /&gt;
Reason is always a tool best used at the right time. This skill can be used to sway those that can hear the character speaking; through the heat of combat will almost assuredly prevent such. The character can prevent a fight from even happening, though in most cases this means they are allowed to leave the area without immediate action by the enemy.  &lt;br /&gt;
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== Merchant ==&lt;br /&gt;
As long as people have needed a thing but not had it there have been Merchants. The middle-folk of commerce making profit over facilitating the acquisition or liquidation of goods. You may make one trade per reset, detailed here [[Merchant (Skill)]]. Additional trades can be carried out by completing extra NPC shifts. &#039;&#039;&#039;MUST HAVE ESTIMATE VALUE TO TAKE THIS PROFESSION&#039;&#039;&#039;&lt;br /&gt;
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=== Rank 1- Common Capitalist ===&lt;br /&gt;
At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Common components and Rank 1 Crafted Items and their Recipes. Note that this Rank may be used by those with the Merchant Background or Felis species trait even if no levels of the Merchant Profession have been purchased.&lt;br /&gt;
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=== Rank 2- Uncommonly Lucrative ===&lt;br /&gt;
At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Uncommon components and Rank 2 Crafted Items and their Recipes.&lt;br /&gt;
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=== Rank 3- Rare Breed ===&lt;br /&gt;
At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Rare components and Rank 3 Crafted Items and their Recipes.&lt;br /&gt;
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=== Rank- 4- Mr. Moneybags ===&lt;br /&gt;
At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Named components and Rank 4 Crafted Items and their Recipes. &lt;br /&gt;
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=== Rank 5-Advanced Money Making ===&lt;br /&gt;
At this Rank you may use your Merchant actions to Buy, Trade, or Exchange Advanced Crafted Items and their Recipes.&lt;br /&gt;
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=== Rank 6-Wonderously Profitable ===&lt;br /&gt;
At this rank, which can only be achieved through the Merchant Background or some Species powers/advantages, you may also wheel and deal in Craft Wondrous Item Recipes.&lt;br /&gt;
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== Officer ==&lt;br /&gt;
While some have served their homelands as a devout soldier, you did so and excelled; and even may still serve among the ranks. Your training has given you leadership qualities as well as the ability to work under pressure, and see your task completed.  Ranks in Officer are not necessarily indicative of current military rank in one army or another.  Where they are, they still don&#039;t necessarily allow you to issue orders to other military characters - good officers can get very hostile about chain of command and react unpleasantly to foreign officers (or even local officers not in the direct CoC) issuing orders to their people.&lt;br /&gt;
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=== Rank 1- Mess Hall ===&lt;br /&gt;
This ability cause’s characters with the Soldier background to gain 5 Base Body Points that will last for an hour; after spending at least 10 minutes eating a meal with an Officer. This ability is passive and always on.&lt;br /&gt;
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=== Rank 2- Motivate ===&lt;br /&gt;
Often times you are called to lead men to their deaths or worse, and while the faint of heart might falter you know how to push them into the fray. By giving your comrades a pre-battle pep talk, that must be at least 30 seconds, they gain a single Resist Fear; this will last up to 3 encounters, and will be lost if not used. &lt;br /&gt;
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=== Rank 3- Keep the Peace ===&lt;br /&gt;
While it may be seen as intimidation you know how to bring a heated argument to a halt. Using this ability will cause those engaged in a heated argument to stop speaking for 30 seconds as well as Pacifying them, they cannot incite combat, though the effects ends if they are attacked in any way. This ability can be only used once in an encounter.&lt;br /&gt;
&lt;br /&gt;
=== Rank- 4-Basic training ===&lt;br /&gt;
You have mastered the art of pushing peoples limits when training them. When teaching class skills to another player the time is reduced by 50%. This skill is passive and always on. &lt;br /&gt;
&lt;br /&gt;
=== Rank 5-Countermand ===&lt;br /&gt;
As an Officer you have been trained as a leader, as such your orders can override enemy influence. This ability will end a Command or Charm effect on one of their allies; this will also protect them from future effects from the same enemy. Additionally, this ability can negate the use of Condemn. This ability can be only used once in an encounter.&lt;br /&gt;
&lt;br /&gt;
== Priest ==&lt;br /&gt;
As a follower of the faiths you have learned that healing one&#039;s mind and spirit goes hand in hand and far deeper than the flesh. You work the will of faith in the higher powers as both a shield for the weak and a sword against the wicked.  our calling has made you devout and you rarely question that there is a master plan and you are to play your part. &lt;br /&gt;
&lt;br /&gt;
=== Rank 1- Last Rites ===&lt;br /&gt;
Death is not the final stage of existence as many would believe; though once your spirit has passed on the body remains. The ability safeguards the deceased, ensuring that no harm will come to their body after burial, including being raised as Undead. This ability takes 2 minutes to perform. &lt;br /&gt;
&lt;br /&gt;
=== Rank 2- Atonement ===&lt;br /&gt;
The power of prayer has the ability to absolve the mind and bring peace to even the most tormented. This ability takes a number of minutes of concentration and/or RP with the target to remove effects from them. The time needed varies as follows:&lt;br /&gt;
&lt;br /&gt;
* 5 minutes- all non-permanent Mental effects will be removed.&lt;br /&gt;
* 30 minutes- will end more permanent effects, such as Thrall and Enslavement.&lt;br /&gt;
* 2 sessions of 30 minutes- remove a temporary Derangement, so long as Priest knowns what ails the target.&lt;br /&gt;
* 4 sessions of 30 minutes- will remove a permanent Derangement, so long as Priest known’s what ails the target.&lt;br /&gt;
&lt;br /&gt;
=== Rank 3- Consecrate ===&lt;br /&gt;
The character can use their faith to grant temporary protection to an area. This takes 5 minutes to perform and the area must be defined, such as a building or a circle drawn on the ground. So long as no one inside the area is wielding any weapons, though they can be stowed, the area will become peaceful and no aggressive action can be taken by anyone that enters the area, so long as the Priest maintains concentration. This effect will end if anyone inside the area, at the time of the skills use draws a weapon or makes an aggressive action. This effect does not work on mindless target, such as Golems, Lesser Undead, and some Elementals. &lt;br /&gt;
&lt;br /&gt;
=== Rank 4- Augury ===&lt;br /&gt;
Meditation and faith can often times help guide your course. By spending 1 minute praying the character can seek guidance on whether a particular action will bring good or bad results for their immediate future, around 30 minutes. The only answers they will receive are: Weal (for good), Woe (for bad), and Weal &amp;amp; Woe (for both). This ability can be used twice each day.&lt;br /&gt;
&lt;br /&gt;
=== Rank 5- Condemn ===&lt;br /&gt;
By faith alone you can judge those you face in combat. By levying their sins and misdeeds against them you can built doubt in your enemy and expedite their departure from this world as they lose hope. When used the target must be  clared and they suffer the effect of Curse of Death.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2260</id>
		<title>Spellblade</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spellblade&amp;diff=2260"/>
		<updated>2026-01-06T02:18:01Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* 4th Level */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellblades ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spellblades are skilled melee combatants who have also devoted themselves to the channeling of elemental forces to supplement their combat ability.. This makes them deadly foes in close quarters, as they can unleash powerful spells through their weapons with little effort. While they practice the ways of Elemental Magic they are not as proficient as a Mage with it. Splitting up their training time and the addition of heavy armaments makes can make for difficult mastery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Spellblades skilled in combat they are able to wear up to Medium Armor; however, they are not skilled with shields, as such bulky gear gets in the way of their magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Spellblades are skilled with the following weapons: Short Weapon, Medium Weapon, and Great Weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Negation&#039;&#039;:&#039;&#039;&#039; Spellblades have mastered the art of mixing their martial prowess and magical aptitude allowing them to &#039;&#039;Negate&#039;&#039; damaging attacks with the &#039;&#039;Magic&#039;&#039; or &#039;&#039;Elemental&#039;&#039; delivery, by expending an equal amount from their &#039;&#039;Spell Pool&#039;&#039;. For example, the character is struck by Elemental 20 Fire, they could expend 20 points of their &#039;&#039;Spell Pool&#039;&#039; to &#039;&#039;Negate&#039;&#039; the attack and they would suffer no damage; but, they are down those points until they refresh their pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;&#039;&#039;- Spellblades by default cannot throw their &#039;&#039;Spell Pool&#039;&#039;, but can deliver it with &#039;&#039;Channel&#039;&#039; without expending their per reset uses. Spell pool for a Spellblade is elemental and may be expressed as any of the four basic elements (Fire, Stone, Wind, or Water). See Spell Pool description below for further details. When delivered via channel the &#039;incant&#039; is &amp;quot;Magic # [damage type]&amp;quot;, if being thrown via Lancet the incant is &amp;quot;I summon # [damage type]&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Channel&#039;&#039;:&#039;&#039;&#039; This skill changes how the character can deliver their spells and spell pool. Instead of throwing spells with packets, they deliver a spell with their melee weapon. To use this skill, the call is “Magic&amp;lt;Spell Name&amp;gt;&amp;lt;Damage and Flavor/Effect&amp;gt;” and then swinging their weapon. The &#039;&#039;Mana/Spell Pool&#039;&#039; points are expended regardless of if the attack hits or misses. This skill follows all the normal spell rules for affecting a target, as well as the &#039;&#039;Flurry&#039;&#039; rules for weapon swings. To be specific, if a character decides they want to expend 20 points of their spell pool in an attack they would swing their weapon with a verbal call of &#039;Magic 20 [Element]&#039; where the element is chosen from those available to the character. At base this will be Fire, Water, stone, and Wind. This is done freely and does not expend a use of the Channel skill. This skill can be used 3 times each reset at 1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; level plus an additional time for each 3-character levels after that, (IE. 1st, 4th, 7th, and so on.). Characters can freely Channel their 1st and 2nd level Spells, and only expend a use the &#039;&#039;Channel&#039;&#039; ability for their 3rd-5th level Spells. This does not prevent the character from throwing their &#039;&#039;Spells&#039;&#039; effects. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus + 2&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1st level Spellblade Spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|2nd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|3rd level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|4th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|5th level Spellblade spell&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-40)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (41-70)&lt;br /&gt;
|Mana 40&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Energy ( 17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 1&amp;quot;&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;Spell Pool 3&amp;quot;&lt;br /&gt;
|&amp;quot;Spell Pool 2&amp;quot;&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Techniques&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Deflect&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Parry&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Riposte&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike*&lt;br /&gt;
|Cannot have Overpower&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Overpower*&lt;br /&gt;
|Cannot have Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ley Points (Max: 15)&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Overload&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|2&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
|Penetrating Magic&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Spell&lt;br /&gt;
|One other metamagic skill&lt;br /&gt;
|3&lt;br /&gt;
|2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
|Revitalize&lt;br /&gt;
|Two other metamagic skills&lt;br /&gt;
|4&lt;br /&gt;
|1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Barrier&lt;br /&gt;
|None&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Ignite Magic&lt;br /&gt;
|Spell Pool 1 &amp;amp; mana&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Planar Repulsion&lt;br /&gt;
|None&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Source Mixing&lt;br /&gt;
|Any 2 Ley Skills and Techniques&lt;br /&gt;
|8&lt;br /&gt;
|See below&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spellblade Techniques ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This effect causes a targeted hand-held item to become unusable for five seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack MUST hit the item to be affected. this does not effect natural weapons like claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Overpower -&#039;&#039;&#039; This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Prefix. This skill can only be used with Great Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Symbol key reminder:&lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&lt;br /&gt;
&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Pin - Generates the Pin effect as defined in the effects section.&lt;br /&gt;
&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. This is a Buff spell.&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;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
&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.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
&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;
&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. &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. The target is considered helpless and is searchable by anyone while under this effect.&lt;br /&gt;
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&#039;&#039;*Summon Weapon -This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;) This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&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.&lt;br /&gt;
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&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “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.&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;
== &#039;&#039;&#039;Metamagic&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039; - This skill allows the character to funnel their magic outward as a defense in response to a successful melee weapon strike. This is an Active defense, and therefore cannot be used against &#039;&#039;Surprise.&#039;&#039; Skills or abilities that prevent the strike from making contact, such as &#039;&#039;Dodge, Parry&#039;&#039; or &#039;&#039;Magic Shield&#039;&#039; will prevent this skill from being used. The call for this defense is “Magic Aura &amp;lt;Flavor&amp;gt;”, which will automatically strike the attacker, dealing 30 points and the flavor is based on the characters Spell Pool.&lt;br /&gt;
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&#039;&#039;&#039;Overload&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
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&#039;&#039;&#039;Penetrating Spell&#039;&#039;&#039;: - Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant. Unlike most metamagic, Penetrating Spell can be applied to Spell Pool. The cost must be paid separately for every application of Spell Pool and this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. Healing Pool can be delivered this way despite normally being desirable and normally affecting Body to start with; this is the means by which Mages attack undead and other life-hating monsters.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Elemental Spell&#039;&#039;&#039;: Elemental Spell is a similar modification to a spell, called as &amp;quot;Elemental &amp;lt;Flavor&amp;gt; &amp;lt;Effect&amp;gt;&amp;quot; . Elemental Attacks are very powerful against opposing-element targets and some creatures that are vulnerable to certain elements.&lt;br /&gt;
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&#039;&#039;&#039;Revitalize&#039;&#039;&#039;: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 70 extra points of mana per event, at the cost of losing your use of Ley Skills in a commensurate amount.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells|S]]&amp;lt;nowiki/&amp;gt;kills:&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Spell Pool -&#039;&#039;&#039; Due to their closeness to the elements, Spellblades have learned how to push raw elements into their weapons to release devastating magical destruction via their Spell Pool.  . This is cast as &amp;quot;Magic X &amp;lt;damage type&amp;gt;&amp;quot; and weapon delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time. Spell Pool must be delivered in increments of 5 (reminder that one point of spell pool will deal 1 point of element specific damage). Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation. This is normally delivered through their blade via channel, for free. Spellblades with the Lancet power can cast their spell pool like a mage and use a packet to deliver the damage. A spell blade may freely choose between the four basic elements (Fire, Water, Wind, Stone) when using their spell pool and may change their type for each attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrier  -&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&lt;br /&gt;
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&#039;&#039;&#039;Planar Repulsion -&#039;&#039;&#039;  By channeling elemental energy, you temporarily push certain creature types back to their home plane. This allows your party of up to 10 people to move past an encounter without engaging. This skill only works when dealing with creatures of the following types: Construct, Elemental, and Outsider.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignite Magic -&#039;&#039;&#039; This skill allows the character to temporarily increase their maximum &#039;&#039;Spell Pool&#039;&#039;. When used, they will gain 25 &#039;&#039;Spell Pool&#039;&#039; and can sacrifice up to 10 mana, gaining 5 &#039;&#039;Spell Pool&#039;&#039; per mana sacrificed. This increase will last for up to 5 minutes or one Encounter and will refresh along with the rest of the character’s &#039;&#039;Spell Pool&#039;&#039; for the duration. This skill may be used once for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Source Mixing -&#039;&#039;&#039; This skill allows the character to utilize her Energy and Ley points interchangeably by spending one more of the resource used in place of the other. For example, a Spellblade with this skill may spend 3 Ley points to use their Parry skill or  2 Energy to use the Aura Emulation skill. This is not a taggable skill. Once purchased the character may exchange pools freely as noted above.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade Powers&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Amplify Barrier -&#039;&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.&lt;br /&gt;
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&#039;&#039;&#039;Conduit&#039;&#039;&#039;* - This power allows the character to use the Channel Class Feature two additional times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Element Exclusion -&#039;&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points.&lt;br /&gt;
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&#039;&#039;&#039;Enchant Element -&#039;&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&lt;br /&gt;
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&#039;&#039;&#039;Lancet -&#039;&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool.&lt;br /&gt;
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&#039;&#039;&#039;Kintsugi Barrier -&#039;&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.&lt;br /&gt;
&lt;br /&gt;
=== Spellblade Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike -&#039;&#039;&#039; This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the &#039;&#039;Arcane&#039;&#039; Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Kintsugi Barrier - (must have Kintsugi Barrier power)&#039;&#039;&#039; This power further adapts the spell blade&#039;s barrier skill to trigger not only a Refit, but a Purity of Cleansing Waters when used. This Refit &amp;amp; Cleanse are self only.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2259</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2259"/>
		<updated>2026-01-06T01:55:18Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
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&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
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[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
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[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
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[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at rates explained in the chart below..  Extra mana is available, again see blow for specifics.&lt;br /&gt;
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Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
!Aura&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|Hardening Aura (+10 Armor for all allies, one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|Aura of Courage (removes Fear effects, once per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|Fortitude (self only, 1 module per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|Freedom Aura (ends duration of binding &amp;amp; mind-affecting on allies one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|Adds a second use to every previous Aura and Fortitude&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
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== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|Divine Wrath Power&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (21-40)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
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|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
| None&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Barrier&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Craft Holy Symbol&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blinding Aura&lt;br /&gt;
|None&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Auras ==&lt;br /&gt;
&#039;&#039;&#039;Hardening&#039;&#039;&#039;: Grant all allies +10 repairable/refitable armor for one encounter per reset. This armor stacks with all other forms of extra armor except the Shielding spell and goes over class maximum. &amp;quot;All allies Divine Shielding&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courage&#039;&#039;&#039;: This aura removes the fear effects from allies once per reset. &amp;quot;All allies Courage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortitude:&#039;&#039;&#039; This increases the base body for the Paladin by 30 for a module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Freedom:&#039;&#039;&#039; This aura (ends duration of binding &amp;amp; mind-affecting effects on allies when called once per reset. &amp;quot;All allies Magic Freedom&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Even if their spells do require incants, those and any Invoked spells are able to be done without the requirement of a &#039;free hand&#039;. Many are melee modifications and simply modify a weapon call.  Very few Paladin spells that are not a weapon call require incants (Cure spells mostly) and any spell that&#039;s Invoked and not a weapon swing is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Symbol key reminder: &lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*#Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz nor itself.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Defender- This spell, when pre-loaded onto an individual, allows the paladin to use the Champion class Feature ‘Defend’ at some point during the next 1 hour/module. However, the Paladin may NOT use any active defenses once they decide to use the ‘Defend’ and must rely on passive defenses or the good graces of those around them to get them back in the fight. Aside from your mana pool, there is no limit to the number of people you can have under a Defender spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike. This is limited per encounter based on the following chart:&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!Uses per Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|One&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|Two&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|Three&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|Four&lt;br /&gt;
|}&lt;br /&gt;
we eagerly await feedback in your event surveys on this change, Paladins.&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Barrier&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Blitz:&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Craft Holy Symbol&#039;&#039;:  A very narrow crafting skill, this ingests 2 Uncommon Components (preferably Ore but any of herbal/residuum/ore will do in a pinch) and produces a small item that can be consumed to cast Life without the normal one minute casting time.  For now, holy symbols work only for their creators; this may open a bit as time goes by and options are discovered.  Crafting a holy symbol takes fifteen minutes but requires no special tools or equipment.  Paladins with various craft powers can apply those to this process.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#039;&#039;: Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your beliefs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Enchant Spirit: Prerequisite: Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of species.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=2258</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=2258"/>
		<updated>2026-01-06T01:32:14Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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. &lt;br /&gt;
&lt;br /&gt;
Each Event, a character can produce several non-advanced items at Check In with production points (no components are used). 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;
As long as they have the Recipe the character simply lists out the items they wish to create in their pre-registration. The character is limited to items within the ranks known by the character for check-in production so even with 6 points of production from Rank 2 [Production Skill] a character may not make a Rank 3 or 4 item.&lt;br /&gt;
&lt;br /&gt;
Example: Bobby Has Rank 3 Brew Potion and Advanced Scroll Making. He has 9 &#039;production points&#039; for potions and 17 for Scroll making. He can make any combination of Potions up to 9 levels with no single item being more than 3rd rank. So he could make 3 Poison Shield potions but not a Cure Metabolic Potion. Similarly, he can make up to 17 levels worth or scrolls but the only limit is no advanced items.&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. &lt;br /&gt;
&lt;br /&gt;
To copy an Advanced Recipe you must have the Advanced Production skill needed by the recipe, spend 15 minutes copying and then turn in one Vellum alongside the Recipe being copied to Logistics via the In/Out system. Upon completion you will receive the original and your new copy in your envelope &lt;br /&gt;
&lt;br /&gt;
Workshops can be acquired in-game by either being crafting or purchasing them. Minor workshops can be purchased from Ops for 10g by anyone. Standard and Major workshops are only obtainable via plot or crafting them via purchasable/lootable recipes. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, Cooking requires a Kitchen, and Scribe Scroll and Create Wondrous Item 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 Scrolls&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 Scroll]]&lt;br /&gt;
&lt;br /&gt;
[[Smithing]]&lt;br /&gt;
&lt;br /&gt;
[[Wondrous Item]]&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Brew_Potion&amp;diff=2257</id>
		<title>Brew Potion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Brew_Potion&amp;diff=2257"/>
		<updated>2026-01-06T01:22:47Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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 (For Mages, Callers, and Warlocks: 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, For Paladins and Spellblades the level of the spell directly correlates to the Production skill rank required). Potions that have the Restoration healing effect have their value based on the Recipe. Each specific Recipe will have the required materials and the time needed to craft the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Healing potions may be created via Brew Potion by with the Spirit school and at least 1 rank of healing pool. The level of the potion will be equivalent to the amount of pool used (Rank 1 is a Heal 5, Rank 8 is a Heal 40 for example). Each level will be a different recipe.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Brew Potion (Mage, Caller, Warlock)&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;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Brew Potion (Paladin &amp;amp; Spellblade)&lt;br /&gt;
!Spell Level/Rank&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common,&lt;br /&gt;
1 Uncommon &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common, &lt;br /&gt;
2 Uncommon &lt;br /&gt;
|-&lt;br /&gt;
|5 (spells only)&lt;br /&gt;
|8 Common, 3 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;9TH LEVEL SPELL 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 9th level spell.&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;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;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 Mana 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 Mana 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 Energy 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 Energy 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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=2256</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Production&amp;diff=2256"/>
		<updated>2026-01-06T01:05:11Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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. &lt;br /&gt;
&lt;br /&gt;
Each Event, a character can produce several non-advanced items at Check In with production points (no components are used). 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;
As long as they have the Recipe the character simply lists out the items they wish to create in their pre-registration. The character is limited to items within the ranks known by the character for check-in production so even with 6 points of production from Rank 2 [Production Skill] a character may not make a Rank 3 or 4 item.&lt;br /&gt;
&lt;br /&gt;
Example: Bobby Has Rank 3 Brew Potion and Advanced Scroll Making. He has 9 &#039;production points&#039; for potions and 17 for Scroll making. He can make any combination of Potions up to 9 levels with no single item being more than 3rd rank. So he could make 3 Poison Shield potions but not a Cure Metabolic Potion. Similarly, he can make up to 17 levels worth or scrolls but the only limit is no advanced items.&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. &lt;br /&gt;
&lt;br /&gt;
To copy an Advanced Recipe you must have the Advanced Production skill needed by the recipe, spend 15 minutes copying and then turn in one Vellum alongside the Recipe being copied to Logistics via the In/Out system. Upon completion you will receive the original and your new copy in your envelope &lt;br /&gt;
&lt;br /&gt;
Workshops can be acquired in-game by either being crafting or purchasing them. Minor workshops can be purchased from Ops for 10g by anyone. Standard and Major workshops are only obtainable via plot or crafting them via purchasable/lootable recipes. Smithing and Engineering require a Forge, Brew Potion and Chemistry require a Laboratory, and Scribe Scroll and Create Wondrous Item 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 Scroll]]&lt;br /&gt;
&lt;br /&gt;
[[Smithing]]&lt;br /&gt;
&lt;br /&gt;
[[Wondrous Item]]&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Scroll&amp;diff=2255</id>
		<title>Scribe Scroll</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Scribe_Scroll&amp;diff=2255"/>
		<updated>2026-01-06T01:04:44Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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 (For Mages, Callers, and Warlocks: 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, For Paladins and Spellblades the level of the spell directly correlates to the Production skill rank required).&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” either before or 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 Craft Wondrous Item. To use a wand, a character must have a Short Blunt or other appropriate rep as determined by Plot 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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Healing and Damage scrolls may be created via Scribe Scroll by with the relevant school and at least 1 rank of the appropriate pool. The level of the crafted item will be equivalent to the amount of pool used (Rank 1 is a Heal 5/Summon 5 [flavor], Rank 8 is a Heal 40/Summon 40 [flavor] for example). Each of level will be a different recipe.&lt;br /&gt;
&lt;br /&gt;
==== Mage, Caller, and Warlock scrolls ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&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;
&lt;br /&gt;
==== Paladin and Spellblade Scrolls ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Spell Level/Rank&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common,&lt;br /&gt;
1 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common,&lt;br /&gt;
2 Uncommon&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|8 Common, 3 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Reactive/Invokable spell recipes will be marked &#039;&#039;&#039;Scrolls made with this recipe to be marked as &#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;Memorization Only&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039; and cannot be used in combat.&#039;&#039;&#039; These scrolls should be marked as such on the back.&lt;br /&gt;
&lt;br /&gt;
Spell Pool scrolls for Paladins and Spellblades are done at 10 per level instead of the usual 5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Common Items&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Book&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These books can be crafted by a Scrollmaker and they must either have the skill or have someone dictate to them the information that does have the skill. This Rank 2 item is a one shot and has no expiration date. To use the item one must have the ability to Read &amp;amp; Write the language the book is written in (defaults to Common). Using the book takes as long as it does to be instructed in the skill. If the person with the skill who created the book has ‘Improved Instruct’ then that time is halved as per the Improved Instruct skill. Rituals and Spells cannot be taught in this way.&lt;br /&gt;
&lt;br /&gt;
Note: This will ONLY allow you to learn skills you are allowed to learn normally.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;u&amp;gt;Advanced Items&amp;lt;/u&amp;gt; ====&lt;br /&gt;
&#039;&#039;&#039;9TH LEVEL SPELL SCROLL&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;: 10 Common Residuum 4 Uncommon Residuum &amp;amp; 2 Rare Residuum &lt;br /&gt;
&lt;br /&gt;
Description Creates a Scroll of the 9th level spell&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EVERLASTING QUILL&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;: 3 Uncommon Residuum &amp;amp; 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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GOLD LEAF&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time&#039;&#039;&#039;: 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MASTER STAFF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 60 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PIGMENT REMOVER&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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;
&lt;br /&gt;
&#039;&#039;&#039;RUNE STAFF&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 60 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RUNESTONE INLAY&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (BARRIER)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF MASTERY (QUICKNESS)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF POWER&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 30 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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 the Mana required; meaning they do need to be able to cast the spell stored normally. Casting spells using this scroll consumes the Mana from the character. Once activated, the scroll will last for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SCROLL OF THE NOVICE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039;15 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SILVERED INK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time&#039;&#039;&#039;: 10 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VELLUM&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation Time:&#039;&#039;&#039; 10 Minutes &#039;&#039;&#039;Materials&#039;&#039;&#039;:  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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Brew_Potion&amp;diff=2254</id>
		<title>Brew Potion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Brew_Potion&amp;diff=2254"/>
		<updated>2026-01-06T00:53:44Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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 (For Mages, Callers, and Warlocks: 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, For Paladins and Spellblades the level of the spell directly correlates to the Production skill rank required). 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 specific Recipe will have the required materials and the time needed to craft the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Healing potions may be created via Brew Potion by with the Spirit school and at least 1 rank of healing pool. The level of the potion will be equivalent to the amount of pool used (Rank 1 is a Heal 5, Rank 8 is a Heal 40 for example). Each level will be a different recipe.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Brew Potion (Mage, Caller, Warlock)&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;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Brew Potion (Paladin &amp;amp; Spellblade)&lt;br /&gt;
!Spell Level/Rank&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|1 Common &lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|2 Common &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|3 Common,&lt;br /&gt;
1 Uncommon &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common, &lt;br /&gt;
2 Uncommon &lt;br /&gt;
|-&lt;br /&gt;
|5 (spells only)&lt;br /&gt;
|8 Common, 3 Uncommon, 2 Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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;9TH LEVEL SPELL 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 9th level spell.&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;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;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 Mana 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 Mana 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 Energy 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 Energy 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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2253</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2253"/>
		<updated>2026-01-06T00:52:06Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Warlock =&lt;br /&gt;
[[Warlock#mw-head|Jump to navigation]]&lt;br /&gt;
&lt;br /&gt;
[[Warlock#searchInput|Jump to search]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;(Editor&#039;s Note: Warlock is in its infancy. What follows are placeholder values for skills and costs. This is posted as a place for Rules to iron out the details and turn a concept into a functioning character class. We are well aware of the issues presented by and facing the class and it may turn out to be unworkable for any number of reasons. Until this notice is taken down, please consider the state of the class before lighting fuses.)&#039;&#039;&#039;[edit | edit source] ===&lt;br /&gt;
Warlocks are the small fraction of those individuals who for a number of reasons Howled into the void in a time of need. These are the &amp;quot;fortunate&amp;quot; souls who received a response. Warlocks function as casters focusing predominantly on de-buffing and generally make life difficult for their foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warlocks are casters but are limited and as such have additional training in armor and can wear up to Medium armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Warlocks are proficient with Short, Medium, and Long Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Pool:&#039;&#039;&#039;  Warlocks can call forth the direct ire of their masters through force of will and use it to attack their foes.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I.  This is cast as &amp;quot;I summon &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time.  Spell Pool must be delivered in increments of 5.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation.  Warlocks flavor for their spell pool is Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other worldly Knowledge:&#039;&#039;&#039; Warlocks tie to their power from other and older sources they enjoy a discount to KA skills (reflected in their class chart). Warlocks will always count as having an instructor for Rare Knowledge areas with plot approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Worldly Pact:&#039;&#039;&#039; As a step to unlocking their power, warlocks make a pact with the beyond to tap into the other worldly power and master the forces of the shadows. Once a player has chosen their pact it is their path for life. In addition to the below the character receives training in a Rare Knowledge Area pertinent to their chosen Patron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Ban”:&#039;&#039;&#039; these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of two things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare | Rare KA: Abyss&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes | Rare KA: Planar Cartography &amp;amp; Planar Scholar&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic | Rare KA: Old Gods&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy | Rare KA: Titans&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ritualism&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I (Void)&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cancel Magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II (Void)&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III (Void)&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|Cap at 1 per. 2lvls.&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Advanced &amp;amp; LeySkills&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Penetrating Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Curse Wave&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Techniques&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Weakening Pool&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Group Meld&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&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;
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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;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
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&#039;&#039;&#039;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 &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action. This may only be used in darkness or at a marshal&#039;s discretion. &lt;br /&gt;
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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;
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&#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;
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* &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Un-shatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. Further, you can channel your Shadow spell pool through your pact weapon like a Spellblade. This still follows the rules for spell cap. Can buy Precision and Focus one additional time each (15 SP cost)&lt;br /&gt;
* &#039;&#039;&#039;Pact of Iron-&#039;&#039;&#039; Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  Can purchase Heavy armor proficiency for 7 SP&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Eye&#039;&#039;&#039;- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form). Can purchase Gifted Eye for 5 SP each&lt;br /&gt;
* &#039;&#039;&#039;Pact of Knowledge&#039;&#039;&#039;- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells. Can buy an additional 20 mana at 1 sp per mana&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
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&#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;Group Meld -&#039;&#039;&#039; This allows you to have a group of people (up to 10) within weapon reach to meld into shadows with you. Same hide rules apply with the exception of it puts you in Hide immediately. &lt;br /&gt;
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&#039;&#039;&#039;Gifted Eye&#039;&#039;&#039; - Allows the user to place a Foresight effect on another person (cannot be self targeted)&lt;br /&gt;
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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;
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&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in 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;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;
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&#039;&#039;&#039;Weakening Pool&#039;&#039;&#039; - This allows you to spend 20 spell pool to generate a &amp;quot;Magic Weakness&amp;quot; effect.&lt;br /&gt;
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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;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
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&#039;&#039;&#039;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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&#039;&#039;&#039;Curse Wave&#039;&#039;&#039; -  Allows you to cast one of your curses as “Magic &amp;lt;spell name&amp;gt; Burst” this still costs the mana to cast the spell&lt;br /&gt;
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&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
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Warlocks cast exclusively Void magic The default incant for void spells is:&lt;br /&gt;
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&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
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&amp;quot;I call upon the void to &#039;&#039;grant you/create/*nothing*&#039;&#039; &amp;lt;effect&amp;gt;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
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&#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;
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&#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;
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&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, blade spells cannot stack onto a single swing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
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&#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;
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&#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;
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&#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;
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&#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;
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&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon*-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
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&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
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&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
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&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
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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 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;
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&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
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This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
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* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Void Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
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&#039;&#039;&#039;Void Messenger:&#039;&#039;&#039;&lt;br /&gt;
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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;
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=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
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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;
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&#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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=2252</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=2252"/>
		<updated>2026-01-06T00:48:20Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers are noted for tracking, hunting, and archery.  They&#039;re common in any natural environment that provides the basics for bows and arrows; desert and underground rangers carve their weapons out of treated bone, forest rangers use the wood their land provides, aquatic rangers have a variety of options.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Rangers are trained in medium armor; heavy armor is noisy and no Ranger wants any more weight on his bow arm than he can avoid.  Rangers are allowed to acquire the various armor-affecting Power without penalty.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Weapons]]&#039;&#039;&#039;:  Rangers are trained by default in bows of every description, including crossbows.  They are also skilled in short and medium melee weapons. They are also skilled with Thrown weapons.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big href=&amp;quot;Class Feature&amp;quot;&amp;gt;[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hunter&#039;s Mark:&#039;&#039;&#039;&#039;&#039;  Hunter&#039;s Mark does a number of things.  A Marked target is visible to the Marking Ranger until the Mark is removed; Marked targets may still hide or become invisible but this only stops other people from attacking.  The Marking Ranger can fire right through stealth, concealment, invisibility, or any other effect that serves to deny line of sight.  Also, Rangers may use this to Voice deliver one unmodified arrow at +10 damage or one modified arrow as normal - this is called as &amp;quot;Hunter&#039;s Mark - &amp;lt;target&amp;gt; &amp;lt;damage/effect&amp;gt;&amp;quot;.  Hunter&#039;s Mark expires when a Marked victim has avoided the Ranger for one hour.  Hunter&#039;s Mark can be used twice per reset.  One extra use is acquired for free at 10th/20th/30th/40th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pursuit Predation:&#039;&#039;&#039;&#039;&#039;  Rangers can walk down virtually anything in nature.  Pursuit Predation allows a Ranger to follow a character who&#039;s used the Flee skill to disengage.  This doesn&#039;t interrupt the Flee or force the Flee&#039;r to stay engaged, but it does allow the Ranger to re-engage after 10 minutes of following time.  It doesn&#039;t provide any travel mechanics the Ranger didn&#039;t already have - it&#039;ll catch you up to a Flee, but it does not itself open portals, or grant you wings or burrowing claws, or gills.  Someone fleeing has ten minutes to find a better escape hatch; sometimes they can and you&#039;ll end up staring at the sky, frequently they cannot and you&#039;ll get a second shot.  Pursuit Predation only covers the Ranger using it.  Multiple Rangers can pursue the same Fleeing target,  using their own Pursues, but this does not allow for passengers.      &lt;br /&gt;
&lt;br /&gt;
== Ranger Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +2&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|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;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +10&lt;br /&gt;
|Precision +8&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +12&lt;br /&gt;
|Precision +10&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fuel&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-20)&lt;br /&gt;
|&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (21-40)&lt;br /&gt;
|&lt;br /&gt;
|2 per&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
|Pierce&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Disarm Shot&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mob Scene&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T1&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
|Crippling Shot&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Expose Armor&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Manticore Shot&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Pindown Shot&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T2&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|3&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;
|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
|Paralyzing Shot&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Streamlined Shot&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T3&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Weighted Shot&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
|Impale&lt;br /&gt;
|Any Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T4&lt;br /&gt;
|Any Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
|Mobility&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Initiative&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|Any Tier 1 Defense&lt;br /&gt;
|3&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;
|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
|Escape&lt;br /&gt;
|Any Tier 2 Defense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
|Avoidance&lt;br /&gt;
|Any Tier 3 Defense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dodge&lt;br /&gt;
|Any Tier 3 Defense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Hide&lt;br /&gt;
| -&lt;br /&gt;
|6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Hide&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Track &lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Bowyer/Fletcher|Bowyer/Fletcher]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Terrain Adaptation &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;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dailies&#039;&#039;&#039;&lt;br /&gt;
|[[Effects|Agility]]&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Conceal|Conceal]]&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#High Intertia|High Inertia]]&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Hunter&#039;s Call|Hunter&#039;s Call]]&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Sap|Sap]]&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Smoke Screen]]&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Snare]]&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Quickness]]&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Warning Signs]]&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Ranger Skill Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Pierce&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Pierce:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Pierce allows an arrow to take effect on a hit to a shield.  This is called as &amp;quot;Pierce&amp;quot; appended to another bow attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Disarm Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Disarm&#039;&#039;&#039; &amp;lt;b&amp;gt;Shot:&amp;lt;/b&amp;gt;&#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.  For Rangers, it is packet-delivered and called as &amp;quot;Disarm Shot &amp;lt;item&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Mob&#039;&#039;&#039; &amp;lt;b&amp;gt;Scene:&amp;lt;/b&amp;gt;&amp;lt;/i&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T1&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trick&#039;&#039;&#039; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &amp;lt;b&amp;gt;T1:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This allows a Ranger to launch a Trick Arrow created by Bowyer/Fletcher - see below for specifics.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 2:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crippling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Crippling&#039;&#039;&#039; &amp;lt;b&amp;gt;Shot:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Shot” and delivered by packet (like any other arrow). This inflicts the [[Effects#Crippling Strike|Crippling Strike]] effect.  For ease of reference, this will cause the affected target to be unable to move faster than a walking pace for the remainder of the encounter, and prevents the target from using the [[Effects#Flee|Flee]] effect. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Expose Armor&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Expose&#039;&#039;&#039; &#039;&#039;&#039;Armor:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Manticore&#039;&#039;&#039; &#039;&#039;&#039;Shot:&#039;&#039;&#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;span id=&amp;quot;Pindown Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Pindown&amp;lt;/b&amp;gt; &#039;&#039;&#039;Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Pindown Shot sticks a target&#039;s right to the ground.  Pindown can be ripped from with no special strength and incurs no damage when it is ripped, but ripping free from Pindown Shot is a 30-counted action not influenced by enhanced Strength.  It can be escaped by the usual measures that end binding effects.  This is packet-delivered and called as &amp;quot;Pindown Shot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T2&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Trick&amp;lt;/b&amp;gt; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &#039;&#039;&#039;T2:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  As Trick Arrow T1, allowing for Tier 2 trick arrows from the Bowyer/Fletcher skill below.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 3:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;/p&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Paralyzing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Paralyzing&#039;&#039;&#039; &#039;&#039;&#039;Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&#039;&#039;Streamlined Shot&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;:&#039;&#039;&#039;  Streamlined arrows are lighter, trading impact for speed.  The Energy cost for Streamlined Shot is added onto another shot, and allows the shooter to call &amp;quot;Double Attack&amp;quot; in response to a defended attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T3&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Trick Arrow&#039;&#039;&#039; &#039;&#039;&#039;T3:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weighted Shot:&#039;&#039;&#039;&#039;&#039; This skill is delivered via Voice and can be used on a Flying Target. It forces an immediate safe landing and the creature may not attempt to fly again for 10 seconds.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 4:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T4&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Trick&#039;&#039;&#039; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &#039;&#039;&#039;T4:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;   As Trick Arrow T1, allowing for Tier 4 trick arrows from the bowyer/fletcher skill below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Impale:&#039;&#039;&#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.  &lt;br /&gt;
&lt;br /&gt;
.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&#039;&#039;  This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Initative:&#039;&#039;&#039;&#039;&#039; 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;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;Tier 2&#039;&#039;:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Roll:&#039;&#039;&#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;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 3:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Escape:&#039;&#039;&#039; This special defense allows the character to escape from all forms of movement impairing and Binding effects currently affecting them, instantly ending their duration, though it does not work on Contain effects or Petrify. 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.&amp;lt;/blockquote&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 4:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/i&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dodge:&#039;&#039;&#039;&#039;&#039; This skill allows the character to avoid a single packet or bullet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Dailies: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;High Inertia&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;High Inertia:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  High Inertia arrows have a second weight in the shaft to deliver a second jolt of kinetic energy.  High Inertia arrows effectively hit twice; this is called as &amp;quot;Double Attack&amp;quot; in response to a legally-defended arrow attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Hunter&#039;s Call&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Hunter&#039;s Call:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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 &#039;&#039;Helpless&#039;&#039;. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&#039; This effect causes the target to become unable to move, suffering the effect of a &#039;&#039;Natural Pin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Quickness&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickness:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  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 Passive Temporary Reduction.&lt;br /&gt;
&lt;br /&gt;
*Over 60 seconds is reduced by 50%,&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;
&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hide&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Move Silent&#039;&#039;:&#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;&#039;&#039;Track&#039;&#039;:&#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 “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a  general max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.  Rangers may take Track up to 30 Ranks - they are the premiers trackers in the worlds and their reflects this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Terrain Adaptation&#039;&#039;:&#039;&#039;&#039; This skill 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.  Terrain Adaption is passive and always-on in the appropriate environment.  It can also be purchased for various environments found on Prime planes, where it serves to passively counter difficult terrain and terrain hazards (drowning, dehydration, atmospheric pressure, etc).  Terrain Adaptation on a Prime prevents passive effects but not active ones; if you&#039;re trying to inch along a cliff in the mountains but have to avoid gusts of wind and falling rocks, Terrain Adaptation (Mountain) does not help.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;Bowyer/Fletcher&amp;quot;&amp;gt;&#039;&#039;&#039;Bowyer/Fletcher:&#039;&#039;&#039;&amp;lt;/span&amp;gt;: ===&lt;br /&gt;
Any competent engineer can stitch together a perfectly serviceable bow.  Rangers are trained in creating very specific effects with assorted combinations of materials, in a greatly abbreviated span of time.  Rangers with this skill are considered to have an assortment of arrows prepared during downtime, and they may select any of these at time of use.  Trick arrows are limited by Energy consumption rather than the usual crafting limits (components and time). &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Shot:&#039;&#039;&#039;&#039;&#039;  Changes the Flavor of an arrow to any of the four classical elements, or to lightning. Shadow and Spirit are beyond the purview of basic arrow physics but not untenable and do occur in places - you&#039;ll just have to ask those sources for their schematics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dipped&#039;&#039;&#039;:&#039;&#039; Dipped arrows sacrifice slicing damage for toxin delivery.  The base Dipped arrow is called as &amp;quot;Poison Exhaustion&amp;quot; and delivers the [[Effects#Exhaustion|Exhaustion]] effect.  There are lots of variations on the theme across the worlds.  Not coincidentally, there is a great deal of overlap between arrows dips and Chemistry effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Tuning Fork&#039;&#039;&#039;&#039;&#039;: This is a small fork attached to the head of the arrow, tuned to resonate against the victim&#039;s vocal chords and prevent their use.  This is called as &amp;quot;Physical Silence Shot&amp;quot;.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Explosive Shot&#039;&#039;:&#039;&#039;&#039; Adds the &amp;quot;critical&amp;quot; tag to one shot..&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Beacon&#039;&#039;:&#039;&#039;&#039; Beacon causes no damage. Characters affected by Beacon can be tracked without a roll by the Ranger than inflicted the Beacon. In the case of defenses that cause Tracking to fail without a test, Beacon allows for a normal contest. Beacon is good for 100 miles per Ranger level and lasts no longer than 48 hours without reinforcement. You may submit two BGA&#039;s to keep your Beacon alive into the next event. Beacons are not trustworthy across planar borders - they may or may not continue to function at all or may provide misleading information.  Beacon is delivered as &amp;quot;Physical Beacon Shot&amp;quot;.  It can be removed by anyone with Bowyer/Fletcher of any level in five minutes of concentration, or any Advanced Engineer in sixty minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Level 3&#039;&#039;&#039;:&amp;lt;/u&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Pinpoint&#039;&#039;:&#039;&#039;&#039;  Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links.  Pinpoint arrows inflict Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Level 4&#039;&#039;&#039;:&amp;lt;/u&amp;gt; &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Magnetic Shot&#039;&#039;:&#039;&#039;&#039;  Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim.  Voice-delivered arrows can involve Offense skills but can&#039;t involve any other trick arrows. Magnetic Shot is called as &amp;quot;Physical Magnetic Shot&amp;quot;; further arrows delivered to the target are called as &amp;quot;Magnetic Shot - Voice &amp;lt;target&amp;gt; &amp;lt;whatever&amp;gt;.  Magnetic Shot lasts for five minutes or one encounter.  (&#039;&#039;I&#039;m on the fence about individualizing this; magnets don&#039;t care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this.  For now,  you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Stun Shot&#039;&#039;:&#039;&#039;&#039;  These are blunted arrows not intended to pierce or kill.  Stun Shots are called as &amp;quot;Physical Stun Shot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cloaking Shot&#039;&#039;:&#039;&#039;&#039;  A character hit with this shot instantly becomes Hidden, for a brief time. This skill is packet delivered and cannot target the Ranger shooting it; it&#039;s called as &amp;quot;Physical Conceal.” The targeting restriction is personal; two Rangers could target each other, but one alone has to resort to Dailies to disappear. Once activated, the affected 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. (&#039;&#039;I&#039;m aware of how awful this could get.  I like it for group-friendliness and a further standout from Gunslinger.  So far, I don&#039;t *think* there&#039;s any gruesome game break that I could pull off, but I&#039;m entirely willing to be proven wrong and Cloaking Shot may be adjusted or replaced at some future point.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ranger Powers ==&lt;br /&gt;
&#039;&#039;&#039;Born Marksman*&#039;&#039;&#039;  This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called Shot&#039;&#039;&#039;  When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo&#039;&#039;&#039; Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;  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;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2251</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2251"/>
		<updated>2026-01-06T00:46:29Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Guardian&#039;&#039;&#039; ==&lt;br /&gt;
Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond. Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Guardians can wear up to Medium Armor at character creation and tend to wear armors that are made from natural materials like leather and bone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the &#039;&#039;Florentine Power&#039;&#039; free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heart of the Wild&#039;&#039;:&#039;&#039;&#039; While wielding either Two Weapons or a Great Weapon they can use their &#039;&#039;&#039;Defensive Techniques&#039;&#039;&#039; as &#039;&#039;Passive&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adaptive:&#039;&#039;&#039;&#039;&#039; While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Primal Fury:&#039;&#039;&#039;&#039;&#039; This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 &#039;&#039;Body Points&#039;&#039;, +2&#039;&#039;Permanent Weapon Damage&#039;&#039;, &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm, Shun, Sleep,&#039;&#039; and &#039;&#039;Terror&#039;&#039;. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against &#039;&#039;Berserk&#039;&#039;, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Energy Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Move Silent&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Entangling Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (17-32)&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (33-36)&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Ambush&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grasping Earth&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Telltale Signs&lt;br /&gt;
|3&lt;br /&gt;
|Tracking 1&lt;br /&gt;
|Conceal&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Dodge&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Earthen Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Fire Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Nature’s Ire&lt;br /&gt;
| 8&lt;br /&gt;
|Daily&lt;br /&gt;
|Cyclone&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guardian Skills ==&lt;br /&gt;
&#039;&#039;&#039;Ambush -&#039;&#039;&#039;  With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. This attack is metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal&#039;&#039;&#039;: A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; Prefix. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge -&#039;&#039;&#039; This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy -&#039;&#039;&#039; Used as the energy source to fuel techniques&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangle Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X*&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth:&#039;&#039;&#039; This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice Difficult Terrain”.&lt;br /&gt;
&lt;br /&gt;
[[Effects#Hide|&#039;&#039;&#039;Hide&#039;&#039;&#039;]] &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent -&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision* -&#039;&#039;&#039;This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 3 times your verbal when behind your opponents will be &amp;quot;Eight Normal&amp;quot; unless you also purchased focus which would add it&#039;s amount to attacks from all sides.  Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll&#039;&#039;&#039; - his skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telltale Signs -&#039;&#039;&#039; A guardian is adept in the wilds of any plane. When not in a city, they automatically add 2 successes to any tracking attempt made.&lt;br /&gt;
&lt;br /&gt;
== Guardian Advanced Skills ==&lt;br /&gt;
&#039;&#039;&#039;Aerial Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
* An auto success to any movement based physical challenge&lt;br /&gt;
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons&lt;br /&gt;
* +2 &#039;&#039;Permanent Strength&#039;&#039; and allows the character to &#039;&#039;Break&#039;&#039; from &#039;&#039;Pin&#039;&#039; and &#039;&#039;Bind&#039;&#039;. This skill lasts for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
*Gains &#039;&#039;Underwater Combat&#039;&#039; and &#039;&#039;Breathe Liquid&#039;&#039; with no restriction&lt;br /&gt;
*Character gains 6 uses of the “&#039;&#039;Massive&#039;&#039;” Prefix,&lt;br /&gt;
*Character gains 10 &#039;&#039;Natural Armor&#039;&#039; that stack above class maximum&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an earthen creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: &lt;br /&gt;
&lt;br /&gt;
*During a hold the player can move up to 20 steps&lt;br /&gt;
*Character gains 3 uses of “&#039;&#039;Binding Strike-Slay&#039;&#039;” (6 Count) with their melee weapons&lt;br /&gt;
* 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Endure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of a fire creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:  &lt;br /&gt;
&lt;br /&gt;
*Immunity to &#039;&#039;Blind&#039;&#039; and can attack &#039;&#039;Hidden&#039;&#039; and &#039;&#039;Concealed&#039;&#039; targets&lt;br /&gt;
*Character gains 3 uses of &amp;quot;Elemental 30 Fire&amp;quot; delivered via packet attack&lt;br /&gt;
*Character gains one use of &amp;quot;Natural Cure Metabolic&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Cyclone -&#039;&#039;&#039; This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;s Ire -&#039;&#039;&#039; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
== Guardian Powers ==&lt;br /&gt;
&#039;&#039;&#039;Call of the Wild:&#039;&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endless Fury:&#039;&#039;&#039; This power allows the character to activate their &#039;&#039;Primal Fury&#039;&#039; Class Feature 2 additional times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mighty Fury:&#039;&#039;&#039; This power increases the potency of the characters &#039;&#039;Primal Fury&#039;&#039; power. While active they additionally gain 4 Blade Effects that are +5 &#039;&#039;Temporary Damage&#039;&#039; and &#039;&#039;Critical&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character &#039;&#039;Unconscious&#039;&#039; they can &#039;&#039;Resist&#039;&#039; that attack. This can be used once during each use of &#039;&#039;Primal Fury.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 &#039;&#039;Permanent Strength&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems -&#039;&#039;&#039; Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Totem:&#039;&#039;&#039; You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aquatic Totem:&#039;&#039;&#039; You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
* &#039;&#039;&#039;Earthen Totem:&#039;&#039;&#039; +10 Body and Recovery 5&lt;br /&gt;
* &#039;&#039;&#039;Fire Totem:&#039;&#039;&#039; Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character. (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039; This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2250</id>
		<title>Powers</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Powers&amp;diff=2250"/>
		<updated>2026-01-06T00:43:39Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Powers are things your character can have outside the usual bounds. Every Class and Species has Powers unavailable to other Classes and Species. They&#039;re the deeper mysteries of adventurers; some are very potent and consequently less common than Skills. Powers do not cost Skill Points; characters are awarded Powers as they move up in level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Class Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|[[Effects#Dodge|Dodge]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ambidexterity&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Amp&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|-&lt;br /&gt;
|Amplify Barrier&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|-&lt;br /&gt;
|Animal Speech&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Study&lt;br /&gt;
|[[Powers#Spell Devotion|Spell Devotion]]&lt;br /&gt;
|&#039;&#039;[[Spellblade]], [[Caller]], [[Paladin]], [[Mage]]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Efficiency&lt;br /&gt;
|[[Powers#Armor Proficiency|Armor Proficiency]]&lt;br /&gt;
|&#039;&#039;All&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Armor Proficiency&lt;br /&gt;
|&lt;br /&gt;
|All&lt;br /&gt;
|-&lt;br /&gt;
|Aspect Mastery&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Athletics*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blindsense&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Grappler*&lt;br /&gt;
|[[Half-Troll]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Marksman*&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born to Serve*&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Born Trader&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|[[Powers#Specialization|Specialization]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|[[Powers#Strong Arm|Strong Arm]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Beast*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Call the Wild*&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Called Shot&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Clean Getaway&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Archery&lt;br /&gt;
|[[Ranger#Precision|Precision]] &#039;&#039;+4&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Combat Medic&lt;br /&gt;
|[[Skills|Diagnose]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Companion&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Conduit*&lt;br /&gt;
|[[Spellblade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corner of your Eye&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Create [[Wondrous Item]]&lt;br /&gt;
|Knowledge (Magic) 3 and Character level 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Critical Strike&lt;br /&gt;
|&#039;&#039;Blitz or Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Decompose&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defender&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Defense is Good Offense&lt;br /&gt;
|[[Champion]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Deep Pockets&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Desperate Rush&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Devotion&lt;br /&gt;
|Must be part of an  [[Attunements|Attunement]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Element Exclusion&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;, &#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Modality&lt;br /&gt;
|Elemental Duplication, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Accuracy*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Elven Martial Training&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting &lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Reclamation*&lt;br /&gt;
|Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Elemental&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Enchant Spirit&lt;br /&gt;
|&#039;&#039;[[Paladin]]&#039;&#039;, [[Powers#Aura Blade|Aura Blade]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Endless Fury*&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Energy&#039;&#039; Resistance*&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Entmoot&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Extended Martial Training&lt;br /&gt;
|[[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Eye for Quality&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Family Weapon&lt;br /&gt;
|[[Powers#Oathbound|Oathbound]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fast Learner&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Favored Enemy&lt;br /&gt;
|[[Knowledge Skills|Knowledge]]  &#039;&#039;Area&#039;&#039; Rank 3 &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fearless Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fey Blooded&lt;br /&gt;
|Any Fey Species&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Powers#Fey Lineage|Fey Lineage]]&lt;br /&gt;
|[[Gnome]], Satyr, Sidhe, Sluagh, or Fae-Troll&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fight to the Death&lt;br /&gt;
|Adrenaline Rush   &#039;&#039;x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flap Your Wings&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Flit and Flutter&lt;br /&gt;
|Pixie&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Florentine&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Follower&lt;br /&gt;
|8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|-&lt;br /&gt;
|Gnomish Talent&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Harden Skin&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Concentration&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Familiar&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Phylactery&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Improved Species, Resist Magic&lt;br /&gt;
|[[Deep Elf]], [[Deep Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Inner Light&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Iron Will*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lancet&lt;br /&gt;
|&#039;&#039;[[Spellblade]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lead Rain&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lengthen Claws&lt;br /&gt;
|Short Claws&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lightning Reflexes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Limb Breaker&lt;br /&gt;
|[[Warrior]]&lt;br /&gt;
|-&lt;br /&gt;
|Limber Form&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Living Armor&lt;br /&gt;
|&#039;&#039;[[Mage]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lock Expert&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Longshot&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magic Staff&lt;br /&gt;
|[[Powers#One-Hand Block|One-Hand Block]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Magical Training&lt;br /&gt;
|Non-Magic Class&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Main Gauche&lt;br /&gt;
|[[Powers#Florentine|Florentine]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Make it Work*&lt;br /&gt;
|[[Powers#Gnomish Talent|Gnomish Talent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Martial Style&lt;br /&gt;
|[[Monk]]&#039;&#039;,&#039;&#039; 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Craftsman&lt;br /&gt;
|An &#039;&#039;Advanced [[Production]]&#039;&#039; Skill&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master of the Wilds&lt;br /&gt;
|[[Caller]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Master Smithing&lt;br /&gt;
|[[Dwarf]] &amp;amp; &#039;&#039;Advanced [[Smithing]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mentor&lt;br /&gt;
|1&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; Character Level, creation only&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Merciful Strike&lt;br /&gt;
|&#039;&#039;Brawl&#039;&#039;, [[Monk]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Might of the Tiger&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mighty Fury&lt;br /&gt;
|&#039;&#039;[[Guardian]]&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Muscle Memory&lt;br /&gt;
|Artisan&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Natural Hunter&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Noxious Spores &lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Oathbound&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|One with the Land&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|Only when called&lt;br /&gt;
|Paladin&lt;br /&gt;
|-&lt;br /&gt;
|Overwhelming Power&lt;br /&gt;
|[[Warrior]] &#039;&#039;Overpower&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pack Mentality*&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Photosynthesis&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Point Blank&lt;br /&gt;
|[[Powers#Combat Archery|Combat Archery]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Potent Blood&lt;br /&gt;
|[[Dwarf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Pounce*&lt;br /&gt;
|[[Felis]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Power Chord&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Preparation&lt;br /&gt;
|[[Powers#Ambush|Ambush]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Fire&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Royal Candidate&lt;br /&gt;
|[[Deep Elf]], 10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recover&lt;br /&gt;
|10th Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Refracted Light&lt;br /&gt;
|Shared Light, Mage&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Researcher&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Area)&#039;&#039; Rank 4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Resilient*&lt;br /&gt;
|[[Gnome]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Retain Magic&lt;br /&gt;
|30 [[Mage#Mana|Mana]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Right Between the Eyes&lt;br /&gt;
|Gunslinger&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Righteous Chorus&lt;br /&gt;
|Paladin&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll with It&lt;br /&gt;
|[[Powers#Acrobatics|Acrobatics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Scent&lt;br /&gt;
|[[Rok&#039;Shen]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Self-Stabilize&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Strike&lt;br /&gt;
|&#039;&#039;Conceal, Move Silent&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Large&lt;br /&gt;
|[[Powers#Shield Proficiency, Medium|Shield Proficiency, Medium]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Medium&lt;br /&gt;
|[[Powers#Shield Proficiency, Small|Shield Proficiency, Small]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shield Proficiency, Small&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shred*&lt;br /&gt;
|[[Felis]], [[Powers#Lengthen Claws|Lengthen Claws]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shrug it Off&lt;br /&gt;
|&#039;&#039;Survival x 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Minded Fury&lt;br /&gt;
|[[Powers#Ambidexterity|Ambidexterity]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Single Shot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sir Sneaks-a-lot&lt;br /&gt;
|Sneaky Sneaky, Rogue&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sling Arrow&lt;br /&gt;
|[[Bard]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Specialization&lt;br /&gt;
|[[Champion]], [[Trooper]] or [[Warrior]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Devotion&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus I&lt;br /&gt;
|&#039;&#039;Spell Pool 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Focus II&lt;br /&gt;
|&#039;&#039;Spell Pool 3 and Spell Focus I&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Sprouts&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart Guard&lt;br /&gt;
|[[Powers#Born To Serve|Born To Serve]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Strong Arm&lt;br /&gt;
|[[Champion]], [[Trooper]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Subtlety&lt;br /&gt;
|[[Rogue]]&amp;lt;nowiki/&amp;gt; or [[Ranger]], 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt;Character Level&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Swamp Thing&lt;br /&gt;
|[[Half-Troll]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Take it like a Champ&lt;br /&gt;
|Survival x2, Champion&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Talented Assistant&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Taproot&lt;br /&gt;
|[[Ent]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Terrain Adaptation&lt;br /&gt;
|[[Knowledge Skills|Knowledge]] &#039;&#039;(Planes)Rank 3&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Trees are Angry&lt;br /&gt;
|[[Powers#One with the Land|One with the Land]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touch of the Wind*&lt;br /&gt;
|[[High Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Touched by the Shadow*&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Toughen*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trapper&lt;br /&gt;
|&#039;&#039;Hunter’s Call, Snare&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Trollsblood&lt;br /&gt;
|[[Half-Troll]], &#039;&#039;Regeneration x 5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tumble&lt;br /&gt;
|[[Powers#Athletics|Athletics]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Tunnel Fighter&lt;br /&gt;
|[[Deep Elf]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Undying Fury&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warning Signs&lt;br /&gt;
|&#039;&#039;Track x 10, [[Knowledge Skills|Knowledge]] (Nature) Rank 2&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiency&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wild Magic&lt;br /&gt;
|[[Caller]], &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wrath of Nature&lt;br /&gt;
|[[Guardian]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form&lt;br /&gt;
|Caller&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;*Powers with this notation can be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
Powers do not function like skills they are always considered to be in effect. Powers either give characters’ access to a new ability or change the function of a skill they already have. At 1st level, all characters start with 1 power, and they gain an additional power at 4th level and every 4 levels after, i.e., 1st, 4th, 8th, 12th, Etc… In addition to the normal powers, every 10 levels players will gain an extra power that can only be used for a power that is species specific, Humans are the exception to this they can pick any power they have the prerequisites for. If a power has prerequisites, then all must be met before the power can be purchased. All powers can only be purchased one time unless noted otherwise. Unless indicated otherwise powers that have a daily use cannot be used simultaneously.   &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Acrobatics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dodge.&#039;&#039; This power allows the character to get the most out of every opportunity. Whenever they use a skill from their Defensive tree they gain a Barrier effect, these points do not stack with themselves and are the first to be lost.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Ambidexterity&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Ambidexterity:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects a character natural skill with both hands, this grants them the following abilities: they can move their Focus and Precision bonus damage to either hand, though this takes a 5 counted action and lasts until the end of combat. Additionally, while wield a weapon in each hand their flurry limit increases by 1, to 4.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amp&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amp:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the Base Weapon Damage is increased by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Amplify Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Amplify Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power increases the effect of the characters Barrier skill. The skill will now absorb 40 points of damage instead of the normal 20 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Animal Speech&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Animal Speech:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to talk normally while shape changed, as well as will let them communicate with animals of similar breed. This does not allow spell casting or using magic items that require speech to activate.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Arcane Study&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Arcane Study:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Devotion.&#039;&#039; Elves have always been known for their link and skill when it comes to magic, and as such, the power improves upon their magical ability. This power increases the characters Spell Pool by 10 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Efficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Efficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Armor Proficiency.&#039;&#039; This power allows the character to get the most out of the armor they wear. This will increase the armor gained from a phys-rep by 1 tier of armor, Example a suit that qualifies as a Medium Armor would be valued as Heavy Armor while worn. The character is still limited to their maximum armor value. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Armor Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the maximum amount of armor a character can wear by 1 Tier. Example: A Rogue with this power could wear up to Medium Armor, instead of being limited to Light Armor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Aspect Mastery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Aspect Mastery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Athletics&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Athletics*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent time working out and training your body to go further than the average person. This Power increases the characters Base Strength by +2 for performing Feats of Strength. The Strength gained from this Power will stack with itself; for example, if a character has taken Athletics 3 times, they will have an additional +6 Strength for performing Feats of Strength.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;   &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Blindsense&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Blindsense:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf.&#039;&#039;  While darkness is a hindrance to the sighted, you have spent years training your other senses to counteract the effects. You take no negative from the Blind effect; additionally, do not suffer penalties on Contested Rolls for darkness or lack of vision.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Grappler&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Grappler*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Lengthen Claws.&#039;&#039; This power allows the character to use their claws to grab their opponents and squeeze them into submission. Twice each reset, the character can use Binding Strike with a 6 counted action, and the resulting effect reduces the target to -1 Body Points. This can only be performed with claws and is considered to be a Base Strength of +4 for the purposes of foes’ ability to Break Free.&amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born Marksman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Marksman*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Born To Serve&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born To Serve*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power comes from the dwarf’s lineage to guard the great Dwarven houses. This power allows the character to Resist effects that push them or force their movement, examples Repel, Sweep, ect. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Born Trader&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Born Trader:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Felis.&#039;&#039; Born into a family of traders, the art was pushed upon you from an early age. This power means the Felis is counted as having one level higher Rank of Merchant than purchased, max 6  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Broaden Specialization&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Broaden Specialization:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Specialization.&#039;&#039; This power allows the character to apply their Specialization bonus to all weapons they are proficient with.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Bulwark&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Bulwark:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Strong Arm, Champion.&#039;&#039; This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield or via another technique such as Deflect or Parry where applicable, any attack with the Elemental vector.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Called Shot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Called Shot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ranger.&#039;&#039; When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Beast&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Beast*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to unleash their ancestral nature for a brief time. When used, the effect is determined by what type of animal they are; Large powerful animal types gain +4 Base Strength for 10 minutes, Smaller more agile animal types take Reduced: Half damage for the duration. This power can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Call the Wild&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Call the Wild*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Archery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Archery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Precision +4.&#039;&#039; This power allows the character to block with a bow, even with a single hand. Once a bow has been hit with a weapon it must be restrung on a 3 counted action before it can be used to fire arrows again. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Combat Medic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Combat Medic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Diagnose.&#039;&#039; This power allows the character to perform the First Aid skill on two targets as the same time, so long as both are within arm’s reach.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Companion*&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Companion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to have a Tamed pet, so long as the pet is with the character they gain the benefit chosen from the pets list. A character can only have 1 pet at a time and must release their current pet to gain another. For more info on the pets, see [[Novices]].  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Conduit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Conduit*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the character to use the Channel Class Feature two additional times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corner of your Eye:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; This Power allows a Pixie to buy the Hide Skill for 6 SP and allows them to use Conceal once a day (at no energy cost but is only useable on Essence or a Prime plane). For further explanation of these skills, see the [[Rogue]] page.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Create Wondrous Item&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Create [[Wondrous Item]]:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Character level 4.&#039;&#039; This power allows the character to use a &#039;&#039;Create Wondrous Item&#039;&#039; recipe to craft items that are more interesting and useful than your average equipment but do not reach the level of a ritually empowered magic item.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Critical Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Critical Strike:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Blitz or Overpower.&#039;&#039; When the character uses the Blitz, Slay Strike or Overpower  special attacks, they may add the Critical Modifier to the damage call.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Decompose:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039;  As fungus is usually formed through a form of decomposition Myconids have similar abilities. This allows them to quickly decompose a body to heal themselves. This requires you to be in contact with a corpse that can naturally decay. If you remain in contact with the body for a minute you regain up to 4 body points, up to their Maximum, though in some cases larger creatures may temporarily increase the Max body for 1 hour. (this is up to plot discretion) or regenerate one body part. this process completely destroys the body.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Deep Pockets&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Deep Pockets:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows the character to more carefully stack and stow crafted goods allowing them to carry double the number of Ghost Tags as normally allowed, including doubling the value gained from items like Bags of Holding. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Defender&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Defender:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense is Good Offense:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039; This power allows the Champion to harness their need to eradicate the threats to their charge. Upon receipt of this power the Champion may use the &#039;&#039;&#039;Blitz&#039;&#039;&#039; + &#039;&#039;&#039;Critical Strike&#039;&#039;&#039; skill twice a day for free. (Twice daily 4 swings of +5 temporary weapon damage adding the Critical Modifier)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Rush:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset. This can be learned multiple times, handy for slow learners and the defensively challenged.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be a member of an Order or Attunement.&#039;&#039; This power reflects the character’s faith or investment into an Order or Attunement and grants them 6 Favor with the selected group. Once chosen the power can NEVER be removed by effects like Obliterate Mind. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Element Exclusion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Element Exclusion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Mage, Spellblade.&#039;&#039; This power increases the characters Spell Pool by 15 Points; however, they can no longer cast one of the Elements. They must choose which of the flavors they give up: Fire, Water, Stone, or Wind. This will additionally increase the characters Spell Cap by 5 points. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Elemental Modality:&#039;&#039;&#039; &#039;&#039;Prerequisite: Elemental Duplication, Mage.&#039;&#039; once per encounter you can throw a spell or a spell pool attack with the Elemental vector.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Accuracy&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Accuracy*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High Elf.&#039;&#039; This power hones the elf’s senses. When a skill or spell that has a Mana or Energy cost misses its target or is defended against, such as with Parry, Dodge, etc., the High Elf may call “Elven Accuracy” and repeat the attack immediately at no additional cost. This power can be used twice each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Elven Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Elven Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; This power gives the character Weapon Proficiency: Long Bow&amp;amp; Long Sword.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Enhanced Shifting:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&#039;&#039;&#039;Enhanced Reclamation*:&#039;&#039;&#039; &#039;&#039;Prerequisite: Mage.&#039;&#039; This power allows a mage to use their Reclamation ability two more times per reset.&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Element&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Element:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with one of the elemental flavors (Fire, Stone, Water, Wind), instead of Magic, when they use the Aura Blade skill.&amp;lt;/p&amp;gt;&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Enchant Spirit&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Enchant Spirit:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Paladin, Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Endless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Endless Fury*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to activate their Primal Fury Class Feature 2 additional times each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Energy Resistance&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Energy Resistance*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 8thCharacter Level.&#039;&#039; By now the character has been exposed to the elementals both natural and planar in origin and has developed a minor resistance to them. The character negates the first 5 points of any non-weapon delivered attack with their chosen flavor. The player must choose one of the following: Fire, Water, Wind, or Stone as the flavor that is affected. While this can be taken multiple time the effects to not stack, so a different flavor must be picked each time  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Entmoot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Entmoot&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; To use the power there must be at least 3 Ents with this power involved. Using this power takes 15 minutes of concentration and the Ents must be in a circle gently swaying. The Ents use this time to discuss and pool their knowledge; at the end of this they may ask a question of the world. This communion draws information from the world itself and because of this it may take some amount of time to receive the answer. Plot should be informed this power is going to be used and what the question or topic is as soon as possible so that the answer can be provided.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Extended Martial Training&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Extended Martial Training:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk.&#039;&#039; This power allows the character to treat all of their Class Weapon Proficiencies as Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Eye for Quality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Eye for Quality:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power reflects the characters’ experience in the world and ability to notice even the most useful of scrap. When harvesting Owned Nodes, the character receives 20% more harvesting points. Additionally, when harvesting from a wild node you may re-roll one of the sticks you pull from the bag (set the stick you pulled aside, pull a new one then put the original stick back in the bag). You must give up the old result keep the new result.   &amp;lt;/p&amp;gt;&lt;br /&gt;
&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; &#039;&#039;Prerequisite: Oathbound.&#039;&#039; This power grants the character a masterfully crafted weapon that has been passed down through the ages. When the weapon is passed, their oath protects it. The weapon is chosen when this power is taken and will be tagged as such. The weapon is Immune to effects that would apply the Broken status to the item. Furthermore, when the character is wielding the weapon that weapon cannot be Disarmed. While the weapon will never expire, any effects added to it will carry their own expirations. The weapon must be an Axe, Hammer or Spear.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fast Learner&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fast Learner:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; While you might not always be a master at all things you have a knack for learning just about anything. In addition to your Basic Class skills you can also learn Basic Everyman skills without need of an instructor.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&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; &#039;&#039;Prerequisite: Knowledge (Area) Rank 3.&#039;&#039; This power increases the characters’ damage when fighting a chosen type of creature. When fighting creatures of the chosen type the character gains the Bane effect, giving them +5 Temporary Weapon Damage against those targets. Or this power can affect Spell Pool. This will increase the damage of each Spell Pool attack by 5 points; however, this will only apply to castings of 10 points or more Spell Pool. When the character using this power announces it, they will be made aware of which creatures the bane effect should work on, and it is up to the player to keep track of which creatures they get the added damage on. This can be purchased multiple times for different categories each time. When this power is purchased one of the following types is chosen:    &lt;br /&gt;
&lt;br /&gt;
Nature: Animal or Plants  &lt;br /&gt;
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Cycle: Undead or Abominations    &lt;br /&gt;
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Magic: Shapechangers, Dragons, or Golems    &lt;br /&gt;
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Planes: Outsiders or Elementals  &lt;br /&gt;
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Species: Must have Rank 3 Knowledge of the Species targeted.  &lt;br /&gt;
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Paladin Only for purposes of defining their Bane-able foes: Type of Evil do-er: Slavers, Murderers, Wanted Criminals (The authority in question must be recognized, this is not an excuse to Bane someone because your buddy says they&#039;re Wanted for Wheezing the Juice or some other made up crime. The Authority behind declaring someone a &#039;Wanted Criminal&#039; must be as least somewhat widely recognized, please remember Rule #1)  [Please keep in mind we&#039;re still working through this and it will likely continue to be tweaked]  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fearless Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Fey Blooded&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Blooded:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Any Fey Species.&#039;&#039; You are more than just a child of the fey, the home world still courses in your veins. This power allows the character to cancel all magical effects currently on their person and for 1 minute they will be Immune to all magical effects (positive and negative) that affect them. While this power is active the character becomes Vulnerable: Iron. This can be used once each reset.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fey Lineage&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fey Lineage:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnome.&#039;&#039; You are among the Gnomes whose link to the Fey is still strong. As such the character can tap into that power. The character can sometimes see bits of the Fey world through this world. This allows them to be able to see weak points in the barrier between the 2 worlds, as well as identify fey portals. Additionally, the character can spend a few moments studying a target and discern if they are Fey. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Fight to the Death&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Fight to the Death:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Adrenaline Rush x2.&#039;&#039; This power allows the character to fight off dying. When reduced to -1 Body Points the character may choose to be instantly healed for 16 Body Points. For the hour following the use of this power the characters bleed out count is reduced from 120 seconds to 60 seconds. This power can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Flap your wings:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039; The magic inherent into your wings may be expelled to allow you to affect a wide area with your sparkly particles. This allows the use of &amp;quot;Glitterdust&amp;quot; per the Nature spell twice per reset.&lt;br /&gt;
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&#039;&#039;&#039;Flit and Flutter:&#039;&#039;&#039; &#039;&#039;Prerequisite: Pixie.&#039;&#039;  Being the smallest of the Fae races has allowed Pixies to have an inherent sense of self preservation. A Pixie with this power has two uses of Flee per reset. This Power may be purchased multiple times. This may not be used to flee into combat.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Florentine&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Florentine:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power allows a character to wield any 1-handed weapon in their main hand and up to a medium weapon in their off hand, with which they are skilled.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Follower&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Follower:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Must be at least 8th character level.&#039;&#039; A local from the area has shown some real talent, and you have taken them under your wing. Your character gains a follower with the following skills: 4 Ranks of Craftsman, Knowledge (Geography)Rank 2, Knowledge (History) Rank 1; the Talented Assistant Power, and the Local Power. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Gnomish Talent&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Gnomish Talent:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; This power allows the character to be able to attempt to Disable Device even if they do not have ranks and will always have a minimum of +2 Bonus. If they have at least 5 ranks of the Disable Device skill, they are always treated as having 5 more ranks for the purpose of Contested Rolls.  &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Harden Skin&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Harden Skin:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power gives the character 10 points of natural armor, these points stack with other forms of armor and will allow the character to exceed their class maximum armor value by the 10 points gained. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Concentration&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Concentration:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power improves the characters’ ability to stay focused on a task even with outside disturbance. This makes the character Immune to Cheap Shot, and while using a skill or ability that requires Concentration to maintain, taking damage will not interrupt them. This will allow a character refitting their Dexterity or Natural armor to maintain their concentration instead of being interrupted by incoming damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Improved Familiar&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Familiar:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Familiar.&#039;&#039; This power allows the character to manifest a more powerful Familiar. Granting them 5 points of Spell Pool and a benefit based on the flavor of the familiar. Flavor must be chosen at check in and noted on Player Character card.  &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Fire- Increases the character&#039;s Spell Pool by 5 Points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Water- Increases the character’s Spell Cap by 5 points.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Wind- Grants the character the Evade skill once each reset.   &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Stone- Increase the character base Body Points by 5. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Phylactery&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Phylactery:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Create Phylactery.&#039;&#039; This power allows the character to manifest a more powerful Phylactery. Granting them a benefit based on which glyph was scribed.  Glyph must be chosen at check in and noted on Player Character card.    &lt;br /&gt;
&amp;lt;p&amp;gt;Grace- Lowers the time to reset their Spell Pool by 1 minute and does not stack with similar effects.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Angelus- +5 Armor Points, these can be readjusted along with armor they wear, and goes above their maximum.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mending- When the character reaches the last 5 seconds of their Bleed Out count, they are instantly healed for 5 points. Once triggered this cannot happen again for 4 hours.    &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Glory- After casting a Life spell, the next Dispel, Protective, or Healing spell they cast consumes 7 mana less, minimum 1 mana.  &lt;br /&gt;
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&amp;lt;span id=&amp;quot;Improved Racial, Resist Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Improved Species, Resist Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; This power allows the Resist Magic species abilities that are earned from levels, not purchased with Skill Points, to also be used to resist attacks with the Arcane Delivery Type.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Inner Light&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Inner Light:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power temporarily boosts a Mage’s abilities in 2 ways. First, while active, it grants Magic Vector for all Spirit spells; second, it doubles the characters Spell Pool, this can go beyond the cap outlined in Spell and Magic. When activated the characters Spell Pool becomes Touch Cast only. This power will last for one combat or up to 5 minutes. This can be used twice each reset. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Iron Will&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Iron Will*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; This power allows the character to shrug off a mental attack. This can be used twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Kintsugi Barrier&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Kintsugi Barrier:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power modifies the Barrier skill for a spell blade. With this power, the spell blade&#039;s armor is refit upon the use of their Barrier skill.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lancet&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lancet:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; This power allows the Spellblade to refocus their Spell Pool. They can now throw their Spell Pool with packets, instead of only delivering it with their weapon. Doing so follows the standard rules for using Spell Pool. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Lead Rain:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Lead Rain allows you to Fan the Hammer against as many targets as are present when the trigger gets pulled. This changes the call from &amp;quot;Voice &amp;lt;target&amp;gt; &amp;lt;damage&amp;gt;&amp;quot; to &amp;quot;All Enemies, &amp;lt;damage&amp;gt;&amp;quot;. Lead Rain is usable once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Lengthen Claws&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lengthen Claws:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Short Claws.&#039;&#039; This power causes the characters’ claws to become elongated increasing them up to Medium weapon length.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Lightning Reflexes&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; With this power the character has an amazing reaction time, to the point of seeming to have a precognitive awareness about their surroundings. Whenever they are caught in the area of a trap or limited AOE, if they are within 1 step of the radius they can step out of the area and avoid the attack.&lt;br /&gt;
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&#039;&#039;&#039;Limb Breaker:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;  This power unlocks the purchase of the Maim Limb skill for the Warrior at the cost of 6 SP. Each use of the skill will cost 3 Energy.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Limber Form&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Limber Form:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’ Shen.&#039;&#039; This power allows the character to twist and contort their form granting them a few advantages. First, with a 60 counted action the character can break free of Pin, Bind, and Web effects in addition to non-magical bindings, Secondly, the character can squeeze through narrow openings.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Living Armor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Living Armor:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: School of Spirit.&#039;&#039; This power allows the character to use their Spell Pool (Healing) to fix damaged suits of armor. They can use their Spell Pool with an altered incant “I Summon X Armor.” This change allows them to heal Body Points or Armor Points. Healing a suit of armor to its maximum value will Repair the armor. This is useable on Dexterity Armor.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&#039;&#039;&#039;Longshot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Longshot reduces by one the Grit cost of any Rifle shot taken at twenty feet or farther. Longshot takes effect on hit, not on intent; if you&#039;re aiming for a healer 25&#039; away but instead hit his fighter 15&#039; away, Longshot doesn&#039;t trigger and the shot costs full price. 20&#039; is admittedly a little fuzzy to compute on the fly in combat; Marshals should be able to discern between a shot taken at decent range and the more usual close-range dart. (Also, laser tape measures are out there that&#039;ll nail this to within a couple millimeters and I&#039;m working out the tech to make those practical modifications to Nerf rifles.)&lt;br /&gt;
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&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Main Gauche&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Main Gauche&#039;:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Florentine.&#039;&#039; This power gives a character, while fighting with two weapons, an off handed strike whenever they use a skill from a Defensive Technique. When they use one of these skills, they gain a +5 Temporary Weapon Damage as a Blade effect on their next off hand attack to be used in the same encounter. This ability can only be used while fighting with two weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Magic Staff&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Magic Staff:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One-Hand Block.&#039;&#039; This power allows the character to use a Staff as a wand rep, instead of a Short Blunt. So a character using this power can have his Wand tag used with a Staff physical representation (phys-rep). This power may also be used to control some powerful magical objects, dependent on the marshal on the field and subject to change. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Magical Training:&amp;lt;/b&amp;gt;  &#039;&#039;Prerequisite: A class that does not have access to magic.&#039;&#039; This power allows the character to be trained in the very basics of magic. When taken the player must choose a School of magic Elemental, Spirit, or Nature; Paladin and Spellblade spells are not in &#039;schools&#039; and thus cannot be chosen. Void is also not a valid choice at this time. Once a School is chosen it cannot be changed. The character can now use Scrolls from that School up to 6th level following the normal rules for using runes.&amp;lt;/p&amp;gt;   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Craftsman&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Craftsman:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: An Advanced Production Skill.&#039;&#039; This power allows the character to produce two identical items at the same time, when creating goods in-game. You must still pay the Component price for both items.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Make It Work&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Make It Work*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Gnomish Talent.&#039;&#039; All Gnomes were born with the mindset that everything can function with a little kick. With this power once each reset the character can use any Engineering item even if they don&#039;t have the normal skill to do so. This includes setting traps, throwing bombs, disarming traps, and even solving physical puzzles.   &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Martial Style&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Martial Style:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Monk, 4th Character Level.&#039;&#039; With extensive training the character has mastered a favored style in which they fight. By specializing on this style, they are granted a static bonus.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Mantis Style- Grants 1 Additional swing to their Flurry limit.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Crane Style- Grants 10 points of Dexterity Armor.    &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Bull Style- Grants +1 Base Weapon Damage with Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master of the Wilds&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master of the Wilds:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Caller.&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Master Smithing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Master Smithing:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf and Advanced Smithing.&#039;&#039; This power allows the dwarf to hone his skills; all weapons made by the character automatically receive 1Temper for free. (This free temper does not add to the market standards value of the item for the purposes of selling via Merchant)  Additionally, they can melt down weapons for half the crafting components (Common and Uncommon) it takes to make the item so long as the item has at least 3 months remaining on the duration. Also some Rare components may be gained if they were used to make the item (the number is a percentage of the remaining duration).  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mentor&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mentor:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 1st Character Level, can only be taken at character creation.&#039;&#039; While you have a standard education like many adventurers there was someone along the way who took a shining to you. It could have been a relative, a teacher, a blacksmith, or even a local knight; no matter who it is, they have some kind of specialized training. You may begin play with one Advanced skill, and once each event, you can seek out your mentor to help you along in your career and they can perform one of the following tasks: Give you a single instruction session in one skill, Research a single question for you, or craft 4 basic items for you. &amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Merciful Strike&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Merciful Strike:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Brawl, Monk.&#039;&#039; This power allows the character to add the “Padded” flavor to their melee weapon attacks.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Mighty Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Mighty Fury:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power increases the potency of the characters Primal Fury power. While active they additionally gain 4 Blade Effects that are +5 Temporary Weapon Damage and Critical.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Might of the Tiger&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Might of the Tiger:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Much as when the Tiger carried the Sage until he died, you are a symbol of his feat. When moving a downed/Helpless ally you are considered to have +2 Base Strength. This strength can also be called to overcome challenges (physical) that endanger the Deep Elf in addition to his allies. You are recognized as a champion of your people. Reactions from Deep Elf NPCs will be affected as such. This means your actions will be more noticed, both good and bad.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&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; &#039;&#039;Prerequisite: Felis.&#039;&#039; This power improves the character’s scent and vision to an extreme level, allowing them a few advantages; first the character can spend a 10 counted action sniffing an item and can determine if the item contains any toxins, second, they receive a +1 Bonus on tracking Contested Rolls, and lastly at night or in dark lighting conditions the player will always get a species description of a target when they ask the question “What do I see”. &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Noxious Spores:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Some Myconids have developed a better defense against those who startle them. Once per reset you may upgrade your Blinding Spores to Poison Nausea Aura.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Oathbound&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Oathbound:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; This power binds the character to his word making it unbreakable. A character with this power who takes an oath will not break that oath even if it means death. Due to this frame of mind the character gains immunity to Command effects. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;One with the Land&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;One with the Land*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ent.&#039;&#039; This power allows the character to generate any effect from the Knowledge Nature chart in Appendix 2, twice each reset. They do not need the Knowledge Nature skill to use the power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Only when called:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied. For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Overwhelming Power&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Overwhelming Power:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Warrior and Overpower.&#039;&#039; This power grants the character an additional +1 Base Strength when wielding a Great Weapon. Additionally, their Blitz skill grants the Massive Modifier when used. This is not limited only to Great Weapons; however, a Great Weapon must still be in hand to gain this effect on Blitz.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pack Mentality&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Pack Mentality*:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power awakens in the character their nature to hunt with a pack. Once each reset the character can use a Natural version of the Wolf Pack spell, allowing the character and up to 10 allies to Flee. This is announced as &amp;quot;Natural Wolf Pack!&amp;quot; and follows the normal rules for the Wolf Pack spell.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Photosynthesis&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Photosynthesis:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; This power allows Ents to regenerate their Body Points. To use this power, the character must stand in a &#039;tree position&#039; with arms outstretched towards the sky for the duration and maintain concentration. For each minute they will regain up to 4 Body Points, up to their maximum. This power can only be used outdoors, in daylight (clouds will not stop you, but rain will). &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Point Blank&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Point Blank:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Combat Archery.&#039;&#039; This power allows the character to continue to fire a bow while blocking with it, once the bow has been struck 5times, it will become unstrung and needs to be restrung as normal.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Potent Blood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&amp;lt;b&amp;gt;Potent Blood:&amp;lt;/b&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Dwarf.&#039;&#039; When the character uses their Resist Toxin skill they heal 5 Body Points in addition to negating the effect.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Pounce&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Pounce:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis.&#039;&#039; This power allows the character to make an attack that duplicates the Knockdown skill. This can be used once each reset, and the call is the same as the skill. &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Power Chord&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Power Chord:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; When wielding an instrument weapon, the character can deliver their Dirges at range with the Voice Delivery Type.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Preparation&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Preparation:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambush.&#039;&#039; This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Rapid Fire:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Increases the Flurry of pistols by 1.&lt;br /&gt;
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&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Royalty Candidate&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Royal Candidate:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Deep Elf, 10th Character Level.&#039;&#039; You gain a weapon skill of your choice, Knowledge (Nobility) x1, Survival x 1, and Adrenaline Rush x1 at no Skill point cost. You are a strong candidate for Tson’chi royalty. This is something you and your rivals are aware of…. Good luck.  &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Recover:&#039;&#039;&#039; &#039;&#039;Prerequisites: 10th level character.&#039;&#039; Once per encounter, you may draw back in the spent resources. This can only be done if your skill (spell, technique, etc.) got the &#039;No Effect&#039; response and only once per Encounter. This take Concentration and 2 minutes to complete.  This may only be taken once.&lt;br /&gt;
&#039;&#039;&#039;Refracted Light:&#039;&#039;&#039; &#039;&#039;Prerequisites: Shared Light, Mage.&#039;&#039; You gain 2 extra targets when using chain spell.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Researcher&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Researcher:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: At least one Knowledge (Area) at Rank 4.&#039;&#039; Bookworm does not quite cover your commitment to knowledge. When doing BGA’s (Between Game Action) you can research 2 questions with a single action. Additionally, characters with an Advanced Production skill may also research up to two Advanced Recipes at the same time, instead of only one, though each takes a BGA action each month.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Resilient&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Resilient*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Gnome.&#039;&#039; You have had more near-death experiences than a blind bull fighter; you have been blown up, burned, taken shrapnel, and fate knows what else. Once each reset when an attack would reduce your Body Points to 0 or lower you can call “Resilient” as a defense and be left at 1 Body Point and ignore any other effect the attack may have had. This is a Passive skill and can be used once each reset. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Right Between the Eyes:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gunslinger.&#039;&#039; Right Between the Eyes provides a Double Attack on a single shot (explicitly incompatible with Fan the Hammer), allowing it to punch through one defense. This works twice per reset, and can be purchased multiple times if you keep running into dodgy little bastards.&lt;br /&gt;
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&amp;lt;p&amp;gt; &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Retain Magic&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Retain Magic:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: 30 Mana.&#039;&#039; This power allows the caster to better control the magic around them. This skill can be used to &#039;keep&#039; spell protectives up even if they would normally be stripped. Most commonly, this defense is used against a Dispel or Anti-Magic effects but is also useful to not lose protectives after needing a Life spell. It can also be used to allow an effect that would strip a protective away, to instead bypass the protective and take effect. This power can be used once each encounter. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&#039;&#039;&#039;Righteous Chorus:&#039;&#039;&#039; &#039;&#039;Prerequisite: Paladin.&#039;&#039; Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet. It can deliver Life, and if this is not also Desperate Rushed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target. Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five. Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Roll With It&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Roll With It:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Acrobatics.&#039;&#039; This power changes the effect of the Roll skill to now reduce the damage of an attack to 1 point instead of half damage.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Scent&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Scent:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Rok’Shen.&#039;&#039; This power allows the character to follow targets with their nose. They gain +2 Bonus to Track Contested Rolls. In addition, they can determine species of a scent, and by spending a 10 counted action, they can tell if a Toxin is present.  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Self-Stabilize&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Self-Stabilize:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to use their Regeneration skill while they are Dying to set their current Body Points to 0, thus Stabilizing them, after 5 minutes they will wake up with 1 Body Point as normal.&amp;lt;/p&amp;gt;  &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shadow Strike&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shadow Strike:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Conceal, Move Silent.&#039;&#039; This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Small&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Small:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; This power allows a character to use a Small Shield.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shield Proficiency, Medium&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Medium:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Small Shield.&#039;&#039; This power allows a character to use a Medium Shield. This cannot be taken if you have the Power: Shield proficiency, Small. You must have gained the small shield proficiency from your class or other source that isn&#039;t a Power to be able to take this. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;span id=&amp;quot;Shield Proficiency, Large&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shield Proficiency, Large:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Proficiency with Medium Shield.&#039;&#039; This power allows a character to use a Large Shield. This cannot be taken if you have the Power: Shield proficiency, Medium. You must have gained the medium shield proficiency from your class or other source that isn&#039;t a Power to be able to take this.   &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shred&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shred*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Felis and Lengthen Claws.&#039;&#039; This power allows the character to rip apart a target&#039;s armor. Twice each reset the character can make an attack with their Claws called as “Destroy Armor Strike” this attack is one swing hit or miss. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Shrug It Off&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Shrug It Off:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Survival x 2.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used  twice each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Shot:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; You can safely employ very simple firearms, granting you Weapon Proficiency in single shot pistols.  Single Shot here refers to any pistol that must be reloaded after every shot - CarnyRex&#039;s excellent [https://www.etsy.com/listing/889692677/flintlock-foam-blaster-v1-3-files-only?click_key=959b34b5379a927227bcc62e3ad6d58e6b59621f%3A889692677&amp;amp;click_sum=3e42091c&amp;amp;ref=shop_home_active_2&amp;amp;crt=1 flintlock], or Nerf&#039;s surprisingly powerful [https://www.amazon.com/Nerf-N-Strike-Elite-Jolt-Blaster/dp/B01HEQHXE8 Jolt], for example.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Single Minded Fury&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Single Minded Fury:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Ambidexterity.&#039;&#039; This power will increase the characters’ Base Weapon Damage by 1 when fighting with 2 weapons of the same length and type; this does not include Brawl weapons.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sneak Sneaky, Rogue.&#039;&#039; This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Sling Arrow&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Sling Arrow:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Bard.&#039;&#039; This power all the character to use a stringed instrument weapon (Lute, Harp, Ect.) as both a melee and a ranged weapon. The rep must be appropriately constructed for the type of combat it will be used for. &amp;lt;/p&amp;gt; &lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialization&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialization:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion, Trooper or Warrior, 4th Character Level.&#039;&#039; This power increases the characters Base Weapon Damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Specialist&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Specialist:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Advanced Production skill in the specialization being chosen&#039;&#039;. A character can only have one specialization. Once a character is specialized they gain the following bonuses with the related skills. First they receive 10 additional Production Points for the chosen skill at check-in, and then each one has an additional bonus as follows. (Any &amp;quot;free&amp;quot; additions have no effect on the Market Value of an item for the purposes of selling via the Merchant skill)  &amp;lt;/p&amp;gt;&lt;br /&gt;
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* &amp;lt;span id=&amp;quot;Brewmaster&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Brewmaster:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Potions the number of Common Components needed is reduced by 1 (minimum 1) for the first 40 items each game.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Apothecary&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Apothecary:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Chemistry items you can use expired Chemistry tags as Common Herbs.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Metalsmith&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Metalsmith:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Smithing recipes, those items get one free Temper.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Arcane Sculptor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Arcane Sculptor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Damage/Healing Runes, the value is increased by 5 points at no added cost.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;Inventor&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Inventor:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; When crafting Engineering recipes, those items get one free Master’s Workings.&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Devotion&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Devotion:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: High-Elf.&#039;&#039; Once each reset the character can cast any spell from the Spirit or Elemental Path of Magic that is 5th level of lower, as “Natural &amp;lt;Effect&amp;gt;”.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 1&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 1:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Spell Pool 2.&#039;&#039; This power increases the characters Spell Pool by 15 points. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Spell Focus 2&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Spell Focus 2:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Spell Pool 3 and Spell Focus 1.&#039;&#039; This power further increases the characters Spell Pool by 20 points. This stacks with the Spell Focus 1 power. This also increases the characters Spell Cap by 5 points.  &amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&#039;&#039;&#039;Sprouts:&#039;&#039;&#039; &#039;&#039;Prerequisite: Myconid.&#039;&#039; Fungus never stops growing, a Myconid is similar. You produce a number of herbs equal to 75 Component Points form the [[Harvesting]] page. Eye for Quality does not apply.&lt;br /&gt;
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&amp;lt;p&amp;gt;  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Stalwart Guard&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Stalwart Guard:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Born to Serve.&#039;&#039; This power focuses the Dwarven training during battle; the key to winning is never giving up the ground you have. This power allows the character to enter a stance, where they must plant their right foot, and the effect will last for 5 minutes or one Encounter, until the players’ foot moves from the spot, or becomes Helpless. In this stance the character becomes Immune to Fear and gains Damage Cap 5. This can be used once each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Strong Arm&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Strong Arm:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Champion or Trooper.&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive Modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, while wielding a shield, they can use Deflect and Parry with their shield, as well as on attacks with the Massive Modifier. &amp;lt;/p&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Subtlety&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Subtlety:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Rogue or Ranger and 4th Character Level.&#039;&#039; This power gives the character+2 additional Precision damage. This functions just as the Precision skill, but applies to both hands.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Swamp Thing&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Swamp Thing:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Half-Troll.&#039;&#039; This power allows the character to breath underwater as well as in the air. In addition, the character gains the power Terrain Adaptation: Water.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Take it like a Champ:&#039;&#039;&#039; &#039;&#039;Prerequisite: Survival x2, Champion.&#039;&#039; This power allows the character to ignore a negative status effect until the end of combat, at which time they will take the full effect with fresh duration. The following effects cannot be ignored with this power: Petrify, Prison, Kill, Killing Blow, Implosion, Slay, and Binding effects. This cannot be used to ignore damage, only effects. This power can be used by burning a use of the Survival skill.&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Talented Assistant&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Talented Assistant:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; You have spent years working odd jobs in and around craftsmen and while you might have never taken the time to learn the trades, you have a skill at helping others get work done. You can aid a player who is crafting in a workshop and cut down their creation time by 1 minute per rank of the item being crafted.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Taproot&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Taproot:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Ent.&#039;&#039; Ents can remove negative effects on themselves by rooting into the ground. Rooting down takes 1 minute of concentration and standing in a ‘tree position’, arms raised toward the sky. Once rooted negative effects are considered to be removed per the Dispel effect. There are some effects this power may not work on. This power can be used so long as the character can freely move and is conscious.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Terrain Adaptation&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Terrain Adaptation:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Knowledge (Planes) Rank 3.&#039;&#039; This power allows a character to become attuned with a certain Terrain Type that is associated with one of the Inner Elements (Fire, Stone, Water, or Wind). This allows the character to ignore many of the normal penalties that the Terrain would inflict on them.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;The Trees Are Angry&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;The Trees Are Angry:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: One with the Land.&#039;&#039; If a target desecrates a tree in the presence of the Ent, the Ent may choose to take a Berserk effect against the person doing the damage to the forest and gain +4 Temporary Strength or +50 Spell Pool 1n their attacks against that person for 5 minutes or one Encounter.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touch of the Wind&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touch of the Wind*:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: High-Elf.&#039;&#039; High elves have always been known for their exceptional grace. Mix that with dwelling in the peaks of mountains that are said to be touched by the planar power of Wind itself, and you unlock a powerful gift. This power allows a character to automatically succeed on a physical challenge; this can be used once each reset. Additionally, when falling, the character is granted an effect similar to a Featherfall with the exception that they suffer half their max Body Points in damage but are never reduced below 1.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Touched by the Shadow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Touched By The Shadow&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;b&amp;gt;*:&amp;lt;/b&amp;gt; &#039;&#039;Prerequisite: Deep Elf.&#039;&#039; Being so adapted to the shadows, you have learned how to use them to your advantage. This power allows the character to wrap themselves in shadows, and by spending 1 minute concentrating the character will be Dispelled of all negative effects upon their character. This can be used three times each reset.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Toughen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;b&amp;gt;Toughen*:&amp;lt;/b&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power increases the characters’ Base Body Points by 5 points. This power can be taken multiple times.&amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;Trapper&amp;quot;&amp;gt;&#039;&#039;&#039;T&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;&#039;&#039;rapper:&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Hunter’s Call and Snare.&#039;&#039; This Power improves the Hunter’s Call and Snare skills. For Snare, the Phys-Rep color will be changed to red; the trap becomes undetectable by most means and will change the effect to Natural Web. For Hunter’s Call, the uses of the skill can be used at NPC Camp to gather Foodstuffs (up to 10 Common Foodstuffs, or 2 Uncommon Foodstuffs).  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Trollsblood&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Trollsblood:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: Half-Troll and Regeneration x 5.&#039;&#039; This power allows the character to return from the grip of death. At any time during the character’s normal 4-minuteDeath Count, they can make a 3 counted action to Revive (the call is “Revive 3, Revive 2, Revive 1”). This power can be used by expending 3 Regenerations. Being burned or receiving a killing blow with the Fire flavor will prevent the character from using this power.  &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Tumble&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tumble:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Athletics.&#039;&#039; This power reflects the character’s advanced training in how to take a fall. The character takes half damage from falls less than 100 feet, and they can jump an additional 10 feet during Feats of Strength. &amp;lt;/p&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Tunnel Fighter&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Tunnel Fighter:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Deep Elf or Deep Dwarf.&#039;&#039; While fighting underground you know how to take advantage of the terrain, you gain a +1 Permanent Weapon Damage and gain Terrain Adaptation: Stone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Undying Fury&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character Helpless they can Resist that attack. This can be used once during each use of Primal Fury.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Weapon Proficiency&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: None.&#039;&#039; This power gives the character proficiency and the ability to use a single weapon of their choice, which their class does not already grant them. (Weapon Proficiency does not provide for guns.)   &amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Wild Magic&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wild Magic:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisites: (Caller Only).&#039;&#039; This power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;span id=&amp;quot;Wrath of Nature&amp;quot;&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; &#039;&#039;Prerequisite: Guardian.&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 Base Strength.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana  &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&amp;lt;u&amp;gt;HEROIC POWERS&amp;lt;/u&amp;gt;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
=== Beginning at 20th level character can now choose from the Heroic Powers list. While they will continue to grow in levels the character can still choose powers for the core book as well as from this list. Powers notated with an asterisk (*) can be taken multiple times. ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
&amp;lt;caption&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Power&amp;lt;/th&amp;gt; &amp;lt;th&amp;gt;Prerequisite&amp;lt;/th&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Magical Training&lt;br /&gt;
|Power: Magical Training&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Strike*&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Armored to the teeth&lt;br /&gt;
|Power - &#039;&#039;Armor Proficiency&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Backlash&lt;br /&gt;
|Spellblade&lt;br /&gt;
|-&lt;br /&gt;
|Blood Oath&lt;br /&gt;
|Power - &#039;&#039;Family Weapon&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Body Guard&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Broaden Specialization&lt;br /&gt;
|Power - &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cast Iron&lt;br /&gt;
|Background - &#039;&#039;Nomad&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Bathe in Poison&lt;br /&gt;
|[[Rogue]]&lt;br /&gt;
|-&lt;br /&gt;
|Cat Like Reflexes&lt;br /&gt;
|&#039;&#039;Felis&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Cataclysm&lt;br /&gt;
|Mage, Warlock&lt;br /&gt;
|-&lt;br /&gt;
|Chakra Focus&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Combat Challenge&lt;br /&gt;
|Champion&lt;br /&gt;
|-&lt;br /&gt;
|Combo Move&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Dedication&lt;br /&gt;
|Scholar&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity Armor*&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Skin*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Dual Spirit&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Shifting, Greater&lt;br /&gt;
|Caller, Enhanced Shifting&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Totems&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Emulation&lt;br /&gt;
|Aura Emulation&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Kintsugi Barrier&lt;br /&gt;
|Kintsugi Barrier&lt;br /&gt;
|-&lt;br /&gt;
|Escape Plan&lt;br /&gt;
|Rogue&lt;br /&gt;
|-&lt;br /&gt;
|Exotic Ammo*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Feedback Loop &lt;br /&gt;
|Spell Pool 4&lt;br /&gt;
|-&lt;br /&gt;
|Focus Zen*&lt;br /&gt;
|Monk&lt;br /&gt;
|-&lt;br /&gt;
|Full-Blooded&lt;br /&gt;
|Half-Troll&lt;br /&gt;
|-&lt;br /&gt;
|Greater Specialization&lt;br /&gt;
|Specialization&lt;br /&gt;
|-&lt;br /&gt;
|Hardened Training &lt;br /&gt;
|Soldier Background &lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Heroic Toughness* &amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Nova*&lt;br /&gt;
|Path of Spirit&lt;br /&gt;
|-&lt;br /&gt;
|Hype Man&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|I&#039;m on a Boat&lt;br /&gt;
|Sailor&lt;br /&gt;
|-&lt;br /&gt;
|Improved Parry&lt;br /&gt;
|Parry, KA Warfare Rank 2&lt;br /&gt;
|-&lt;br /&gt;
|Jam Device*&lt;br /&gt;
|Power - Gnomish Talent&lt;br /&gt;
|-&lt;br /&gt;
|Linguist&lt;br /&gt;
|5 different read and write skills&lt;br /&gt;
|-&lt;br /&gt;
|Mana Tap&lt;br /&gt;
|Elemental School of Magic&lt;br /&gt;
|-&lt;br /&gt;
|Mark up&lt;br /&gt;
|Merchant rank 10&lt;br /&gt;
|-&lt;br /&gt;
|Master Merchant&lt;br /&gt;
|Merchant Background&lt;br /&gt;
|-&lt;br /&gt;
|Master of Creation&lt;br /&gt;
|Create [[Wondrous Item]], KA Magic Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Mobile Creation&lt;br /&gt;
|Artisan&lt;br /&gt;
|-&lt;br /&gt;
|Momentum&lt;br /&gt;
|Warrior&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Embrace &lt;br /&gt;
|Caller&lt;br /&gt;
|-&lt;br /&gt;
|One Voice&lt;br /&gt;
|Entmoot&lt;br /&gt;
|-&lt;br /&gt;
|Paralytic Spores&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Posse&lt;br /&gt;
|Outlaw&lt;br /&gt;
|-&lt;br /&gt;
|Practiced Crafter&lt;br /&gt;
|Craftsman&lt;br /&gt;
|-&lt;br /&gt;
|Purge the Shadows&lt;br /&gt;
|School of spirit, KA Cycle Rank 5&lt;br /&gt;
|-&lt;br /&gt;
|Rapid Shot*&lt;br /&gt;
|Ranger&lt;br /&gt;
|-&lt;br /&gt;
|Regrowth&lt;br /&gt;
|[[Myconid]]&lt;br /&gt;
|-&lt;br /&gt;
|Renown&lt;br /&gt;
|Aristocrat&lt;br /&gt;
|-&lt;br /&gt;
|Reverberate&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Ritual Adept&lt;br /&gt;
|Ritualism&lt;br /&gt;
|-&lt;br /&gt;
|Scout&lt;br /&gt;
|Woodsman Background&lt;br /&gt;
|-&lt;br /&gt;
|Strengthen Bloodline&lt;br /&gt;
|5 Species Resists&lt;br /&gt;
|-&lt;br /&gt;
|Subsonic&lt;br /&gt;
|Bard&lt;br /&gt;
|-&lt;br /&gt;
|Tolerance&lt;br /&gt;
|Terrain Mastery or Survival x5&lt;br /&gt;
|-&lt;br /&gt;
|Triage&lt;br /&gt;
|Healer Background&lt;br /&gt;
|-&lt;br /&gt;
|Triple Jointed&lt;br /&gt;
|Power - Limber Form&lt;br /&gt;
|-&lt;br /&gt;
|Unarmed Combat&lt;br /&gt;
|Brawl&lt;br /&gt;
|-&lt;br /&gt;
|Unleash Elements&lt;br /&gt;
|KA Magic/Warfare Rank 3 &amp;amp; KA Planes 3&lt;br /&gt;
|-&lt;br /&gt;
|Unyeilding&lt;br /&gt;
|Must have successfully resurrected 3 times&lt;br /&gt;
|-&lt;br /&gt;
|Warp Magic&lt;br /&gt;
|Deep Elf, Power - Improved Species, Resist Magic&lt;br /&gt;
|-&lt;br /&gt;
|War Cry&lt;br /&gt;
|Trooper&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind&lt;br /&gt;
|Power - Overwhelming Power&lt;br /&gt;
|-&lt;br /&gt;
|Wisp Form, Greater&lt;br /&gt;
|Power - Wisp Form&lt;br /&gt;
|-&lt;br /&gt;
|Wyld Soul&lt;br /&gt;
|Guardian&lt;br /&gt;
|-&lt;br /&gt;
|Years of Mastery&lt;br /&gt;
|High-Elf&lt;br /&gt;
|-&lt;br /&gt;
|Zealous Dedication&lt;br /&gt;
|Single Attunement &amp;amp; 100+ Favor&lt;br /&gt;
|-&lt;br /&gt;
|Flutter Harder!&lt;br /&gt;
|Pixie, Flit &amp;amp; Flutter&lt;br /&gt;
|-&lt;br /&gt;
|Harder to Spot&lt;br /&gt;
|Pixie, Corner of Your Eye&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Advanced Magical Training:&#039;&#039;&#039; &#039;&#039;Prerequisites: Magical Training.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power further extended the characters understanding on magic and allows them to use &#039;&#039;Scrolls&#039;&#039; from a second &#039;&#039;School&#039;&#039; of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane Strike:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spellblade.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This Power allows the character to deliver an attack with a more powerful version of their &#039;&#039;Channel&#039;&#039; skill. They may use the&#039;&#039;Arcane&#039;&#039;Delivery Type instead of the &#039;&#039;Magic&#039;&#039; Delivery Type twice each reset. These 2 uses are in addition to their normal allotment of &#039;&#039;Channels.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armored to the Teeth:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Armor Proficiency.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s armor value. The character gains an additional 10 points of armor that go over their class maximum and are readjusted with their normal armor. &#039;&#039;Temporary Armor&#039;&#039; effects do not stack with this Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;Backlash:&#039;&#039;&#039; &#039;&#039;Prerequisite: 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; &#039;&#039;Prerequisite: Family Weapon.&#039;&#039;&lt;br /&gt;
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When wielding their family weapon, they can invoke ancient powers. Once activated the character gains the Flavor Carrier &#039;&#039;Ward&#039;&#039;. This Power can be used once each reset, and lasts for 5 minutes or one Encounter.&lt;br /&gt;
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&#039;&#039;&#039;Bodyguard:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
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This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base &#039;&#039;Body Points&#039;&#039; less than half of the user’s base &#039;&#039;Body Points&#039;&#039;. While the Power is active, the recipient will gain &#039;&#039;Reduced: Half&#039;&#039; from all physical attacks; additionally the user can use the &#039;&#039;Deflect&#039;&#039;, &#039;&#039;Parry&#039;&#039;, and &#039;&#039;Weapon Ward&#039;&#039; Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module. &lt;br /&gt;
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&#039;&#039;&#039;Cast Iron:&#039;&#039;&#039; &#039;&#039;Prerequisite: Nomad.&#039;&#039; &lt;br /&gt;
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Years of surviving in the wilds have hardened the character’s fortitude, making them &#039;&#039;Immune&#039;&#039; to the effect of &#039;&#039;Rot&#039;&#039;, though this does not make the character &#039;&#039;Immune&#039;&#039; to any damage or other effects that may be part of the attack. Additionally, their &#039;&#039;Resist Rot&#039;&#039; can be used to &#039;&#039;Resist&#039;&#039; the following effects: &#039;&#039;Plague&#039;&#039;, &#039;&#039;Vampiric, and Wounding.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cataclysm:&#039;&#039;&#039; &#039;&#039;Prerequisite: Evoker.&#039;&#039;&lt;br /&gt;
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This power allows the character to unleash the true power of the elements on their foes. Twice each reset the character can inflict &#039;&#039;Vulnerability&#039;&#039; on their foes in combat. To use this Power, the character must announce, “All enemies &#039;&#039;Voice Vulnerability &amp;lt;Flavor&amp;gt;”,&#039;&#039; where &amp;lt;Flavor&amp;gt; is one of those from their &#039;&#039;Spell Pool.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Cat-Like Reflexes:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Felis.&#039;&#039; &lt;br /&gt;
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This Power allows the character to automatically succeed on physical challenges, which are based on dexterity or grace; meaning this does not help lifting a heavy object. &lt;br /&gt;
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&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; &#039;&#039;Prerequisite: Champion.&#039;&#039;&lt;br /&gt;
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Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.&lt;br /&gt;
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&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
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In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free.&lt;br /&gt;
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&#039;&#039;&#039;Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Scholar.&#039;&#039;&lt;br /&gt;
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This Power allows the Scholar to expend fewer resources when generating effects with their &#039;&#039;Knowledge Points&#039;&#039;. This reduces the cost of the abilities for their favored &#039;&#039;Knowledge (Area)&#039;&#039; skills by 1 point, to a minimum of 1.&lt;br /&gt;
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&#039;&#039;&#039;Dexterity Armor*:&#039;&#039;&#039;&lt;br /&gt;
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This Power grants the character Dexterity Armor. Each time this Power is taken, the character gains up to 20 points of Dexterity Armor, though they are still limited by their Class and Powers for maximum armor they can benefit from.&lt;br /&gt;
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&#039;&#039;&#039;Diamond Skin:&#039;&#039;&#039; &#039;&#039;Prerequisite: Monk.&#039;&#039;&lt;br /&gt;
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Through dedication to the arts you have pushed your body to the edges of control, able to shrug off small amounts of magic. This Power automatically &#039;&#039;Resists&#039;&#039; the next three spells or effects with the &#039;&#039;Magic&#039;&#039; Delivery Type that affect the character, beneficial or hostile. This Power can be used twice each reset&#039;&#039;.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
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This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
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&#039;&#039;&#039;Elemental Emulation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aura Emulation.&#039;&#039;&lt;br /&gt;
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This Power allows the character to change the Delivery Type of the &#039;&#039;Aura Emulation&#039;&#039; skill from “Magic Aura” to “Elemental Aura”. This can be used three times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rogue.&#039;&#039;&lt;br /&gt;
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This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays hidden for a full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;. Note: &#039;stay hidden for the full ten seconds&#039; means the character cannot stay in Hide via his Conceal skill if they want to use the negative status effect removal feature of this power.&lt;br /&gt;
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&#039;&#039;&#039;Exotic Ammo:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
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Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
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&#039;&#039;&#039;Feedback Loop:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spell Pool 4.&#039;&#039;&lt;br /&gt;
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Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
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&#039;&#039;&#039;Flutter Harder!:&#039;&#039;&#039; &#039;&#039;Prerequisite: Flit &amp;amp; Flutter&#039;&#039;&lt;br /&gt;
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The uses of Flee that a Pixie has gained through purchases of Flit and Flutter may now be used even when the Pixie is under a Binding effect, excluding Prison. May not be used to flee into combat.&lt;br /&gt;
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&#039;&#039;&#039;Focus Zen*&#039;&#039;&#039; Prerequisite: &#039;&#039;Monk&#039;&#039;&lt;br /&gt;
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This Power allows the character to channel their inner focus and still mind to other targets. This Power functions as “&#039;&#039;Arcane Break Enchantments&#039;&#039;”, and can be used once each reset.&lt;br /&gt;
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&#039;&#039;&#039;Full Blooded&#039;&#039;&#039; Prerequisites: &#039;&#039;Half-Troll&#039;&#039;&lt;br /&gt;
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The character gains &#039;&#039;Slow Regeneration;&#039;&#039; allowing them to spend 30 minutes of resting and taking no combative actions, at the end of which they are healed to their maximum &#039;&#039;Body Points&#039;&#039;, cured of all &#039;&#039;Toxins&#039;&#039;, and &#039;&#039;Regenerate&#039;&#039; all missing limbs.&lt;br /&gt;
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&#039;&#039;&#039;Greater Specialization&#039;&#039;&#039; Prerequisites: &#039;&#039;Specialization&#039;&#039;&lt;br /&gt;
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This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
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&#039;&#039;&#039;Hardened Training:&#039;&#039;&#039; &#039;&#039;Prerequisite: Soldier Background.&#039;&#039;&lt;br /&gt;
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Years of service and training have honed your prowess to the point that you can push yourself beyond your own ability. This Power grants the character either 2 Energy, 4 Mana, or 10 &#039;&#039;Spell Pool&#039;&#039;. The character must already possess at least the same amount base of the source they choose.&lt;br /&gt;
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&#039;&#039;&#039;Harder to Spot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Corner of Your Eye.&#039;&#039; &lt;br /&gt;
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A pixie may now turn invisible when they use their once per day Conceal from the prerequisite skill. This will last up to 1 hour or module and must be physically represented with a green headband. This effect ends instantly if the Character interacts with any in game object or attacks any target.&lt;br /&gt;
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&#039;&#039;&#039;Heroic Toughness*:&#039;&#039;&#039;&lt;br /&gt;
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This Power permanently increases the characters &#039;&#039;Body Points&#039;&#039; by 10.In addition, this increases the effects of &#039;&#039;Recovery&#039;&#039; by an additional 3 points. This power can be taken multiple times with stacking effect.&lt;br /&gt;
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&#039;&#039;&#039;Holy Nova:&#039;&#039;&#039; &#039;&#039;Prerequisite: Spirit school of magic.&#039;&#039;&lt;br /&gt;
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You have mastered the power of Spirit that courses through you and have learned to channel that energy into a massive burst of healing. Twice each reset, the character can generate this effect by calling “&#039;&#039;All allies Voice 25 Healing Font&#039;&#039;”.&lt;br /&gt;
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&#039;&#039;&#039;Hype Man:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
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A good Bard can put on a stellar performance, but a great Bard can help put others over the top. This is exemplified by being their &#039;Hype Man&#039;. To do so the Bard will call &amp;quot;Allies Voice Delivery&amp;quot; which will allow all allies to deliver their next Energy or Mana driven skill via voice delivery. This may be used once per reset. Even Lil&#039; John can get repetitive, the magic is in the moderation.&lt;br /&gt;
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&#039;&#039;&#039;I’m on a Boat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Sailor Background.&#039;&#039;&lt;br /&gt;
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Years on the Sea has given you the skill, knowhow, and contacts. You possess a small vessel. This ship is large enough to carry 10 people but can be sailed with as few as 2. Additionally, the character gains &#039;&#039;Underwater Combat&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;Improved Parry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Parry, Knowledge(Warfare)Rank 2.&#039;&#039;&lt;br /&gt;
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Through extensive training and study, the character has learned to defend themselves from a larger array of attacks. This Power allows the character to use &#039;&#039;Deflect, Parry, and Riposte&#039;&#039; against weapon delivered attacks regardless of Vector, however, they can only do this for attacks that target only themselves.&lt;br /&gt;
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&#039;&#039;&#039;Jam Device:&#039;&#039;&#039; &#039;&#039;Prerequisite: Gnomish Talent.&#039;&#039;&lt;br /&gt;
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This Power allows the character to overload a mechanical device causing it to fail and become dormant for 5 minutes. In the case of a trap it will not trigger, in the case of a lock it becomes undone. If used against a construct it will bring the creation to a halt for up to 1 minute. This Power can be used twice each reset, and is delivered as “&amp;lt;Target&amp;gt; Voice Jam Device.”&lt;br /&gt;
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&#039;&#039;&#039;Linguist:&#039;&#039;&#039; &#039;&#039;Prerequisites: 5 different Read and Write skills.&#039;&#039;&lt;br /&gt;
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By studying a wide range of languages, you have learned to pick out nuances in the written text, with time of course. The character can study written text for a language they do not have and figure out what is written; Common languages take 15 minutes, and Rare languages take 60 minutes. At the end of the time, the character can read the text, as well after studying a text the character could write in the same language.&lt;br /&gt;
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&#039;&#039;&#039;Mana Tap:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Evoker.&#039;&#039;&lt;br /&gt;
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This Power allows the character to fully utilize power stored into &#039;&#039;Mana Gems&#039;&#039;. While normally such items store &#039;&#039;Mana,&#039;&#039; a character with this Power can refresh their &#039;&#039;Spell Pool&#039;&#039; by expending 7 of that mana from the gem. Additionally, this power reduces the &#039;&#039;Knowledge Point&#039;&#039; cost for tapping a Ley Line by 1, and reduces the time by 5 minutes.&lt;br /&gt;
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&#039;&#039;&#039;Markup:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Rank 5.&#039;&#039;&lt;br /&gt;
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When selling, you may increase the value of one Merchant action by 10% each Reset. (Note: This might change to once an event but we don&#039;t know until we see it in action)&lt;br /&gt;
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&#039;&#039;&#039;Master Merchant:&#039;&#039;&#039; &#039;&#039;Prerequisite: Merchant Background.&#039;&#039;&lt;br /&gt;
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In their non-adventuring time, the character spends an inordinate amount of time working the market, and as such, they receive 4 silver for each level of the &#039;&#039;Merchant&#039;&#039; skill they possess at Check-In each game.&lt;br /&gt;
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&#039;&#039;&#039;Master of Creation:&#039;&#039;&#039; &#039;&#039;Prerequisite: Create Wondrous Item, Knowledge (Magic)Rank 5.&#039;&#039;&lt;br /&gt;
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Years of forging items has honed your skill, leaving you almost unmatched. You have found short cuts and ways to get the most out of every effort, and this comes with several benefits. First, the character can use a &#039;&#039;Wondrous Item&#039;&#039; recipe twice before it is destroyed, after the first use it will be noted on the scroll that it can only be used by that person (for everyone else it is just a blank sheet of paper). Second, when researching, they can make two rolls and choose which recipe they receive.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Shifting, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Magical Shifting.&#039;&#039;&lt;br /&gt;
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This power doubles the stats of the shifter including the Enhanced Shifting strength bonus. Additionally, the Caller may use a single two-handed claw or a long and medium claw instead of paired medium claws.&lt;br /&gt;
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&#039;&#039;&#039;Enhanced Totems:&#039;&#039;&#039; &#039;&#039;Prerequisite: Guardian.&#039;&#039;&lt;br /&gt;
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Your totems gain the following effect options:&lt;br /&gt;
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* Aerial Totem: You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* Aquatic Totem: You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter&lt;br /&gt;
* Earthen Totem: +10 Body and Recovery 5&lt;br /&gt;
* Fire Totem: Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character&lt;br /&gt;
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&#039;&#039;&#039;Magical Shifting:&#039;&#039;&#039;  &#039;&#039;Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting.&#039;&#039;&lt;br /&gt;
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This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet.&lt;br /&gt;
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&#039;&#039;&#039;Momentum:&#039;&#039;&#039; &#039;&#039;Prerequisite: Warrior.&#039;&#039;&lt;br /&gt;
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An object in motion stays in motion and you are no different, making every bit of force count. You reduce the &#039;&#039;Permanent Strength&#039;&#039; required to &#039;&#039;Break Free from Binding&#039;&#039; by 2 points, though this does not lower the damage taken for doing so.&lt;br /&gt;
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&#039;&#039;&#039;Nature’s Embrace:&#039;&#039;&#039; &#039;&#039;Prerequisite: Caller.&#039;&#039;&lt;br /&gt;
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This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;One Voice:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Ent.&#039;&#039;&lt;br /&gt;
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This Power allows the character to use &#039;&#039;Entmoot&#039;&#039; on their own, needing no other Ents.&lt;br /&gt;
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&#039;&#039;&#039;Posse:&#039;&#039;&#039; &#039;&#039;Prerequisite: Outlaw.&#039;&#039;&lt;br /&gt;
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You have friends in all kinds of places, and among those you have a few that would have your back in fight. These allies can be called in to help out with many non-combat situations, results may vary from use to use; however, some examples might be to have your posse create a distraction allowing you to skip an Encounter or two of a Module.&lt;br /&gt;
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&#039;&#039;&#039;Practiced Crafter:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Craftsman Background.&#039;&#039;&lt;br /&gt;
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This Power reduces the character’s creation time by an additional minute, to a minimum on 1 minute per item level for basic items, and 5 minutes for advanced items.&lt;br /&gt;
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&#039;&#039;&#039;Rapid Shot:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ranger.&#039;&#039;&lt;br /&gt;
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This Power may be used when the character has successfully made a ranged weapon attack upon a target, and the target defended against it in ANY fashion. The character may then call &amp;quot;Double Attack&amp;quot;, forcing the target to defend again or suffer the effect of the attack. This can be used twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;Renown:&#039;&#039;&#039; &#039;&#039;Prerequisite: Aristocrat.&#039;&#039;&lt;br /&gt;
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You have spent years as an adventurer making a name for yourself through your exploits; and because of the circles you come from, your deeds have not been overlooked. When this Power is taken, a noble of the kingdom will extend their gratitude. Your character is considered to be a minor noble, Tier 1 granting you the title of Esquire, additionally you gain 2 Favor with an Order if you are a member, if not an Order will accept you on the spot and boost you to 4 Favor.&lt;br /&gt;
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&#039;&#039;&#039;Reverberate:&#039;&#039;&#039; &#039;&#039;Prerequisite: Bard.&#039;&#039;&lt;br /&gt;
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This Power allows the Bard to unleash a mighty chord that lingers in the air long after they have finished their song. Twice each reset, they can gain the benefits of &#039;&#039;Encore&#039;&#039; without needing to continue the performance. Once activated, the performance will last for 5 minutes or one Encounter, allowing the Bard to take other actions and still announce the effect every 30 seconds.&lt;br /&gt;
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&#039;&#039;&#039;Ritual Adept:&#039;&#039;&#039; &#039;&#039;Prerequisite: Ritualism.&#039;&#039;&lt;br /&gt;
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This Power lowers the cost of rituals that the character has memorized, lowering the Fuel cost by up to 5, and the Named Component cost by 1, minimum 1.&lt;br /&gt;
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&#039;&#039;&#039;Scout:&#039;&#039;&#039; &#039;&#039;Prerequisite: Woodsman.&#039;&#039;&lt;br /&gt;
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While in a natural setting your skill at getting around are almost unmatched. Even if the character does not have any ranks of &#039;&#039;Track&#039;&#039; they are still allowed to make a tracking &#039;&#039;Contested Roll&#039;&#039; as though they had 1 level, if they have at least 1 level of &#039;&#039;Tracking&#039;&#039; they receive +3 Bonus when &#039;&#039;Tracking&#039;&#039; or +5 Negative when counter tracking. Additionally, the character can ask questions about the tracks without having to make the normal &#039;&#039;Contested Roll&#039;&#039;, and will always have a chance to roll.&lt;br /&gt;
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&#039;&#039;&#039;Strengthen Bloodline:&#039;&#039;&#039; &#039;&#039;Prerequisite: 5 Species Resists.&#039;&#039;&lt;br /&gt;
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By strengthening one’s inner resolve, one can learn to channel away harmful effects. With this Power, when a character uses a Species &#039;&#039;Resist&#039;&#039; to negate an effect, they become &#039;&#039;Immune&#039;&#039; to further effects of the same type generated by the same attacker. While the effect is negated, any damage that might be attached to the attack is not.&lt;br /&gt;
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&#039;&#039;&#039;Subsonic:&#039;&#039;&#039; &#039;&#039;Prerequisites: Bard.&#039;&#039;&lt;br /&gt;
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The character’s mastery over sound has reached a point where they can manipulate it around them, allowing the character to play a subsonic chord. This is used by announcing &#039;&#039;“Everyone in the sound of my Voice Suppress Verbal”,&#039;&#039; this prevents all those effected from speaking or using any skill or ability that requires them to be able to speak. This effect lasts for 5 minutes or one Encounter, or until the character stops maintaining concentration on the performance.&lt;br /&gt;
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&#039;&#039;&#039;Tolerance:&#039;&#039;&#039; &#039;&#039;Prerequisite: Terrain Adaptation or Survival x 5.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s resolve when it comes to being overwhelmed by the elements. This both lowers the &#039;&#039;Fatigue&#039;&#039; severity by a tier in all situations, and allows the character to hold their breath for up to 10 minutes(5 minutes in combat).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triage:&#039;&#039;&#039; &#039;&#039;Prerequisite: Healer Background.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power gives the character two benefits: First, when using the &#039;&#039;First-Aid&#039;&#039; skill,it can be performed in a 10 counted action instead of its usual time; second, the range of the &#039;&#039;Diagnose&#039;&#039; skill is changed to Line of Sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple Joined:&#039;&#039;&#039; &#039;&#039;Prerequisite: Rok’Shen, Limber Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power increases the character’s flexibility, making them hard to hold down in one place. The character becomes &#039;&#039;Immune&#039;&#039; to all &#039;&#039;Pin&#039;&#039; effects, and additionally, the duration of &#039;&#039;Bind&#039;&#039; and &#039;&#039;Web&#039;&#039; effects is reduced to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unarmed Combat:&#039;&#039;&#039; &#039;&#039;Prerequisite: Brawl.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows a character trained in the &#039;&#039;Brawl&#039;&#039; skill to use medium length reps, as well they can use Special Attacks with &#039;&#039;Brawl&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unleash Elements:&#039;&#039;&#039; &#039;&#039;Prerequisite: Knowledge (Magic)/(Warfare) Rank 3, Knowledge (Planes)Rank 3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power allows the character to unleash and mold the power locked inside of some Named Components. To use the power, the target must spend one-minute concentrating and touching the weapons for that time. At the end the character destroys the component and up to 5 weapons gain the assigned Flavor Carrier for 5minutes or one Encounter.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Named Component&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Flavor Carrier&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Fire&lt;br /&gt;
|Fire&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Water&lt;br /&gt;
|Water&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Wind&lt;br /&gt;
|Wind&lt;br /&gt;
|-&lt;br /&gt;
|Essence  of Stone&lt;br /&gt;
|Stone&lt;br /&gt;
|-&lt;br /&gt;
|Essence of Shadow&lt;br /&gt;
|Shadow&lt;br /&gt;
|-&lt;br /&gt;
|Phoenix  Talon&lt;br /&gt;
|Silver&lt;br /&gt;
|-&lt;br /&gt;
|Shattered  Star&lt;br /&gt;
|Iron&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have successfully resurrected 3 times.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power reflects the character resolve to live, having already returned from the brink on more than one occasion. When a character pulls a fails on a resurrection &#039;&#039;Contested Roll&#039;&#039;, they can instantly make a second draw if they choose. This Power can only be used once each reset. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry:&#039;&#039;&#039; &#039;&#039;Prerequisite: Trooper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warp Magic:&#039;&#039;&#039; &#039;&#039;Prerequisite&#039;&#039;&#039;:&#039;&#039;&#039; Deep-Elf or Deep-Dwarf, Improved Species, Resist Magic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the character uses their &#039;&#039;Resist Magic&#039;&#039;, they absorb some of the power; gaining 2 Energy or 20 &#039;&#039;Spell Pool&#039;&#039;. These must be used in the next 5 minutes or Encounter, or they are considered expended and lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; &#039;&#039;Prerequisite: Overwhelming Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The character’s overwhelming strength and skill with Great Weapons allows them to attack all their nearby foes at once. This Power allows the character to use the &#039;&#039;Burst&#039;&#039; Modifier twice each reset.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form, Greater:&#039;&#039;&#039; &#039;&#039;Prerequisite: Wisp Form.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039;  Prerequisite: &#039;&#039;Guardian.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Years of Mastery:&#039;&#039;&#039; Prerequisite: &#039;&#039;High-Elf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This power allows the character to pick a &#039;&#039;Knowledge (Area)&#039;&#039; skill that they have no ranks in, and gain 3 ranks instantly; in the case of &#039;&#039;Rare Knowledge (Area)&#039;&#039; skills, the character must still meet the normal prerequisites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zealous Dedication:&#039;&#039;&#039; &#039;&#039;Prerequisite: Must have a single attunement and 100 favor.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your strict dedication to your beliefs has suffused you with additional power drawn rom your core tenants. All of your Per Day abilities granted form your attunement may now be used 1 additional time per day. Any Spell Pool&#039; made available to you is now increased by an extra 50%. Other Roleplay or specific attunements may have further effects related to this power.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2249</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Rogue&amp;diff=2249"/>
		<updated>2026-01-06T00:36:25Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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;
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|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +8&lt;br /&gt;
|Precision +6&lt;br /&gt;
|20&lt;br /&gt;
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|-&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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|&#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;
|&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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|Garrote&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
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|Feint&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
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|Mob Scene&lt;br /&gt;
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|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;
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|Cheap Shot&lt;br /&gt;
|Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
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|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;
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|&#039;&#039;Tier 4&#039;&#039;&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;
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|Blade Shower&lt;br /&gt;
|Tier 3 Offense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
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|&#039;&#039;&#039;Defense/Utility&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
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|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
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|Move Silent&lt;br /&gt;
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|2&lt;br /&gt;
|1&lt;br /&gt;
|-&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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|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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|Escape&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
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|Smoke Screen&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
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|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|Conceal&lt;br /&gt;
|Tier 2 Defense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
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|Dodge&lt;br /&gt;
|Tier 3 Defense&lt;br /&gt;
|7&lt;br /&gt;
|4&lt;br /&gt;
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|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
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|Hide&lt;br /&gt;
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|6&lt;br /&gt;
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|-&lt;br /&gt;
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|Disable Device 1-10&lt;br /&gt;
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|2&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Dailies&#039;&#039;&#039;&lt;br /&gt;
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|Agility&lt;br /&gt;
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|6&lt;br /&gt;
|Daily&lt;br /&gt;
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|Stash&lt;br /&gt;
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|3&lt;br /&gt;
|Daily&lt;br /&gt;
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|Sap&lt;br /&gt;
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|2&lt;br /&gt;
|Daily&lt;br /&gt;
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|Quickness&lt;br /&gt;
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|2&lt;br /&gt;
|Daily&lt;br /&gt;
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|&#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;
|Daily&lt;br /&gt;
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|Envenom&lt;br /&gt;
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|3&lt;br /&gt;
|Daily&lt;br /&gt;
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|Shroud of Night&lt;br /&gt;
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|8&lt;br /&gt;
|Daily&lt;br /&gt;
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|Disable Device 11-20&lt;br /&gt;
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|2&lt;br /&gt;
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|Sneaky Sneaky&lt;br /&gt;
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|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 must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While hidden, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&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 “Surprise Silence Strike”. This attack can only be used with a melee weapon and is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hide&#039;&#039;&#039;: This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mob Scene&#039;&#039;&#039;: This skill allows the character to bolster his allies with razor sharp tactics. When used, all allies within melee weapon reach add the Flavor Carrier &amp;quot;&#039;&#039;Critical&amp;quot;&#039;&#039; to their next single attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent:&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quickness:&#039;&#039;&#039; This skill allows the character to reduce a counted action by a degree of time. This cannot be stacked with itself for multiple reductions. This skill is considered a &#039;&#039;Passive Temporary Reduction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Over 60 seconds is reduced by 50%,&lt;br /&gt;
&lt;br /&gt;
* 60 count becomes a 30 count,&lt;br /&gt;
* 30 count becomes a 3 count,&lt;br /&gt;
* 3 count becomes a 1 count.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap:&#039;&#039;&#039; This skill allows the character to incapacitate a target for a brief time. &#039;&#039;Sap&#039;&#039; can only be used from &#039;&#039;Hide&#039;&#039; or &#039;&#039;Conceal&#039;&#039; and causes the target to become unaware of their surroundings until the status is broken or 5 minutes passes. This status will break if the target is subjected to any offensive interaction, including damage, spells, or being physically restrained; however, they can be searched slowly with a 30counted action, or carried away at a slow walk. If the character is in &#039;&#039;Hide&#039;&#039; when they use this skill, they can move up to 10 steps from their starting point, to within arm’s reach of the target, calling &amp;quot;Sap Surprise” to deliver the attack. This attack will not remove them from &#039;&#039;Hide&#039;&#039;, unless this skill fails or they choose to remove themselves. A character can only have 1 target &#039;&#039;Sapped&#039;&#039; at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shroud of Night:&#039;&#039;&#039; This skill allows the character to conceal their party and move a short distance without being noticed. This allows your party of up to 10 people to move past an encounter without engaging. This skill requires some amount of cover, shadows, or darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the rogue must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneak Attack:&#039;&#039;&#039; This skill allows the user to deliver a vicious attack that is difficult to avoid. When used, the character adds the “Surprise” Modifier to their weapon call. In addition to the &#039;&#039;Surprise&#039;&#039; carrier, if used while attacking a target from the front, the character can add all of their &#039;&#039;Precision&#039;&#039; bonus damage to the attack; and if used to attack a target on the back, their normal damage call is doubled. Example: A character that normally swings “3 Normal” from the front and “7 Normal” from behind would have their calls be “7 Normal Surprise” from the front and “14 Normal Surprise” from the back. When activated the characters next 2 weapons swings will be affected, though they are both a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sneaky Sneaky:&#039;&#039;&#039; by spending an extra energy for a given attack, you may append the silent prefix. The Silent Prefix makes your attack be treated like &#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;What do I see?&#039;&#039;&#039;&#039; it&#039;s an out of game call and unless you see the person doing it you cannot react to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stash&#039;&#039;&#039;: This skill allows the character to hide an object, which may contain other items, for up to 3 hours. The object to be hidden can be no larger than 1 cu.ft. in total area. When this skill is used the character must place a “Stash” tag on the item and write the time the skill was used on the back of the tag. While similar to &#039;&#039;Secret Box&#039;&#039; this item can be found though not easily. To notice that there is a stash a character must have at least rank 10 in the &#039;&#039;Track&#039;&#039; skill, and even then, must make a &#039;&#039;Contested Roll&#039;&#039; that is considered to have 10 levels of counter tracking.&lt;br /&gt;
&lt;br /&gt;
== Rogue Powers ==&lt;br /&gt;
&#039;&#039;&#039;Clean Getaway:&#039;&#039;&#039; You&#039;re great at covering your tracks. In an urban setting (any area with multiple constructed buildings) you add a number of failures to a Tracking attempt against you equal to your Rogue level if you are alone or 1/2 your level rounded up if you are with other people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lock Expert:&#039;&#039;&#039; Through your constant exposure to locking mechanisms and the linear nature of those mechanisms you have become adept at picking most mundane locks. Twice per reset open any lock for which you have at least a 20% chance once modifiers are tabulated, you may choose to automatically succeed on a disable device attempt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preparation:&#039;&#039;&#039; Prerequisite: Ambush This power allows the character to always leave Hide instantly and gains the benefits of adding “Surprise” Modifier to their next attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Strike:&#039;&#039;&#039; Prerequisite: Conceal, Move Silent This power doubles the effects of the Move Silent skill, allowing up to 30 steps or 2 attacks while remaining Hidden.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sir Sneaks-a-lot:&#039;&#039;&#039; Prerequisite: Sneak sneaky This power allows the character to add the silent prefix for free anytime they would be able to use the Surprise modifier. Both may be used on an attack if applicable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtlety:&#039;&#039;&#039; This power gives the character +2 additional &#039;&#039;Precision&#039;&#039; damage. This functions just as the &#039;&#039;Precision&#039;&#039; skill, but hand does not need matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Heroic Rogue Powers ===&lt;br /&gt;
&#039;&#039;&#039;Bathe in Poison:&#039;&#039;&#039; Allows Rogues to use an attached Blade Poison in conjunction with their Blade Shower. This may be used twice per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combo Move:&#039;&#039;&#039; In a fight it is not about the first hit but the follow through. Once each Encounter, when the character lands an Offensive Special Attack, their next Special Attack skill (must be a lower cost technique, minimum 1) is free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escape Plan:&#039;&#039;&#039; This Power augments the &#039;&#039;Conceal&#039;&#039; skill so that it can be used so long as the character is conscious, under their own control, are not bound, in a &#039;&#039;Prison,&#039;&#039; or &#039;&#039;Petrified.&#039;&#039; This also makes use of the skill a &#039;&#039;Passive&#039;&#039; ability&#039;&#039;.&#039;&#039; In addition to the normal effect of &#039;&#039;Conceal,&#039;&#039; if the character stays concealed for the full 10 seconds, all negative effects will be removed from their person that do not have Instant or Permanent duration. This will also not remove &#039;&#039;Derangements&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Minotaur&amp;diff=2248</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Minotaur&amp;diff=2248"/>
		<updated>2026-01-06T00:18:48Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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;All Levels of Farming&#039;&#039; and &#039;&#039;Survival&#039;&#039;&lt;br /&gt;
&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 Scrolls; 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;Charm&#039;&#039; effect from any source (passive shields will still stop it)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Vegetarian Diet:&#039;&#039;&#039;&#039;&#039; As vegetarians you may not consume meat based cooking items. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;&#039;&#039;Powers:&#039;&#039;&#039;&#039;&#039; ===&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;Bull Rush&#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;&#039;&#039;Heroic Powers:&#039;&#039;&#039;&#039;&#039; ===&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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Merchant_(Skill)&amp;diff=2247</id>
		<title>Merchant (Skill)</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Merchant_(Skill)&amp;diff=2247"/>
		<updated>2026-01-06T00:18:07Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each rank of the Merchant Profession allows you to Buy, Sell, and Exchange greater values of items. &#039;&#039;&#039;Estimate Value&#039;&#039;&#039; is a pre-requisite for this skill at any level. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Level&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Components&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Goods/Recipes&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Gold Cap&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Adv Items per trade&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|Rank 1&lt;br /&gt;
|20&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Uncommon&lt;br /&gt;
|Rank 2&lt;br /&gt;
|30&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Rare&lt;br /&gt;
|Rank 3&lt;br /&gt;
|40&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Named&lt;br /&gt;
|Rank 4&lt;br /&gt;
|50&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|60&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|6*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|120&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
You will receive 1 free Merchant Action per reset. By filling out a Trade Sheet at Logistics using information from the Market Standards and turning it in you may buy and sell the items you qualify to move. The figuring and filling out of a Trade Sheet is up to the player, all of your values/calculations must be clearly listed and correct. The Marshal will check your sheet, if there are mistakes it will be rejected, and you will be asked to fill out a new Sheet.&lt;br /&gt;
&lt;br /&gt;
Gold cap refers to the maximum net amount of Coin you can walk away with in one action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You may only purchase 1 Advanced Item per Trade. Rank 6 Merchants may buy 2 per trade. (Remember that prices for items are subject to change please check your pricing sheet)&lt;br /&gt;
&lt;br /&gt;
An Advanced Item purchased this way is one tag. You can buy a Honed Unshatterable Runed Polearm as long as that&#039;s all on one tag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After your first Merchant Action in a reset additional Actions are available at the cost of 1 hour of NPC time multiplied by your number of Actions this reset. So your second Action will require 1 hour of NPC time, your third will require 2 hours and so on. You must notate this time on your sheet and have a signature from both the Marshal Station with your start time AND either a plot member or the Lead NPC at NPC camp verifying you completed the required time. Currently, we do not allow you to “stack” your Actions. You must finish your current Action to begin the next one. So you cannot turn in 4 Trade sheets then go NPC for 6 hours. You will not earn crowns for this NPC time as it is representing your character digging deeper and deeper into the markets chasing deals/buyers/sellers. While subject to change we are not capping the amount of trade actions you can do per reset aside from the limits of hours in the workday.  8PM is the cutoff for Merchant Actions during any given day. Your required NPC shift may run after 8PM but your Marshal signed Start Time must be at or before 8pm. Merchant Actions, and their related NPC time, may start when the Marshal station opens&lt;br /&gt;
&lt;br /&gt;
After your first Merchant Action in a reset additional Actions are available at the cost of 1 hour of NPC time multiplied by your number of Actions this reset. So your second Action will require 1 hour of NPC time, your third will require 2 hours and so on. You must notate this time on your sheet and have a signature from both the Marshal Station with your start time AND either a plot member or the Lead NPC at NPC camp verifying you completed the required time. Currently, we do not allow you to “stack” your Actions. You must finish your current Action to begin the next one. So you cannot turn in 4 Trade sheets then go NPC for 6 hours. You will not earn crowns for this NPC time as it is representing your character digging deeper and deeper into the markets chasing deals/buyers/sellers. While subject to change we are not capping the amount of trade actions you can do per reset aside from the limits of hours in the workday.  8PM is the cutoff for Merchant Actions during any given day. Your required NPC shift may run after 8PM but your Marshal signed Start Time must be at or before 8pm. Merchant Actions, and their related NPC time, may start when the Marshal station opens&lt;br /&gt;
&lt;br /&gt;
For this NPC time you are not required to come completely out of your character gear, please remove as much as is convenient and make use of NPC camp garb. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This level of Merchant is only attainable by those with the Felis Born Trader power or Merchant Background which do not stack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
New Note: Merchant trades will be dropped off at the Logistics cabin. We will strive to have everything ready for you at the next Logistics Shift, this may take some time. Exceptions can be made but will be done on a case by case basis. Please put your merchant trades into your character sheet envelope and place them in the box marked &#039;IN&#039;. Once they are completed they will be in the &#039;OUT&#039; basket. Simply take your tags and put your envelope back in the box with the others.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Wondrous_Item&amp;diff=2246</id>
		<title>Wondrous Item</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Wondrous_Item&amp;diff=2246"/>
		<updated>2026-01-06T00:17:42Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Rules ==&lt;br /&gt;
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While the creation of Wondrous Items does not follow the same rules as most production skills nor the intricacies of Ritual casting, they do have a few similarities. For a character to craft items with this skill they must first have access to a Reliquary. Second for each item that is to be crafted the character must have the Formula Scroll for the item and all the necessary Components. Lastly it takes down time to create items; the time will vary based on the Recipe being used, this time must be spent at a Reliquary where the player must roleplay making the item; by default, the times are 20 minutes for Minor, 40 minutes for Standard, and 60 minutes for Major. Once complete the character must find go to Operations and hand them the Scroll and Components, the marshal will verify the character’s skill. They will be issued a temporary Magic Item tag that will expire at the close of the current event, they will need to turn the tag in at the end of the event and will receive the permanent tag no later than the beginning of the next event they attend. Turning this in can be done by taping or stapling the tag to your character sheet when turned into the box at the end of the event.&lt;br /&gt;
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In addition to creating magical items a player can use this knowledge to research and discover a random Formula Scroll. To do so the player goes to Operations and informs the attendee they are going to do Wondrous Item Research and then must NPC a shift equal to the tier of scroll they are attempting to get, 1 hour per tier; and must turn in 1/2/3 Rare Components and use 2/4/6 Knowledge Points (Magic), these are consumed in the creation of the Recipe. At the end of their shift they will receive a random Formula of the appropriate tier. Characters with the Scholar Background, Knowledge (Magic)Rank 5, and Knowledge (Magic) as one of their favored Knowledge (Area) skills can research 2 formulas at one time. A character may also use this time to copy a formula they already have instead or make two copies if they meet all the requirements mentioned for researching 2 recipes at the same time. If they are only copying a formula, then they may spend 20 minutes at a Reliquary and a Vellum instead.  This can also be done by using a BGA but only once per submission. To research a specific Formula, the component cost is doubled. Note: we will make sure there is a copy of all publicized CWI Recipes are available Friday night of the event. After that, it&#039;s the luck of the draw if you&#039;re picking a random.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Applicable Skills&lt;br /&gt;
!Time Spent&lt;br /&gt;
!Resources Spent*&lt;br /&gt;
!Reward*&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)&lt;br /&gt;
|Random CWI Recipe&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x2&lt;br /&gt;
|Specific CWI Recipe&lt;br /&gt;
|-&lt;br /&gt;
|CWI, Scholar, Favored KA:Magic R5&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x2&lt;br /&gt;
|2 Random CWI Recipes&lt;br /&gt;
|-&lt;br /&gt;
|CWI, Scholar, Favored KA:Magic R5&lt;br /&gt;
|1 NPC Shift or BGA&lt;br /&gt;
|# Rare Component(s)x4&lt;br /&gt;
|2 Specific CWI Recipes&lt;br /&gt;
|-&lt;br /&gt;
|Craft Wondrous Item&lt;br /&gt;
|20 minutes or BGA&lt;br /&gt;
|# Rare Component(s) or a Vellum&lt;br /&gt;
|Copy of recipe&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;see above for number of components and tier of recipe&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Formulas&#039;&#039;&#039; ===&lt;br /&gt;
While all formulas are somewhat unique, they all follow certain guidelines; each scroll will list the tier of skill required to craft, as well as the components required and what the stats of the completed item will be. &lt;br /&gt;
&lt;br /&gt;
Formula Scrolls are one use items and are destroyed in the creation of the item, and there is no way to copy them. The following are the items that can be created with this ability. More will be added as time goes on and a player may use their time to research new ones.&lt;br /&gt;
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=== &#039;&#039;&#039;Magic Item Rules&#039;&#039;&#039; ===&lt;br /&gt;
Some magical items will allow the user to emulate a &#039;&#039;Skill&#039;&#039; or &#039;&#039;Spell&#039;&#039;, this will either be an Always On, while the item is being correctly used, or will have effects that have a (x #) this is the number of times it can be used each reset. Additionally, the use of any magic item is considered &#039;&#039;Active.&#039;&#039;&lt;br /&gt;
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=== &#039;&#039;&#039;Activates&#039;&#039;&#039; ===&lt;br /&gt;
Items with once ever or per reset uses have to be activated to generate the listed effect. To do so the character must be able to speak In Game and must be able to complete the necessary locomotion to deliver the spell. To use the item, the character must call “Activate Magic &amp;lt;Effect&amp;gt;”.&lt;br /&gt;
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=== &#039;&#039;&#039;Magic Item Limits&#039;&#039;&#039; ===&lt;br /&gt;
Magic items that are wearable gear must be done so for their effects to work, such as armors, weapons, rings, necklaces, and so on. This also means there is a limit to the number of certain magic items that can be used at a given time. The following are the items that are limited:&lt;br /&gt;
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·        Armor- Limit 1&lt;br /&gt;
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·        Weapon- Limit 1 in per hand&lt;br /&gt;
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·        Rings- Limit 2&lt;br /&gt;
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·        Necklace or Cloak- Limit 1&lt;br /&gt;
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·        Bracers- Limit 1&lt;br /&gt;
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·        Belt-Limit 1&lt;br /&gt;
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·        Head- Limit 1&lt;br /&gt;
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·        Boots- Limit 1&lt;br /&gt;
&lt;br /&gt;
== Minor Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects twice each day. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects twice each day. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each day at no cost.&lt;br /&gt;
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&#039;&#039;&#039;Armor of Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Spirit twice each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bag of Holding I&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 5 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Boots of Trackless Step&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This creates a pair of footwear that when used reduces the chance that the wearer will be tracked; giving any would be tracker a 2 Failure penalty to their &#039;&#039;Contested Roll&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bracers of Health&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers, when worn, increase the characters Maximum &#039;&#039;Body Points&#039;&#039; by 3 points. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Woodlands&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Grants the wearer the use of the &#039;&#039;Conceal&#039;&#039; skill once per day so long as they are in natural wooded terrain.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Collapsible Rope&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This formula enchants a 50-foot length of rope so that is can be collapsed down to 6 inches for easy storage. A simple activation can be used to collapse or expand the rope.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Create Stone Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of stone that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
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&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 70 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Massive Strike x 3/day, Natural Stun Strike x 1/day, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Cannot run, Shatter deals 20, and Destroy deals 40.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Elemental Aura-Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of stone. Five times each day the weapon can be used to mimic the &#039;&#039;Blade&#039;&#039; spell granting the wielder +5 &amp;lt;Flavor&amp;gt; damage on a single weapon swing.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Enchant Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a minor rune wand. While wielding the wand the characters Spell Pool is increased by 10 points.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ever Torch&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a light that will function whenever it is night or the item is in a dark or dimly lit location. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Goggles of Minute Seeing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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This spell enchants a pair of goggles that improve the wearer’s vision. While worn it will grant the wearer +2 Bonus on &#039;&#039;Tracking&#039;&#039; &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Magic Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will allow the wielder to use 5 Blade type spells that have the damage type &#039;&#039;Magic&#039;&#039; added to their call and deal +5 damage per reset.. This replaces weaker damage types such as &#039;&#039;Normal&#039;&#039; and &#039;&#039;Silver.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Mana Gem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a gem to store a limited amount of magical energy that can be used at a later time. A newly forged gem will contain the power of 10 mana. When casting spells, the caster can choose to use the magic levels in the gem, instead of their own. Once the mana in the gem is used the gem is destroyed.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Nimble Gloves&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While worn these enchanted gloves will give the character +2 Bonus when making &#039;&#039;Disable&#039;&#039; &#039;&#039;Contested Rolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Featherfall&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a ring that so long as it is worn that character is constantly under the effects of &#039;&#039;Featherfall&#039;&#039; and will not take any falling damage.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Mind Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This magical ring guards the wearers mind from being intruded. The player is immune to the &#039;&#039;Detect Thoughts&#039;&#039; ability; additionally, each reset the first &#039;&#039;Psionic&#039;&#039; attack is &#039;&#039;Resisted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 3 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active &amp;lt;Spell Name&amp;gt;” and then throwing a packet. &lt;br /&gt;
&lt;br /&gt;
== Standard Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows four times each reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation four times each reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects four times each day. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects four times each reset. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each reset at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Spirit&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Spirit four times each reset.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bag of Holding II&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 10 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Belt of Constitution&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt increases the character’s fortitude and resistance to infections. Once each reset the character can &#039;&#039;Resist Toxin&#039;&#039; as per the species skill.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Belt of Might&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt strengthens the character and gives great boost when exerting force. When performing &#039;&#039;Feats of Strength,&#039;&#039; their strength is increased by 2. &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bracers of Deflection&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers increase the wearer’s armor value. The bracers count as 10 points of armor that stacks with other sources, up to the character’s maximum value. These points are readjusted with physical armor, and not separately.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Ray&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cloak is created from a grey-blue cloth and when worn looks similar to a large manta ray. When worn the character is treated as though they had the skill &#039;&#039;Underwater Combat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Woodlands&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grants the wearer the use of the &#039;&#039;Conceal&#039;&#039; skill, once per day, so long as they are in natural wooded terrain. If the Character already has the &#039;&#039;Conceal&#039;&#039; skill this item will instead allow them to enter hide on a 3 counted action.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Create Iron Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of iron that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 100 Natural Armor, +4 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Threshold 3, Healed by Fire, Refit heals 20, Poison Weakness (packet) x 3/day, Immune to Slay, Crumbles at 0, Resist Magic x 1/day, Shatter deals 20, and Destroy deals 40.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of fire granting the wielder +0 &amp;lt;Flavor&amp;gt; damage on all attack made with the weapon.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Enchant Standard Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a Standard Wand. While wielding the wand the characters Spell Pool is increased by 20 points.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Hat of Disguise&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ordinary looking headgear makes it far easier to hide your actual appearance. First this allows the character to use the &#039;&#039;Disguise&#039;&#039; skill once each reset; Second once each day it allows the wearer to give a false answer to the out of game question &amp;quot;What do I See?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Headband of Concentration&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted headband is often a pendant put could be worked into a more traditional helm. When wore it lowers the time to perform concentration skills by up to 1 minute, to a minimum of 1 minute.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Magic Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a normal weapon so that it now has the damage type &#039;&#039;Magic&#039;&#039; added to its call. This replaces weaker damage types such as &#039;&#039;Normal&#039;&#039; and &#039;&#039;Silver.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Elemental Resistance&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a ring that causes the wearer to take half damage for a specific flavor of damage (Fire, Ice, Lightning, or Stone) rounded down.&lt;br /&gt;
&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Refracting Force&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This magic ring, while worn, will allow the wearer to ward off harmful magic. Once each day the character can use the &#039;&#039;Spell Turning&#039;&#039; skill without having to pay any cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 6 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Activate&amp;lt;Spell Name&amp;gt;” and then throwing a packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Ring of Wizardry&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This very powerfully enchanted ring allows the character to retain 2 spells, up to 5&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, that they have cast.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Shifters Vestments&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This vestment increases the character natural armor, by 10 points, while they are &#039;&#039;Shapechanged.&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Winged Boots&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
These supple boots can sprout small but powerful wings upon command. Once each day the wearer can use the &#039;&#039;Fly&#039;&#039; ability, and it will last for up to 10 minutes.&lt;br /&gt;
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== Major Items ==&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Armor of Darkness&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Shadows six times each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Evocation&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist&#039;&#039; effects from the Path of Evocation six times each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Mental Shielding&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Sleep&#039;&#039;, &#039;&#039;Charm&#039;&#039; and &#039;&#039;Fear&#039;&#039; effects six times each reset. Additionally, the armor can be activated to grant the wearer &#039;&#039;Mind Guard&#039;&#039; once each day at no cost.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Armor of Elusion&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a normal suit of armor with the ability to &#039;&#039;Resist Binding&#039;&#039; and &#039;&#039;Prison&#039;&#039; effects six times each reset. Additionally, the armor can be activated to generate the &#039;&#039;Freedom&#039;&#039; effect once each day at no cost.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bag of Holding III&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This formula enchants a bag so that it may carry up to 20 Ghost Tags (tags for items that do not require their rep to be there); this also makes the bag Unshatterable.  A bag enchanted with effect can never be placed inside of an item with the same effect.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Belt of Might&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This belt strengthens the character and gives great boost when exerting force. When performing &#039;&#039;Feats of Strength,&#039;&#039; their strength is increased by 4.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Boots of the Strider&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These boots have very bizarre soles that on land leave a unique print, however their real power shows up on water. These boots allow the wearer to move across the surface of water, as though it was solid ground, so long as they remaining moving.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Bracers of Deflection&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These enchanted bracers increase the wearers’ armor value. The bracers count as 20 points of armor that stacks with other sources, up to the characters’ maximum value. These points are readjusted with physical armor, and not separately.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cincture of Light&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted belt if often made of simple leather or even woven cord. While it is worn it will grant the character 1 addition use of &#039;&#039;Lay on Hands&#039;&#039; each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Cloak of the Spider&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchanted clock, slightly moves around on its own while being worn. The wearer of the cloak gains the following abilities; each reset they can use the ability &amp;quot;&#039;&#039;Natural Web&amp;quot;&#039;&#039; twice, and &#039;&#039;Aspect of the Spider&#039;&#039; once each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Create Pure Water&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a powerful tonic that has to be combined with a few final ingredients in a ritual to create a life well; most importantly the final step of this spell can only be performed at certain locations where the River is strong enough to form a well. Once all is said and done this will create a Life Well that can be used for resurrections.&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Create Steel Golem&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a Golem made of steel that will be under the creator’s voice control, or that can be programmed with up to 25 words of instructions. The golem will last for 1 year or until it is destroyed. The rep for the golem must be provided by players, NPCs will not be available for player golem reps.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;: &#039;&#039;0 Body, 130 Natural Armor, +6 Strength, Immune to Mental, No Metabolism, Medium Claws, Rips from Pin and Bind, Refit heals 20, Immune to Slay, Crumbles at 0, Resist Magic x 2/day, Guard x 2/day, Damage Cap 5, Can use weapons, Strike x 10, Shatter deals 20, and Destroy deals 40.&#039;&#039; &lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Darkskull&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is all that remains of a severed head of a thief or villain. Once enchanted the skull takes on a pitch black aura. So long as it is in a character’s possession and on their person they take half damage from &#039;&#039;Shadow&#039;&#039; flavor and &#039;&#039;Inflict Damage&#039;&#039;; additionally, the vast majority of Shadow property monsters will see them as a similar creature so long as they are not currently engaged in combat.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Elemental Weapon&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This enchants a weapon with the elemental property of fire granting the wielder +0 &amp;lt;Type&amp;gt; damage on all attack made with the weapon. Additionally, once each day the weapon can be used to deliver a powerful strike; to use this effect the call is &#039;&#039;“Arcane 100 &amp;lt;Flavor&amp;gt;”&#039;&#039;, this attack is a single swing hit or miss.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Enchant Major Wand&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell allows the character to craft a Major Wand. While wielding the wand the characters Spell Pool is increased by 20 points. Additionally, once each reset the character can refresh their Spell Pool on a 3 counted action, instead of the normal 3 minute count.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Blasting&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants a ring so that it allows the wearer to send forth a few bolts of magic each day. To use the effects of the ring the wearer must call “Activate Arcane 20 Ward” and then throw a packet. This ring can be activated 3 times each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Elemental Command&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This ring is forged from the purest stuff of the Inner Plane, giving great sway among those creatures. The wearer can, twice each reset, use the ability &amp;quot;&#039;&#039;Voice Command Elemental&amp;quot;&#039;&#039;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Major Elemental Resistance&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell creates a ring that causes the wearer to take minimal damage (1 point) for a specific flavor of damage &amp;lt;Flavor&amp;gt; rounded down; however, they take double damage from the opposed flavor while wearing the ring.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Ring of Wizardry&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This very powerfully enchanted ring allows the character up to retain 2 spells, up to 8&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; level, that they have cast each reset.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Spell Storing&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell enchants an item so that up to a 9 levels of spells may be stored into to be used at a later time. To store a spell, it must be touch cast onto the item and the bearer must announce “Absorbed”. The stored spell will remain until the next skill reset and can be used by stating “Active &amp;lt;Spell Name&amp;gt;” and then throwing a packet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Corhite Crafted Items]]&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Smithing&amp;diff=2245</id>
		<title>Smithing</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Smithing&amp;diff=2245"/>
		<updated>2026-01-06T00:16:35Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smithing allows a character to create weapons, suits of armor, and shields. With higher skill the character can learn to modify those items to have additional effects to improve their use in combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor (Type)&#039;&#039;&#039; This recipe allows the character to create suits of armor, based on the recipe the character is using. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Plating&#039;&#039;&#039; This simple item can be applied to a suit of armor to grant added protection, this will grant 10 Temporary Armor points. It takes 30 seconds for a Smith to affix this to a suit of armor. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Quiver&#039;&#039;&#039; While characters do not need ammunition to fire a ranged weapon normally, these quivers contain higher quality arrows. This quiver contains 10 arrows that increase the Base Weapon damage of the characters weapon by1; these are consumed when used, hit or miss. &lt;br /&gt;
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&#039;&#039;&#039;Patch Kit&#039;&#039;&#039; This item can be applied by anyone. This will Repair a suit of armor that has been Breached, restoring it to its maximum value. A patch kit can be applied while readjusting a suit of armor; otherwise it takes one minute to apply this to an item. &lt;br /&gt;
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&#039;&#039;&#039;Shield (Type)&#039;&#039;&#039; This recipe allows the character to create shields, based on the recipe the character is using. &lt;br /&gt;
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&#039;&#039;&#039;Weapon (Type)&#039;&#039;&#039; This recipe allows the character to create weapons, based on the recipe the character is using. &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 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;
1 Uncommon Ore&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|4 Common Ore,&lt;br /&gt;
2 Uncommon Ore&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Smithing Item&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 1&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Light Armor&lt;br /&gt;
|-&lt;br /&gt;
|Thrown Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Small Shield&lt;br /&gt;
|-&lt;br /&gt;
|Armor Plating&lt;br /&gt;
|-&lt;br /&gt;
|Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Staff&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Medium Armor&lt;br /&gt;
|-&lt;br /&gt;
|Medium Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Medium Shield&lt;br /&gt;
|-&lt;br /&gt;
|Patch Kit&lt;br /&gt;
|-&lt;br /&gt;
|Short Bow&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Cord&lt;br /&gt;
|-&lt;br /&gt;
|Sawback Sword&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 3&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Basic Quiver&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Armor&lt;br /&gt;
|-&lt;br /&gt;
|Long Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Large Shield&lt;br /&gt;
|-&lt;br /&gt;
|Whetstone&lt;br /&gt;
|-&lt;br /&gt;
|Spear&lt;br /&gt;
|-&lt;br /&gt;
|Armor/Shield Spikes&lt;br /&gt;
|-&lt;br /&gt;
|Bola&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rank 4&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Long Bow&lt;br /&gt;
|-&lt;br /&gt;
|Battle Armor&lt;br /&gt;
|-&lt;br /&gt;
|Caltrops&lt;br /&gt;
|-&lt;br /&gt;
|Fast-Patch Kit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== &amp;lt;u&amp;gt;Advanced Items&amp;lt;/u&amp;gt; =====&lt;br /&gt;
&#039;&#039;&#039;ARMOR PLATING (BLADE BREAKER)&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  4 Uncommon Ore  1 Rare Ore &lt;br /&gt;
&lt;br /&gt;
Description This armor plating adds hooked fins to the armor, taking a 30 counted action to attach. Once attached, the suit of armor can be used to generate a &amp;quot;Natural Aura Shatter&amp;quot;, which can only be called on a melee weapon attack that strikes the character and was not defended with an Active Skill. This effect may be triggered on any one valid attack of the character’s choosing, after which the armor plating will become unusable and fall off. &lt;br /&gt;
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&#039;&#039;&#039;ARTISAN CRAFTED&#039;&#039;&#039; Creation Time: 60 Minutes Materials:  20 Uncommon Ore  17 Rare Ore  1 Named Residuum  1 Named: Steel  1 Suit of Armor &lt;br /&gt;
&lt;br /&gt;
Description This armor is so well crafted. It gives more protection than just armor points. This armor allows the wearer to use Resist Physical twice per reset. &lt;br /&gt;
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&#039;&#039;&#039;COLD IRON WEAPON&#039;&#039;&#039; Creation Time: 20 Minutes Materials:  4 Uncommon Ore  1 Rare Ore  Component cost of the weapon &lt;br /&gt;
&lt;br /&gt;
Description These weapons are unique in that they are resilient toward magic; each day they will naturally Resist the first Shatter or Destroy effect with the Magic delivery type. Additionally, it adds the Iron Flavor Carrier to all attacks made with the weapon. &lt;br /&gt;
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&#039;&#039;&#039;CRYSTAL FRAMEWORK&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 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;
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&#039;&#039;&#039;EXOTIC QUIVER (+3 DAMAGE)&#039;&#039;&#039; Creation Time: 10 Minutes Materials:  3 Uncommon Ore  1 Rare Ore &lt;br /&gt;
&lt;br /&gt;
Description This quiver holds 10 shots of special arrows that grant +3 Temporary Damage. These arrows are expended when used. &lt;br /&gt;
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&#039;&#039;&#039;EXOTIC QUIVER (+5 DAMAGE)&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  5 Uncommon Ore  3 Rare Ore &lt;br /&gt;
&lt;br /&gt;
Description This quiver holds 10 shots of special arrows that grant +5 Temporary Damage. These arrows are expended when used. &lt;br /&gt;
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&#039;&#039;&#039;EXOTIC QUIVER (CRITICAL)&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  5 Uncommon Ore  1 Named: Steel &lt;br /&gt;
&lt;br /&gt;
Description This quiver holds 10 shots of special arrows that add the Critical Modifier to the attack. These arrows are expended when used. &lt;br /&gt;
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&#039;&#039;&#039;FAST LINKED&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  10 Uncommon Ore  4 Rare Ore  1 Named Ore  1 Suit of Armor &lt;br /&gt;
&lt;br /&gt;
Description This type of armor is made in such a way that it is far easier to adjust, reducing the time to refit the armor by half, making it now 30 Seconds. This does not stack with other time reductions like Quickness. (note: we will likely be changing the cost as well, but that&#039;s another round of rules changes) &lt;br /&gt;
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&#039;&#039;&#039;HONED WEAPON&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  10 Uncommon Ore  8 Rare Ore  2 Named Ore &lt;br /&gt;
&lt;br /&gt;
Description These weapons, while not magical in any way, will add 1 point of damage to all weapon swings. &lt;br /&gt;
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&#039;&#039;&#039;LODESTONE MAGNET&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 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;MASTER CRAFTED&#039;&#039;&#039; Creation Time: 60 Minutes Materials:  10 Uncommon Ore  12 Rare Ore  1 Named Residuum  1 Named: Steel  1 Suit of Armor &lt;br /&gt;
&lt;br /&gt;
Description This armor is so finely crafted that it gives more Armor than it would appear to. Master Crafted armor has an Armor value 10 points higher than a normal suit of its type, and these points will exceed class maximum. &lt;br /&gt;
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&#039;&#039;&#039;REINFORCED BIT&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  2 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;REINFORCED CRUCIBLE&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  2 Uncommon Ore  1 Rare Ore &lt;br /&gt;
&lt;br /&gt;
Description This item is a named component and is used in other Rank 5 Production. &lt;br /&gt;
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&#039;&#039;&#039;RUNED WEAPON&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  8 Uncommon Ore  3 Rare Ore  1 Named Residuum  1 Runestone Inlay &lt;br /&gt;
&lt;br /&gt;
Description Weapons crafted in this way are covered in runes that unlock magical potential. While in hand, this item increases the characters Spell Pool by 10 points, so long as they had already had Spell Pool. &lt;br /&gt;
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&#039;&#039;&#039;SILVER WEAPON&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  2 Uncommon Ore  1 Rare Ore &lt;br /&gt;
&lt;br /&gt;
Description These weapons have had special materials worked into the surface, giving it a silvery sheen. This adds the &amp;quot;Silver&amp;quot; Flavor Carrier to the weapon’s call, replacing the &amp;quot;Normal&amp;quot; Flavor Carrier that base weapons have. &lt;br /&gt;
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&#039;&#039;&#039;STEEL BARREL&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  2 Uncommon Ore  1 Rare Ore  1 Named: Steel &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;STEEL&#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 Rank 5 Production. &lt;br /&gt;
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&#039;&#039;&#039;TEMPER&#039;&#039;&#039; Creation Time: 15 Minutes Materials:  1 Rare Ore &lt;br /&gt;
&lt;br /&gt;
Description Tempers can be added to weapons and armor that have already been created, and it will give them the ability to Resist Shatter/Destroy effects a limited number of times. Each time Temper is added to an item it gains 2 of these Resists, which are one shots and are marked off when used. An item can have up to 6 total Resists at any given time.&lt;br /&gt;
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&#039;&#039;&#039;UNBREAKABLE GLASS&#039;&#039;&#039; Creation Time: 30 Minutes Materials:  2 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;UNSHATTERABLE&#039;&#039;&#039; Creation Time: 40 Minutes Materials:  5 Uncommon Ore  2 Rare Ore per Rank of the base item  1 Named Ore or Residuum &lt;br /&gt;
&lt;br /&gt;
Description These items are Immune to Shatter effects. Additionally, these items cannot be broken by a normal Feat of Strength but can still be broken by a creature with +10 Permanent Strength. Other methods may exist to destroy them.&lt;br /&gt;
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=== New &#039;Consumables&#039;: ===&lt;br /&gt;
&#039;&#039;&#039;Caltrops-&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Creates a 10ft area of “Hazardous Terrain” denoted by an area of bright GREEN rope/cord. This causes any creatures (friendly or enemy) stepping in it to have to take a 3 count between steps when walking through. Multiple Caltrop items can be used at once to create a larger area. The 10ft is to be the length of the rope/cord, and it can be laid out however the terrain and players/plot marshals feel appropriate. Caltrops can be detected by any creature with ranks in Survival, or KA Warfare 2. These items are good for one use, but persist for the duration of the event unless specifically destroyed, or removed by the character who placed them. They are not reusable.&lt;br /&gt;
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&#039;&#039;&#039;Whetstone-&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
Consumable that bestows 3 separate “+5 Damage” Blade effects. These effects cannot stack, and are used the first time you land a hit on another character or item they are carrying. Thus a character would apply the whetstone to a weapon, then their first contact swing would add 5 damage. In between the next fight they could apply the item again and use the next blade effect, and so on. Application takes 2min, and requires no specific skills. Not applicable to arrows/bows or guns/bullets.&lt;br /&gt;
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&#039;&#039;&#039;Sawback Sword-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Can be reused, duration is same as attached weapon. Not terribly useful in combat (not boffer repped), but great for removing simple obstacles. This can be used to remove barricades, cut open wood frames, cut back vines, etc, and will bestow a time reduction of 50% on that activity subject to plot approval/agreement.&lt;br /&gt;
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&#039;&#039;&#039;Bola-&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A single thrown packet that has the same effect as a “Physical Knockdown”, but only on successful contact. One use only. Can be resisted with a physical or ranged resistance. Can be thrown by anyone with Thrown Weapon proficiency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast-Patch Kit&#039;&#039;&#039;-  &lt;br /&gt;
&lt;br /&gt;
A combination of the existing patch kit and This type of armor is made in such a way that it is far easier to adjust, reducing the time to refit the armor by half, making it now 15 Seconds if the armor is not Breached and 30 seconds if it is Breached. This is a Temporary Reduction effect. Effectively applying the Fast-Link as a R4 consumable effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Spikes/Shield Spikes&#039;&#039;&#039;-  (semi-consumable)&lt;br /&gt;
&lt;br /&gt;
This armor add-on may only be applied by a skilled smith, but once it does it can be repaired any time the armor is repaired with it. This causes the first strike against an armor or shield to cause a reflexive “Aura 10 Normal”. This is a “dumb” effect, meaning it applies to the first target to land a blow on the wearer but this cannot be used against a defended/avoided blow. Any character can only benefit from this item once at any one time. Meaning your shield and armor cannot both be spiked, its one or the other. This lasts for the duration of the armor and may not be placed on Costume Armor&lt;br /&gt;
&lt;br /&gt;
IE: A Goblin strikes Bob and his Spiked Armor, and Bob doesn&#039;t use any of his avoidance or defensive skills, he calls the “Aura 10 Normal” and the goblin takes the 10 damage after the effect of the blow is resolved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Cord&#039;&#039;&#039;- &lt;br /&gt;
&lt;br /&gt;
This simple item is attached to one weapon tag, and allows the user to call a single “Weapon Ward” once per reset vs a disarm effect only.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2244</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2244"/>
		<updated>2026-01-06T00:13:55Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at rates explained in the chart below..  Extra mana is available, again see blow for specifics.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
!Aura&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|Hardening Aura (+10 Armor for all allies, one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|Aura of Courage (removes Fear effects, once per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|Fortitude (0self only, 1 module per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|Freedom Aura (ends duration of binding &amp;amp; mind-affecting on allies one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|Adds a second use to every previous Aura and Fortitude&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|Divine Wrath Power&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (21-40)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
| None&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Barrier&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Craft Holy Symbol&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blinding Aura&lt;br /&gt;
|None&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Auras ==&lt;br /&gt;
&#039;&#039;&#039;Hardening&#039;&#039;&#039;: Grant all allies +10 repairable/refitable armor for one encounter per reset. This armor stacks with all other forms of extra armor except the Shielding spell and goes over class maximum. &amp;quot;All allies Divine Shielding&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courage&#039;&#039;&#039;: This aura removes the fear effects from allies once per reset. &amp;quot;All allies Courage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortitude:&#039;&#039;&#039; This increases the base body for the Paladin by 30 for a module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Freedom:&#039;&#039;&#039; This aura (ends duration of binding &amp;amp; mind-affecting effects on allies when called once per reset. &amp;quot;All allies Magic Freedom&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Even if their spells do require incants, those and any Invoked spells are able to be done without the requirement of a &#039;free hand&#039;. Many are melee modifications and simply modify a weapon call.  Very few Paladin spells that are not a weapon call require incants (Cure spells mostly) and any spell that&#039;s Invoked and not a weapon swing is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Symbol key reminder: &lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*#Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz nor itself.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Defender- This spell, when pre-loaded onto an individual, allows the paladin to use the Champion class Feature ‘Defend’ at some point during the next 1 hour/module. However, the Paladin may NOT use any active defenses once they decide to use the ‘Defend’ and must rely on passive defenses or the good graces of those around them to get them back in the fight. Aside from your mana pool, there is no limit to the number of people you can have under a Defender spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike. This is limited per encounter based on the following chart:&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!Uses per Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|One&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|Two&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|Three&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|Four&lt;br /&gt;
|}&lt;br /&gt;
we eagerly await feedback in your event surveys on this change, Paladins.&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Barrier&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Blitz:&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Craft Holy Symbol&#039;&#039;:  A very narrow crafting skill, this ingests 2 Uncommon Components (preferably Ore but any of herbal/residuum/ore will do in a pinch) and produces a small item that can be consumed to cast Life without the normal one minute casting time.  For now, holy symbols work only for their creators; this may open a bit as time goes by and options are discovered.  Crafting a holy symbol takes fifteen minutes but requires no special tools or equipment.  Paladins with various craft powers can apply those to this process.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#039;&#039;: Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your beliefs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
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&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
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&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Enchant Spirit: Prerequisite: Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
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&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
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&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
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That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
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	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
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&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
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* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
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	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of species.)&lt;br /&gt;
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* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
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* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2243</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2243"/>
		<updated>2026-01-06T00:13:24Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
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&lt;div&gt;== General Spell Rules ==&lt;br /&gt;
Spells are delivered with spell packets.  Full construction rules are available under Combat but they&#039;re small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  &#039;&#039;Before&#039;&#039;.  Start your incant, finish your incant, and &#039;&#039;then&#039;&#039; throw your packet. Incants don&#039;t have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.  Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect.  The incants below are common but not absolute.  &amp;quot;I call upon the homeland&amp;quot; is predominant for Biomancer Mages, bug mages are frequently bred with &amp;quot;We invoke the Queen and Hive&amp;quot; for Evocation, and so on.  We don&#039;t expect everyone to memorize every possible incant for every path; we&#039;re counting on players to police their own incant failures.  That said, a couple of us do know the ones that have been released and if this gets abused we&#039;ll react accordingly. You must have at least one free hand with which to cast a spell unless otherwise stated (as in the case of Invoked spells, the spell type not the incant word).&lt;br /&gt;
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Spells, generally, require that your packet connect with your target&#039;s body.  Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely.  This is a small deviation from other larps and we&#039;re including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason.  We&#039;re reducing attack to surface to &amp;quot;person&amp;quot; in the hopes of relaxing that constraint and encouraging better costuming.  That said:  we are also keenly aware of how easy it is to abuse this.  It&#039;s not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you.  It&#039;s easier than that to devise a Cousin Itt-style &#039;cloak&#039; out of sheer material that covers your torso but doesn&#039;t seriously impair your vision, and now you&#039;re immune to packets.  If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat.  There are a hundred ways to abuse this; please don&#039;t.  We&#039;ll certainly make allowances for excellent costuming; if your dragonfly just doesn&#039;t feel right without a wingspan and also looks like you&#039;re just larping in between takes of your stage play or feature film, we&#039;ll work something out.&lt;br /&gt;
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Spell casting behind shields can be tricky. While a caster may invoke any spells behind their shield no matter the size, ranged attacks are not the same. Spells may not be cast, even on yourself, when using a Medium or Large shield unless they are &#039;Invoked&#039; such as with certain Paladin spells.&lt;br /&gt;
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=== Mana ===&lt;br /&gt;
Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
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Mana is the most common source of magical energy.  It is not the &#039;&#039;only&#039;&#039; source.  Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency.  The people using those alternate sources know what they are and how to replenish them; it&#039;s raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can&#039;t cast a single thing despite drowning in mana.  For mechanical purposes, if your skill is listed as &amp;quot;Mana&amp;quot;, it&#039;s affected by and affects like all other Mana sources.&lt;br /&gt;
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=== Incants ===&lt;br /&gt;
A spell incant, as noted above, is a short phrase that casts your spell.  We&#039;ve provided some examples below but you&#039;re free to design your own within some boundaries:&lt;br /&gt;
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# Your incant requires a certain number of syllables, depending on the spell level:&lt;br /&gt;
## 1st-3rd level spells require at least six syllables&lt;br /&gt;
## 4-6th level spells require at least seven syllables.&lt;br /&gt;
## 7-9th level spells require at least eight syllables.&lt;br /&gt;
### After this incant, you need to denote what is is you&#039;re doing by adding the call &#039;magic [spell name]&#039; to the end. For instance: &amp;quot;With thallasaphobia I restrain you! magic web&amp;quot;&lt;br /&gt;
### These syllables do not include the &amp;quot;Magic [Spell Name]&amp;quot; which is an out of game notice of what your specific incant does in game.&lt;br /&gt;
# Your incant must be grammatically coherent, if not necessarily correct.  (T&#039;&#039;here are a lot of reasons for this.  The official reason is immersion.  The unofficial reason is preventing me from writing an incant that&#039;s 6/7/8 repetitions of the letter &amp;quot;r&amp;quot;, pronounced more or less like [https://www.youtube.com/watch?v=MdBd6yNalHs this.]&#039;&#039;&lt;br /&gt;
# Your incant must end with the effect name you intend to deliver, plus or minus a &amp;quot;you&amp;quot; if it helps with grammatical coherence.&lt;br /&gt;
# Your incant can&#039;t contain game tags - as hilarious as it is, you can&#039;t use &amp;quot;Arcane chemical magic &amp;lt;effect&amp;gt;&amp;quot;  - as a playability concern.  This is raised here not because I worry that people will deliberately write confusing incants but because things like &amp;quot;I invoke arcane wrath to &amp;lt;whatever&amp;gt;&amp;quot; seem perfectly reasonable until holds get called to sort out what you just did.  While we&#039;re at it, avoid words like &amp;quot;Irresistible&amp;quot; or &amp;quot;Unshieldable&amp;quot; - also hilarious, also troublesome.&lt;br /&gt;
# And finally - I shouldn&#039;t have to say it but here it is anyway - it must be reasonably clean.  I am not putting up with calls from angry parents because you can say a given swear at warp 5.&lt;br /&gt;
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Within those bounds, you can decide your incant for any spell you&#039;ve learned from a skill points or any scroll unless the scroll has a specific incant on it then you must use the incant provided on the scroll..  &#039;&#039;&#039;If you opt instead to learn your spell from a teacher, you learn it with your instructor&#039;s incant.&#039;&#039;&#039;  In each case, incants are fixed before use; you&#039;re free to write your own incant but once it is written, it cannot later be altered.&lt;br /&gt;
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=== Starting Spells ===&lt;br /&gt;
Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.  Further schools down the road may or may not come with a starting set of spells.&lt;br /&gt;
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===  Learning Spells ===&lt;br /&gt;
Your spellcaster can learn spells in three basic ways:&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event. Using a scroll in this manner destroys it just like when it is used to cast the spell.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. &lt;br /&gt;
# If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it.  This can be done at any time during an event, and takes your instructor ten minutes to pass it on to you.  Similarly, you may teach any spell you know.&lt;br /&gt;
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Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.&lt;br /&gt;
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=== &#039;&#039;&#039;Potion-ability&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with # are able to be made into Potions&lt;br /&gt;
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=== &#039;&#039;&#039;Chain Spell&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with * are able to be [[Effects#Chain Spell|Chain Spell]]&amp;lt;nowiki/&amp;gt;ed&lt;br /&gt;
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=== &#039;&#039;&#039;Invoked Spells&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with ^ are &#039;invokable&#039; and are used with just the spell name and not a full incant. Invoked spells have no free hand requirement.&lt;br /&gt;
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=== Durations ===&lt;br /&gt;
All spells will have a duration though some may be lumped into categories that will denote their duration. For example all spells designated as &#039;Buff&#039; spells have a duration of &#039;until used&#039; or the end of the event, whichever comes first. So if you get a Magic Shield friday night and don&#039;t get hit with a magical effect until Sunday you can call your shield. Remember that all spell durations end when your character is in the Dead state unless otherwise stated.&lt;br /&gt;
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== Evocation ==&lt;br /&gt;
Standard Incantation: &amp;quot;With eldritch might I...&amp;quot;&amp;lt;grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;&amp;gt;&lt;br /&gt;
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=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic&#039;&#039;:  This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm&#039;&#039;:  This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell counters all damage taken from the next fall the recipient suffers.  It does nothing help with hazards at the landing point.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Light:&#039;&#039;  This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. Standard Incant: &amp;quot;With Eldritch Force I Create Light”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;:  This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;:  This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;:  This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#:&#039;&#039;  This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. Standard Incant: &amp;quot;With Ethereal Might, I grant you a blade&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#:&#039;&#039;  This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*#&#039;&#039;: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Repel:&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#:&#039;&#039;  This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Bind:&#039;&#039;  This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Strength this effect can be broken free from on a 3 counted action. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;&#039;&#039;Charm&#039;&#039;: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This will break if the subject is dealt damage from the originator 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;
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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;
&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;
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==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;Defender- This spell, when pre-loaded onto an individual, allows the paladin to use the Champion class Feature ‘Defend’ at some point during the next 1 hour/module. However, the Paladin may NOT use any active defenses once they decide to use the ‘Defend’ and must rely on passive defenses or the good graces of those around them to get them back in the fight. Aside from your mana pool there is no limit to the number of people you can have under a Defender spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Resolve&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Disease&#039;&#039; - Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;- this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot; and I will slap the shit out of the first plot guy that puts Resist Divine on anything shadow-based.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Strength of Will&#039;&#039; - renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable&#039;&#039; - an Immovable Paladin is immune to any effect other than his own free will that would cause to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039; - Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^#Cure Metabolic&#039;&#039; - Cure Metabolic immediately ends the duration of all Metabolic effects on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039; - Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obivous visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines. Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her. Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note: Plot will never reduce your Conviction for refusing to cast this spell. It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence. Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane&#039;&#039; -  adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Miracle&#039;&#039; - Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle, but it is otherwise deliberately left undefined.  Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable. There is no mechanics-enforced prohibition against multiple castings of this spell. Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039; - Life interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spellblade [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Standard incantation for offensive spells or buffs: &amp;quot;By the elements I (grant) (spell name)&amp;quot; Spells marked with a ^ sign are cast on the Spellblade by invoking just the spell name&lt;br /&gt;
&lt;br /&gt;
==== 1st Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Mending&#039;&#039; - immediately repairs 5 points of [[armor]], fixing a breach if this takes the armor to (or over) its maximum rating. his is called simply as &amp;quot;Mending&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Elemental Blade&#039;&#039; - swings +5 [Elemental Carrier] for one swing hit or miss. The currently available elements are Water, Wind, Stone, and Fire.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weaken&#039;&#039; - Weakens the target for 5 minutes or until the end of the encounter&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;: This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039; - Generates the Pin effect as defined in the effects section. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead. This is called as a response and cannot be cast in advance.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Burning Rage&#039;&#039; - Adds 10 to base damage and alters carrier to Fire for 1 swing. This can stack with &#039;&#039;Elemental Blade&#039;&#039;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Earth&#039;&#039; - adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Detonate&#039;&#039; - This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;^Surf the Wind&#039;&#039;:  This will allow a Spellblade to &amp;quot;surf&amp;quot; the wind and bypass any physical challenge obstacle where the marshal rules it is reasonable to do so, i.e. jumping stones or a large crevasse but will not work on challenges that happen to by physical like puzzles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shun-&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Physical effect. Duration: 1 encounter&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 3rd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Purity of Cleansing Water&#039;&#039;- this will dispel any non instant effect that the character is aware of. This will not work on things like Sleep, Petrify, Prison or Cocoon but will work on any other contain effect, metabolic effect that the character is in game aware of. This is self only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Breathe Liquid&#039;&#039; - This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Refit -&#039;&#039; This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Erupt&#039;&#039;: This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;#*Elemental Shield -&#039;&#039; This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unfetter Pool*#&#039;&#039;: This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use. This allows a Mage to dump his/her entire spool as one devastating burst. To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
==== 4th Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039; - This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Stoneskin&#039;&#039; - This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Gaseous Form&#039;&#039; - This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Push:&#039;&#039; This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*Summon Weapon - This spell summons a +0 Magic (but must include an element as well so your call will be &amp;quot;# Magic [element]&amp;quot;). This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 5th Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon the Earth to create a Faultline)&#039;&#039;: This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 physical attacks. Each attack is delivered individually with a call of “Massive Natural Knockdown” and must be the next two swings taken by the caster. These attacks can last unused for up to one Encounter or 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ancient Aspect (I call upon the Elements to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Heroism&#039;&#039; - This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Nova&#039;&#039; - Harnesses the true power of the elements to deliver a powerful blast at the caster&#039;s command. When used the caster declares &#039;Elemental 40 [Element] Burst&#039; dealing 40 points of damage to all within weapon range. Note: this specifically hits allies if they are close enough.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warlock Spells (Void) ==&lt;br /&gt;
The default incant for Warlock spells is: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to grant you/create/nothing &amp;lt;effect&amp;gt;&amp;quot; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.  Duration: 1 encounter&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free. Duration: 1 encounter&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect. Duration: 10 seconds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 60 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect. Duration: 1 encounter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). 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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2242</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Spells&amp;diff=2242"/>
		<updated>2026-01-05T23:58:47Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General Spell Rules ==&lt;br /&gt;
Spells are delivered with spell packets.  Full construction rules are available under Combat but they&#039;re small pieces of cloth wrapped around bird seed.  Spells typically have incants, which are short phrases used to indicate which spell is being cast.  Incants must be completed before the packet is thrown.  Before.  &#039;&#039;Before&#039;&#039;.  Start your incant, finish your incant, and &#039;&#039;then&#039;&#039; throw your packet. Incants don&#039;t have to be heard - battles can get very loud - but they should be spoken loud enough that your target could have heard it, absent a bunch of out of game noise.  Throwing too early, or flubbing the incant, results in a miscast - the mana is spent and the packet has no effect.  The incants below are common but not absolute.  &amp;quot;I call upon the homeland&amp;quot; is predominant for Biomancer Mages, bug mages are frequently bred with &amp;quot;We invoke the Queen and Hive&amp;quot; for Evocation, and so on.  We don&#039;t expect everyone to memorize every possible incant for every path; we&#039;re counting on players to police their own incant failures.  That said, a couple of us do know the ones that have been released and if this gets abused we&#039;ll react accordingly. You must have at least one free hand with which to cast a spell unless otherwise stated (as in the case of Invoked spells, the spell type not the incant word).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells, generally, require that your packet connect with your target&#039;s body.  Spells that clip cloaks, or wings, or other decorative outcroppings do not generally deliver their effects and are treated as having missed entirely.  This is a small deviation from other larps and we&#039;re including it here to encourage more cinematic costuming; a number of veteran players absolutely refuse to consider a cloak, a robe, loose flowy pants, or anything else that increases our attack surface and we refuse for exactly this reason.  We&#039;re reducing attack to surface to &amp;quot;person&amp;quot; in the hopes of relaxing that constraint and encouraging better costuming.  That said:  we are also keenly aware of how easy it is to abuse this.  It&#039;s not all that tough to put small motors, rods, and curtains on your shoulders and wall off ten feet to either side of you.  It&#039;s easier than that to devise a Cousin Itt-style &#039;cloak&#039; out of sheer material that covers your torso but doesn&#039;t seriously impair your vision, and now you&#039;re immune to packets.  If you can come up with wings, you can make them enormous if you can solve the practicality problems out of combat.  There are a hundred ways to abuse this; please don&#039;t.  We&#039;ll certainly make allowances for excellent costuming; if your dragonfly just doesn&#039;t feel right without a wingspan and also looks like you&#039;re just larping in between takes of your stage play or feature film, we&#039;ll work something out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spell casting behind shields can be tricky. While a caster may invoke any spells behind their shield no matter the size, ranged attacks are not the same. Spells may not be cast, even on yourself, when using a Medium or Large shield unless they are &#039;Invoked&#039; such as with certain Paladin spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mana ===&lt;br /&gt;
Mana is the fuel by which spells are generated.  Spells are leveled 1-9 and every spell costs an amount of mana equal to its level to cast.  Mages pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point up to 120.   Collectively, a Mage&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery.  Mages on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools.  It&#039;s an odd idiosyncrasy of the cosmos.&lt;br /&gt;
&lt;br /&gt;
Mana is the most common source of magical energy.  It is not the &#039;&#039;only&#039;&#039; source.  Various cultures in various places have found other power supplies, in varying degrees of effectiveness and efficiency.  The people using those alternate sources know what they are and how to replenish them; it&#039;s raised here to explain why some casters can continue operating in mana voids or similar mana-less conditions and why some can&#039;t cast a single thing despite drowning in mana.  For mechanical purposes, if your skill is listed as &amp;quot;Mana&amp;quot;, it&#039;s affected by and affects like all other Mana sources.&lt;br /&gt;
&lt;br /&gt;
=== Incants ===&lt;br /&gt;
A spell incant, as noted above, is a short phrase that casts your spell.  We&#039;ve provided some examples below but you&#039;re free to design your own within some boundaries:&lt;br /&gt;
&lt;br /&gt;
# Your incant requires a certain number of syllables, depending on the spell level:&lt;br /&gt;
## 1st-3rd level spells require at least six syllables&lt;br /&gt;
## 4-6th level spells require at least seven syllables.&lt;br /&gt;
## 7-9th level spells require at least eight syllables.&lt;br /&gt;
### After this incant, you need to denote what is is you&#039;re doing by adding the call &#039;magic [spell name]&#039; to the end. For instance: &amp;quot;With thallasaphobia I restrain you! magic web&amp;quot;&lt;br /&gt;
### These syllables do not include the &amp;quot;Magic [Spell Name]&amp;quot; which is an out of game notice of what your specific incant does in game.&lt;br /&gt;
# Your incant must be grammatically coherent, if not necessarily correct.  (T&#039;&#039;here are a lot of reasons for this.  The official reason is immersion.  The unofficial reason is preventing me from writing an incant that&#039;s 6/7/8 repetitions of the letter &amp;quot;r&amp;quot;, pronounced more or less like [https://www.youtube.com/watch?v=MdBd6yNalHs this.]&#039;&#039;&lt;br /&gt;
# Your incant must end with the effect name you intend to deliver, plus or minus a &amp;quot;you&amp;quot; if it helps with grammatical coherence.&lt;br /&gt;
# Your incant can&#039;t contain game tags - as hilarious as it is, you can&#039;t use &amp;quot;Arcane chemical magic &amp;lt;effect&amp;gt;&amp;quot;  - as a playability concern.  This is raised here not because I worry that people will deliberately write confusing incants but because things like &amp;quot;I invoke arcane wrath to &amp;lt;whatever&amp;gt;&amp;quot; seem perfectly reasonable until holds get called to sort out what you just did.  While we&#039;re at it, avoid words like &amp;quot;Irresistible&amp;quot; or &amp;quot;Unshieldable&amp;quot; - also hilarious, also troublesome.&lt;br /&gt;
# And finally - I shouldn&#039;t have to say it but here it is anyway - it must be reasonably clean.  I am not putting up with calls from angry parents because you can say a given swear at warp 5.&lt;br /&gt;
&lt;br /&gt;
Within those bounds, you can decide your incant for any spell you&#039;ve learned from a skill points or any scroll unless the scroll has a specific incant on it then you must use the incant provided on the scroll..  &#039;&#039;&#039;If you opt instead to learn your spell from a teacher, you learn it with your instructor&#039;s incant.&#039;&#039;&#039;  In each case, incants are fixed before use; you&#039;re free to write your own incant but once it is written, it cannot later be altered.&lt;br /&gt;
&lt;br /&gt;
=== Starting Spells ===&lt;br /&gt;
Upon entering the game, your character may select a number of spells form their main school (first purchased for Mages, all other classes only have one school) equal to their level +1. For new Mages that purchase both schools, they will also select a number of spells equal to their level for their secondary school to have memorized for free. So a brand new Mage character at first level would have a maximum of 3 spells for free. Two from their 1st school and 1 form their second. Further, if a character were to come in at 5th level they would have 6 free spells from their primary school and in the case of mages 5 from their secondary school if they purchased that secondary school at character creation.  Further schools down the road may or may not come with a starting set of spells.&lt;br /&gt;
&lt;br /&gt;
===  Learning Spells ===&lt;br /&gt;
Your spellcaster can learn spells in three basic ways:&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event. Using a scroll in this manner destroys it just like when it is used to cast the spell.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself. &lt;br /&gt;
# If the scroll is troublesome, and you simply cannot stomach the skill point cost (believe me, I sympathize), you can learn the spell from someone who already knows it.  This can be done at any time during an event, and takes your instructor ten minutes to pass it on to you.  Similarly, you may teach any spell you know.&lt;br /&gt;
&lt;br /&gt;
Scrolls are not distinguished by class.  Your Paladin can learn Life from any Life scroll despite casting it somewhat differently than a Mage.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Potion-ability&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with # are able to be made into Potions&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Chain Spell&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with * are able to be [[Effects#Chain Spell|Chain Spell]]&amp;lt;nowiki/&amp;gt;ed&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Invoked Spells&#039;&#039;&#039; ===&lt;br /&gt;
Spells marked with ^ are &#039;invokable&#039; and are used with just the spell name and not a full incant. Invoked spells have no free hand requirement.&lt;br /&gt;
&lt;br /&gt;
=== Durations ===&lt;br /&gt;
All spells will have a duration though some may be lumped into categories that will denote their duration. For example all spells designated as &#039;Buff&#039; spells have a duration of &#039;until used&#039; or the end of the event, whichever comes first. So if you get a Magic Shield friday night and don&#039;t get hit with a magical effect until Sunday you can call your shield. Remember that all spell durations end when your character is in the Dead state unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
== Evocation ==&lt;br /&gt;
Standard Incantation: &amp;quot;With eldritch might I...&amp;quot;&amp;lt;grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;Featherfall&#039; or &#039;an elemental shield&#039;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic&#039;&#039;:  This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm&#039;&#039;:  This spell causes the targets hand held object, most commonly a weapon, to become unwieldable for 5 seconds. While the target does not need to drop the weapon, they cannot use it offensively nor defensively. This means any attacks that hit the weapon they will take, as though they were unskilled in the weapon. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell counters all damage taken from the next fall the recipient suffers.  It does nothing help with hazards at the landing point.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light:&#039;&#039;  This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. Standard Incant: &amp;quot;With Eldritch Force I Create Light”&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shielding*#&#039;&#039;:  This spell effect will add 10 Temporary Armor Points to the target. These points will be lost after Physical Armor when taking damage. This spell cannot be stacked with itself. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;:  This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;:  This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shatter&#039;&#039;:  This spell renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Detonate: This spell causes the target weapon to explode, similar to the shatter effect but will include up to Medium shields, and causing 25 points of force damage. Standard Incant: &amp;quot;With eldritch force I detonate your &amp;lt;Item&amp;gt;&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#:&#039;&#039;  This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. Standard Incant: &amp;quot;With Ethereal Might, I grant you a blade&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#:&#039;&#039;  This spell allows the recipient to Breathe water &amp;lt;or other appropriate Liquid, if any&amp;gt; for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Elemental Shield*#&#039;&#039;: This spell negates the next attack, spell, of effect with the Elemental Delivery Type. It is used by announcing “Elemental Shield!” In the case of touch cast spells or effects, the recipient may allow it to bypass their shield by announcing, “Accepted”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel:&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#:&#039;&#039;  This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind:&#039;&#039;  This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Strength this effect can be broken free from on a 3 counted action. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Charm&#039;&#039;: This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This will break if the subject is dealt damage from the originator 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;
&lt;br /&gt;
&#039;&#039;Secure Door:&#039;&#039;  This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spell&#039;s duration&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun:&#039;&#039;  This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Erupt&#039;&#039;:  This spell causes the targeted weapon to become sheathed in Elemental energy, granting it the Flavor Carrier Fire/Water/Stone/Wind, to be chosen by the caster. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#:&#039;&#039;  This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Refit*&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;:  This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Refit&amp;quot;&amp;gt;&amp;lt;i&amp;gt;Unfetter Pool*#&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;:  This spell removes the cap on Spell Pool and adds the &#039;critical&#039; tag to the attack for one use.  This allows a Mage to dump his/her entire spool as one devastating burst.  To answer the inevitable question, yes, you can use Unfetter Pool to launch your Spell Pool as healing, too, if you have friends with way too much Body or offensive undead in front of you.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Destroy&#039;&#039;:  This spell destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. This may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. Claws, tails, etc).&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep:&#039;&#039;  This spell will cause the affected character to fall unconscious, slipping into a deep sleep. This is a Mental effect. that lasts 10 minutes.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin*#:&#039;&#039;  This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force:&#039;&#039;  This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, vectors like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;:  This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Base Strength or greater to break free from. The target is considered helpless and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle:&#039;&#039;  This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#:&#039;&#039;  This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane vectors. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Push:&#039;&#039;  This spell throws the target away from the caster with massive force. The target must take 30 steps away from the caster and then must remain there for a 15 count, unable to advance. If the target cannot move the 30 steps due to a solid and permanent obstacle they must move to that point and are held there for a 30 count. While held they are not helpless though they cannot take any actions that require the use of their arms. Creatures with +8 Strength are still moved but are not held.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;:  This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most  means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in  conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock:&#039;&#039;  This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic#&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all non-permanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Drain:&#039;&#039;  This spell saps the targets power and leaves them weakened. The target will lose a type of resource based on their power set. If they have techniques, then they will lose 8 Energy, if they have mana they will lose 15 mana, if they have neither they will lose 5 unused times per reset skills. If the target lacks any of these, they will instead suffer 20 points of Body Damage.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Mind Guard*#:&#039;&#039;  This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*:&#039;&#039;  This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#:&#039;&#039;  This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not  Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 9: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;:  This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Implosion#:&#039;&#039;  This spell floods the target with elemental energy; first the spell will instantly Breech physical armor and then will deal 100 points of damage to the target; if the target is a Construct or Elemental the spell will reduce it to 0 HP. This is a Slay effect.   &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Innervate#&#039;&#039;:  This spell gives the target a burst of insight and focus, refreshing their expended potential. When cast the target will regain a single expended times per reset Skill, 3 Energy or 6 mana. The target has until the end of the encounter to use skill that was restored, after which it will fade if not used. This spell cannot be cast upon oneself.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Prison&#039;&#039;:  This spell immobilizes the target by containing their entire body in a magical field, though the Prison can be moved with no special strength necessary. Prison cannot normally be broken free from, though creatures with +10 Base Strength or higher can break free with a 3 counted action, at the end of which they will suffer 50 points Body damage. The caster can search the target, and can issue a Killing Blow, though doing so ends the prison effect, even if it had no effect. The caster can end a Prison effect they created by touching it and calling “Prison Down”. This spell may be used to restrain most targets that are not of massive size.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Minion&#039;&#039;: Summon Minion reinforces you before a battle; it conjures one of the following:&lt;br /&gt;
&lt;br /&gt;
* Water Elemental&lt;br /&gt;
* Stone Elemental&lt;br /&gt;
* Fire Elemental&lt;br /&gt;
* Air Elemental&lt;br /&gt;
* Iron Golem&lt;br /&gt;
* Bone Golem&lt;br /&gt;
&lt;br /&gt;
General stats will be provided for summoned minions, but be aware that the vagaries of magic mean that any given summon may be weaker or stronger than the card indicates.  Also - and this is important - Plot will never, ever, ever provide a rep for your Summon.  You can ask other players, or bring your own NPC, whatever works for you, but there is no case under which Plot will dedicate event resources to your butler.  Ever.  Summoned minions last for one hour or module, at which point they either return to their home planes or crumble into dust.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Spirit ==&lt;br /&gt;
Standard Incantation: &amp;quot;With occult power I...&amp;quot;(grammatically correct effect phrase using &#039;&#039;&#039;grant&#039;&#039;&#039; for protectives like &#039;grant you a Featherfall&#039; or &#039;grant you a poison shield&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 1&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Detect Magic:&#039;&#039; This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-a item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Endurance*#&#039;&#039;: This spell grants the recipient 10 Temporary Body Points. These Body Points are the first Body Points lost and are not healable. This spell will not stack with itself. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Featherfall*#&#039;&#039;: This spell will allow the character to call, “Slow Fall!” as a defense on the next occasion they fall. They cannot choose when to call it. The spell will go off at the first opportunity, or not at all. This will not prevent the recipient from ending up wherever the fall would have dropped them. The spell will not slow their descent but will negate any ill effects they would have received from the fall.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Light&#039;&#039;: This spell creates a source of In Game light, which may be Phys-Repped by a glow stick, or muted flashlight. This effect will last until the next sunrise, OR 24 hours whichever occurs first. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Weakness&#039;&#039;: This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 2&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Disease*#&#039;&#039;: This spell will end the duration of all normal diseases on a living target. Some rare diseases will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Displacement*#&#039;&#039;: This spell causes the targets image to become slightly off center, making it hard to attack them from ranged. The character takes Reduced: Half from ranged effects that have a number in the call, for the first 3 effects that strike them. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Might*#&#039;&#039;: This spell gives the recipient super human strength that they can call on at need. Once activated by the target, this spell lasts for 10 seconds, granting them +4 Temporary Strength. This spell counts as a Blade Spell and is limited to a maximum of 3 total. Multiple spells cannot be active at the same time to gain more than a +4 bonus to strength. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Pin&#039;&#039;: This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Strength or greater to rip free from this effect and will require a 3 counted action to do so. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shackle&#039;&#039;: This spell binds a Helpless target’s hands and feet, which requires +6 Strength to break free from. In addition to being bound the spell also neutralizes Magic, Elemental, Poison, and Natural abilities.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 3&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Blade*#&#039;&#039;: This grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, only one blade spell can be used at a time. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Breathe Liquid*#&#039;&#039;: This spell allows the recipient to Breathe water  for the next hour, OR until they leave the water entirely, whichever is longer. Nevertheless, it in no way may last for more than 24 hours. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Poison Shield*#&#039;&#039;: This spell protects the target from the next attack with the Poison Delivery Type that strikes them. When this effect is used, the character must announce “Poison Shield”. This is a Buff spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Repel&#039;&#039;: This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Terror&#039;&#039;: This spell will cause the target to be unable to move from their current location and only able to defend themselves for 10 seconds. This is a Fear effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 4&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Awaken*#&#039;&#039;: This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind&#039;&#039;: This spell binds the targets arms to their side. Their arms cannot be used for locomotion, preventing melee or ranged combat, in addition to making them unable to cast spells normally. With +4 Base Strength this effect can be broken free from on a 3 counted action. While bound, the target can still run and walk freely, but any weapon strikes that hit the targets weapons/shield will deal full damage to them. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bind Form#&#039;&#039;: This spell allows a character that has died to be resurrected without the use of a Life Well. A character still needs to have the Resurrection skill to do so, without the normal penalties of resurrecting without using a Life Well. The resurrection will still take 15 minutes, and the target must still make a Contested Roll to resurrect. When this spell is cast, the caster must declare his target. The target can choose to refuse the spell and seek a Life Well to resurrect if they wish. Additionally, this spell will have an adverse effect on non-corporeal creatures. It forces them into the material world a little more. If they were “Magic” to hit, they become “Silver” to hit. If they were “Silver” to hit, they can be hit with a normal weapon.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Cure Metabolic*#&#039;&#039;: This spell will end the duration of any normal Metabolic effect upon a single target. Some strong effects will require a specific level caster to remove.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Shun&#039;&#039;: This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 5&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Freedom*#&#039;&#039;: This spell will instantly release a target from all things magically or physically binding, holding, or restraining the target. Physical Bindings will fall open to the ground, and Magical Bindings will be considered Dispelled. This spell will have no effect against creatures or items that are under a Prison effect. Any persons or creatures holding them will be affected as though disarmed. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Magic Shield*#&#039;&#039;: This spell will negate the next spell or effect with the Magic Delivery Type. It will be used by announcing, “Magic Shield”. This is a Buff spell. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Refit*&#039;&#039;: This spell will instantly restore a suit of physical armor to its maximum value, even if it was breached at the time the spell was cast, Repairing the armor.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secure Door&#039;&#039;: This spell will strengthen one door to near physical invulnerability. It will further bar the door from being opened from one side; marked by a red “S” on the side that may not be opened. The target door must have the ability to open and close, or this spell will not work. It will otherwise last 24 hours or until it is opened. Additionally, a creature with +10 Base Strength can open a door that is being held, and this ends the spells duration.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Silence&#039;&#039;: This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is not a Mental effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 6&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Sleep&#039;&#039;: This spell will cause the affected character to fall unconscious, slipping into a coma like sleep. This is a Mental effect. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Stoneskin&#039;&#039;*#&#039;&#039;: This spell will Negate the first Strike, or non-damage dealing physical, melee or ranged, Technique that strikes the character. You must announce, “Stoneskin” when the protective is used. This is a Buff spell.   &#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Regenerate*#&#039;&#039;: This spell will cause the target to regrow all missing or damaged limbs; this includes limbs lost to maim and sever effects. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wall of Force&#039;&#039;: This spell creates a transparent wall that cannot be passed through, even by non-corporeal creatures, and will stop most effects; however, Delivery Types like Voice will often bypass the wall. The wall will have a maximum length of 10’ but may be shorter and will extend vertically up to 10’ in height. The wall must be Phys-Repped in some fashion, by yellow rope/tape/other means. Walls cannot be curved to the extent that they form a circle or cast such that 2 walls can completely surround a person.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Web&#039;&#039;: This immobilizes the target from the neck down, and they can no longer move from that spot nor use their arms or legs for locomotion. This will require +6 Strength or greater to break free from.. The target is considered helpless, and is searchable by anyone while under this effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 7&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Knock:&#039;&#039;  This spell will instantly open a sealed object; in the case of a door it will open it with the force of +10 Strength, in the case of a lock it will open any lock lower than a level 20 Standard Lock. This does not break or damage the door or lock it simply cause them to open.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Gaseous Form*#&#039;&#039;: This spell turns the recipient into a cloud of gas, much like a Wind Elemental, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for Circle, Dispel, Implosion, Wall of Force, and Wizard Lock, as well Voice and Arcane Delivery Types. While they can speak they cannot yell, they also cannot use any skills, abilities, or items. Additionally, to maintain this spell, the character must maintain concentration. This is done in the form of a hand gesture. While under the effects of Gaseous Form, the character must keep both their arms crossed on their chest.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Secret Box*&#039;&#039;: This spell creates a mystical box that, when closed, becomes invisible as it slips into the Abyss. The phys-rep for the box can be no larger than 1 cubic foot and must be clearly marked as a secret box; this is done by placing a red “S” on the top. Once cast the box cannot be moved and can only be accessed by the caster, or someone who is also invested in the spell; however, doing so takes some time, 5 minutes of concentration. While the box is open, it is visible to everyone, but once closed it vanishes until the caster retrieves it. Living creatures cannot be placed inside the box. While the box is not detectable by most means, Detect Magic cast while near the box will feel the presence of the magic but it will not give any insight that the box is there. However, there are some powers that could allow the box to be found and opened by someone other than the caster. At the end of the duration the box will remain where it is, meaning if the box is left ‘hidden’ at the end of the 5 days the box slips away and is lost. This spell may be used in conjunction with the Chain Spell skill, allowing one additional target that can be invested per level of the skill. It must be noted on the character sheet as well as the Marshal Notes who is invested in the Secret Box.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Wizard Lock&#039;&#039;: This spell will seal a building, stopping the passage of all creatures of any type. In addition to all spells and weapon Strikes or weapon delivered attacks. Only one doorway may still be used to enter or exit and that must be clearly marked with a “W” on both sides; and a phys-rep, of a string of Red lights must surround the functioning doorway to the building. If the applicable doorway has been opened, then passage through it is possible until it has been fully closed. Used defensively on a cabin, Wizard Lock accounts for the residents of the cabin and any of those individuals can pass freely therein. This spell cannot be placed on a building that has the Grove effect on it.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 8&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Command&#039;&#039;: This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Dispel Magic&#039;&#039;: This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Foresight*#&#039;&#039;: This spell gives the target a small glimpse into their future allowing them heightened protection. “Foresight” can be called as a defense against any single attack, that would cause you to become Helpless, this includes an attack that reduces you to -1. This is a Buff Spell.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Rebuild*#&#039;&#039;: This spell will restore an Item that has been breached, Broken, or in any other way rendered unusable, Repairing the item. If this spell is cast within 5 minutes of the item’s destruction, it will retain any special properties it may have had.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Summon Weapon*#&#039;&#039;: This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Level 9&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Evocation#&#039;&#039;: This spell wraps the caster in violent energy that instantly refreshes their Spell Pool as though they had spent the time to do so.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Heroism#&#039;&#039;: This spell fills the target with great prowess and valor. For an encounter or up to 5 minutes, the target gains the following effects: +2 Permanent Weapon Damage or +50 Spell Pool, a single use Magic Freedom (that can only be self targeted), and Immunity to Fear, Horrify, Shun, Terror. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Life#&#039;&#039;: This spell will return a creature to life at 1 Body Point. It will also remove any negative physical effects that were on the body at the time of death such as missing limbs. This spell will only work on a target that is in their 4-minute dissipation count. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Petrify&#039;&#039;: This spell turns the target to stone, though Huge or Massive creatures may reduce this effect. Once turned to stone, the target’s status is paused, meaning if they were under an effect with duration, then it is paused, and the remaining duration will resume when the petrified state is removed. Bleed out and dissipation counts will be paused. The stone form can be moved but requires +6 Strength to do so. A petrified person is a viable target for a Destroy effect, which will end the Petrify effect and the target would then be considered Dead. If this spell is cast upon a target that is already Petrified, it will end the effect. Duration: 1 hour&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Nature ==&lt;br /&gt;
Nature primarily uses one of two base incants. Either &amp;quot;I summon the Wilds to grant you aspect of the (spell name)&amp;quot; or &amp;quot;I curse you with (spell name)&amp;quot;. As such each spell is denoted with Aspect or Curse tags for easy incant placement. If anything deviates from this taxonomy, it will be noted with it&#039;s own incant text. All aspect spells have a duration of 1 hour unless they are &amp;quot;on use&amp;quot; spells like Deer or Ram unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
=== Level 1: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Boar (Aspect)*#:&#039;&#039;  This spell grants the target 10 points of Natural Armor. These points stack with all other forms of armor up to the character’s maximum armor value. Natural Armor can be readjusted in addition to being healed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Brook (Aspect)*:&#039;&#039;  This spell enchants the caster with the healing power of nature, granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of “Natural 2 Healing”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Exhaustion (Curse):&#039;&#039; Duration: 60 Minutes This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fish (Aspect)*#&#039;&#039;:  Duration: 60 Minutes This spell summons the power of the fish to grant the target the ability to breathe liquid.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Owl (Aspect)*#&#039;&#039;:  This spell grants the target the ability Glide. This effect functions like Featherfall with the difference that instead of landing on the ground directly below they can choose to land up to 100 feet from where the effect is triggered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 2: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Deer (Aspect)*#:&#039;&#039;  This spell grants the target with a once ever Flee that lasts until the player resets or it is used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Endure (I call upon Nature to grant you the power to Endure)*#&#039;&#039;: Duration: 60 Minutes This spell summons up the energy of the Prime and wraps the target with an invisible field that protects them from the natural elements. This will protect them from extreme heat/cold, as well as effects like a sandstorm or infection from being exposed to bogs and such. This will also increase the amount of time it takes for Fatigue to set in.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fumble (Curse)&#039;&#039;: Duration: 10 Seconds This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Hawk (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell grants the target exceptional vision, allowing them to see even the most remote movements. This grants them 3 levels of Tracking for the duration, and allows them to Track, even if they have not purchased the skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Sapling (Aspect)*#&#039;&#039;:  This spell grants the target a Shield effect that will passively negate the next legal weapon or natural attack that strikes them. They must call ‘Physical Shield’.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 3: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ash (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the targets skin warding off certain carrier attacks. For the duration, the target will not take the effect of the following Carrier Attacks: Rot and Venom; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fog (Curse)&#039;&#039;: Duration: 10 Minutes This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration the target cannot make any ranged attacks.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mole (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to Burrow for a short time. This will function as the Burrow effect in all ways, save for once the target surfaces, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ram (Aspect)*#&#039;&#039;:  This spell grants the target the Massive Prefix, useable twice ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Tsunami*# (I call upon Nature to grant you the power of a Tsunami)&#039;&#039;:  This spell enchants the caster with the power of the ocean waves granting them the ability to unleash 3 packet attacks. Each packet is thrown individually with a call of &amp;quot;Massive Natural Repel”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 4: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Day (Aspect)*#&#039;&#039;:  Duration: 10 Minutes This spell causes the target to glow per the Light effect which has several benefits; first it allows the player to use an approved light source and second the target cannot be affected by melee attacks from  creatures with the Shadow subtype. Must announce “Empowered by Day” often during combat so others are aware, this is a visible effect. Taking offensive actions will end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Roc (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell grants the target the ability to fly for a short time. This will function as the Fly effect in all ways, save for once the target lands, the effect ends.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spider (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell allows the character to climb surfaces on a counted action, typically a 3 count for each 10 feet. While climbing the target can take no other actions or use other skills. Additionally, the character gains the ability “Natural Web”, which can be used 2 times ever.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stream (Aspect)*#&#039;&#039;:  This spell, when cast, will cause the target to heal themselves in various ways. This effect takes 1 minute to take affect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting, however, the character can still perform non-strenuous actions. At the end of the minute the character will heal for half of their max Body Points, with a minimum of 10 and be cured of 1 metabolic effect, have one maimed limb restored and have 1 curse removed.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Venom (Curse)&#039;&#039;: Duration: 60 Minutes This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to  dead. This is a Metabolic effect.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 5: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Bear (aspect)*#&#039;&#039;: Duration: 5 Minutes This spell grants the target some of the might of a wild bear. This grants the target +2 Permanent Strength. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Command Animal (Curse)&#039;&#039;: Duration: 10 Minutes This spell will cause the target to become bent to the casters will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not&lt;br /&gt;
&lt;br /&gt;
cause direct harm to themselves.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Oak (Aspect)*#&#039;&#039;: Duration: 10 Minutes This spell hardens the target’s skin, warding off certain carrier attacks, for the duration the target will not take the effect of the following Carrier Attacks: Wither and Plague; this only stops the effect not the damage from the attack.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Polymorph (Curse)&#039;&#039;: Duration: 10 Minutes This spell forcibly changes the target into a harmless critter that is unable to use any skills or take any actions, other than walking. While under the effects of this spell the target must raise both hands above their head and wave them slightly, so others are aware they are under this effect. This effect will end early if the target takes more than 10 points of damage. Additionally, upon breaking, the target will suffer 15 points of Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Wolf Pack*&#039;&#039;:  This spell allows the caster to call a group Flee. When used the caster must howl and announce, “Wolf Pack Flee”. At that time, the caster and all allies (up to 10) can Flee; however, they can only do so if they are conscious or being carried by an ally and are not being physically prevented from fleeing such as being bound.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 6: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ancient Aspect# (I call upon Nature to grant you the power of Ancient &amp;lt;flavor&amp;gt;)&#039;&#039;: Duration: 10 Minutes The recipient of this spell becomes wrapped in a chosen element, gaining several advantages. Choose a Flavor (Fire/Wind/Water/Stone) at the time of casting. The target gains Carrier Attack: &amp;lt;Flavor&amp;gt;, Immune to Pin and Bind, &amp;lt;Flavor&amp;gt; Affinity, Reduced ½ Damage from &amp;lt;Flavor&amp;gt;, and Terrain Adaptation: &amp;lt;Flavor&amp;gt;. In addition, the target gains Vulnerable &amp;lt;Flavor&amp;gt;, where the vulnerability is to the opposing element of the one chosen at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Entangle (Curse)&#039;&#039;: Duration: 30 Seconds This spell causes the target to become bound by vines, rendering them Helpless and unable to move as the vines slowly crush them. After 30 seconds, the target will be reduced to 0 Body Points. The target can be cut free on a 10 count or break free with +6 Strength. This is a binding effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Fox (Aspect)*#:&#039;&#039;  This spell gives the target a once ever “Resist Mind”. This effect lasts until used.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Night*# (I call upon nature to grant you the power of Night)&#039;&#039;: Duration: 10 Minutes This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Snake*# (Aspect)&#039;&#039;: This spell allows the character to escape from a single binding effect once ever. When used, they must announce “I escape”.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 7: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Circle&#039;&#039;: Duration: 60 Minutes This spell creates a dome of magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is&lt;br /&gt;
&lt;br /&gt;
the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Glitterdust (I call upon Nature to grant the power of Glitterdust)&#039;&#039;: Duration: One Encounter This spell fills the area with glowing pollen that makes the use of skills and abilities that cause a target to be Hidden to not have an effect. This will even cause Invisible targets to be seen. This effects the area for the encounter. In addition, any tracking attempts made on a character that has been affected by a Glitterdust will receive +2 successes until the end of the event. This is not cumulative.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Rive&#039;&#039;r&#039;&#039;*#&#039;&#039; &#039;&#039;(Aspect)&#039;&#039;:  This spell, when cast, will cause the target to be rapidly cleansed of aliments. This effect takes 1 minute to take effect once cast, during which time the target must not sustain any damage, much like readjusting armor. Unlike readjusting; however, the character can still perform non-strenuous actions. After 1 minute the target will be cured of all Metabolic, Disease, and Curse effects. In addition, all Maimed/Withered limbs are regenerated. This effect can only be touch cast.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Ruin (Curse)&#039;&#039;:  This spell deals a fatal blow to unnatural creatures. This spell deals 100 points that only affects creatures of the Abomination or Undead type.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Typhoon (I call upon Nature to grant the power of the Typhoon)&#039;&#039;:  This spell grants the caster with the blessings of the typhoon&#039;s high winds. This spell grounds all Flying creatures in the area for an encounter. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level 8: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Beast* &#039;&#039;(Aspect)&#039;&#039;: Duration: 10 Minutes This spell summons a natural beast upon the target, overtaking them. While active, the target cannot use any of their normal skills or abilities and can only use the stats gained from this spell. Any effect that would render the target down or incapacitated will end this effect, at which time the target becomes free to act normally. The stats for the Beast are as follows: &amp;lt;blockquote&amp;gt;25 Body Points&lt;br /&gt;
&lt;br /&gt;
40 Natural Armor&lt;br /&gt;
&lt;br /&gt;
Short Claws ( If the caster already has claws, then they become Medium. The benefits of this spell do not stack with Shapechange.)&lt;br /&gt;
&lt;br /&gt;
+4 Base Strength, &lt;br /&gt;
&lt;br /&gt;
Resist Toxin x 1&lt;br /&gt;
&lt;br /&gt;
Resist Physical x 1&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Faultline (I call upon Nature to create a Faultline)&#039;&#039;:  This spell enchants the caster with the power of the quaking earth granting them the ability to unleash 3 packets attacks. Each packet is thrown individually with a call of &amp;quot;Massive Natural Knockdown”. This aspect is suppressed while the target is shape changed, this does not pause the duration.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Spinneret (Curse)&#039;&#039;: Duration: 1 Month This spell traps a helpless target in a heavy chrysalis; this will pause all durations and counts on the target and can even be used on a target that is dead and in need of a Life spell. This effect will last for up to 1 month, or until is it removed with a Freedom, or is cut open on a 10 counted action, at which time all counts, and durations will resume where they were frozen.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Whirlwind (Curse):&#039;&#039;  This spell summons a powerful gust that will launch the target through the air, away from the caster. If used outdoors the target will be removed from the combat and suffer 50 points of physical damage. Finding where they went is not impossible but can be difficult. If used inside of a natural enclosure the target is thrown up to 100 feet away and suffer 50 points of damage and Stun them. This will not move creatures of larger than Great Size but will still deal damage. This cannot be used indoors.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants. Many are melee modifications and simply modify a weapon call. Any spell that&#039;s not is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).  Paladins follow the usual rules (above) for learning spells.&lt;br /&gt;
&lt;br /&gt;
==== 1st Level ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t - Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039; - immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating. This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039; - swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#Cure Weakness&#039;&#039; - ends the duration of all Weakness effects currently active on the target.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells. Smite is not called; the damage is simply added to the weapon damage call.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039; - immediately destroys one willing target.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead. Rest in Peace is weapon delivered.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== 2nd Level: ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039; - prevents one attack from going to body, damage is applied normally to armor, instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#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, no 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 effects 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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2241</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Paladin&amp;diff=2241"/>
		<updated>2026-01-05T23:57:54Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Paladins at their core are defenders of right.  These are the people driven or called to stand firm against the forces of evil. Right is a big topic and definitions vary, but commitment does not.   &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Paladins are trained for combat and as such may wear up to heavy armor.  &lt;br /&gt;
&lt;br /&gt;
[[Weapon Construction|&#039;&#039;&#039;Weapons&#039;&#039;&#039;]]:  Paladins are trained by default in long weapons, medium weapons, small shields, and medium shields.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Lay Hands:&#039;&#039;  Perhaps the most common signature of Paladins across the worlds, Lay Hands allows your Paladin to relieve suffering at a touch.  Lay Hands  immediately ends the duration of all negative effects on a friendly target, regardless source, vector, or any other consideration.  Lay Hands only affects willing targets, and requires that you actually touch your target with your hand (or a short weapon if your target is one of those people who hates being touched, like me.)  Lay Hands can be used twice per reset, and gains an additional use at level 10/20/30/40.  Lay Hands can always be used by any given Paladin on herself, given a hand to use for it and the free will to do so (enemy mind controllers cannot, for example, Command you to burn out all your Lay Hands on yourself unless you wanted to anyway.)  This is called as &amp;quot;Lay Hands Cleanse&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Conviction: &#039;&#039; This is a measure of how well and how consistently your Paladin adheres to her oath.  It costs no SP, and caps at Rank 10 (for now).  A Paladin’s base weapon Focus is equal to one-third of her Conviction Rank (rounded down).  Conviction also influences her base mana pool, in a somewhat less linear fashion.  Extra weapon Focus is available at rates explained in the chart below..  Extra mana is available, again see blow for specifics.&lt;br /&gt;
&lt;br /&gt;
Conviction typically accumulates at two points per event.    Further noteworthy acts can accumulate as many as four in one event, but the curve steepens for the third and fourth points and cannot be counted on.  Conviction Rank is equal to one-fifth of earned Conviction, rounded down.  (Conviction’s also trivially easy to lose. If it ever reaches zero, a Plot event ensues.)  For the benefit of people who prefer the visualization:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable wikitable,style=&amp;quot; text-align: center; color: black;&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Conviction Total&lt;br /&gt;
!Conviction Rank&lt;br /&gt;
!Base Main Hand Melee Damage&lt;br /&gt;
!Base Mana Pool&lt;br /&gt;
!Aura&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | 1-5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6-10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +0&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|Hardening Aura (+10 Armor for all allies, one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |11-15&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |16-20&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |4&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|Aura of Courage (removes Fear effects, once per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |21-25&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |5&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |26-30&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |6&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|Fortitude (0self only, 1 module per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |31-35&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |7&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |25&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |36-40&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |8&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|Freedom Aura (ends duration of binding &amp;amp; mind-affecting on allies one encounter per reset)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |41-45&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |9&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |30&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |46-50&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |10&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; |35&lt;br /&gt;
|Adds a second use to every previous Aura and Fortitude&lt;br /&gt;
|}&lt;br /&gt;
For the rare-but-inevitable cases of Paladin characters starting above 1st level, they&#039;ll be afforded a measure of Conviction to start.  The specifics will vary on a number of factors but if you retire a high-level character and apply the build to a new Paladin, you shouldn&#039;t worry about starting with 10 mana and base weapon damage.  For the initial cases, new Paladins coming in as replacements for characters lost to reset, they&#039;ll start at 25 Conviction.&lt;br /&gt;
&lt;br /&gt;
[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;:  Oathsworn: &#039;&#039; This is both the source of and the counterweight to Conviction.  A Paladin has to have a Code.  There’s a good bit of latitude here for individual Paladin characters.  Some examples are provided below, but that list is not exhaustive.  Paladins occur in any culture that survives long enough to support them, and a Desert Elf Paladin warding off the winds and sands will have a different Code than a Paladin on the front lines of a war against evil.&amp;lt;blockquote&amp;gt;The details of Codes and their development are listed below.&amp;lt;/blockquote&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills]]:&#039;&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Martial&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus + 1&lt;br /&gt;
|None&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +2 &lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Focus +3&lt;br /&gt;
|Focus +2&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (17-24)&lt;br /&gt;
|16 Energy&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Weapon Ward|Weapon Ward]]&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Parry|Parry]]&lt;br /&gt;
|Weapon Ward&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Riposte|Riposte]]&lt;br /&gt;
|Parry&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|None&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Disarm|Disarm]] Strike&lt;br /&gt;
|None&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blitz&lt;br /&gt;
|Disarm Strike&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Maim|Maim]] Strike&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Stun|Stun]] Strike&lt;br /&gt;
|Maim Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|Divine Wrath Power&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (1-20)&lt;br /&gt;
|None&lt;br /&gt;
|1/2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mana (21-40)&lt;br /&gt;
|None&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#1st Level|1st Level]] Paladin Spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|1 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#2nd Level|2nd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|2 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#3rd Level|3rd Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|3 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#4th Level|4th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|4 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#5th Level|5th Level]] Paladin spell&lt;br /&gt;
|None&lt;br /&gt;
|1*&lt;br /&gt;
|5 Mana&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 1]]&lt;br /&gt;
| None&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Paladin#Healing Pool|Healing Pool 2]]&lt;br /&gt;
|Healing Pool I&lt;br /&gt;
|5&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Chain Spell|Chain Spell]] 1-2&lt;br /&gt;
| None&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Barrier&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Craft Holy Symbol&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|passive&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Strength of Conviction&lt;br /&gt;
|Conviction Rank 2&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Lending of Conviction&lt;br /&gt;
|Conviction Rank 3&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blinding Aura&lt;br /&gt;
|None&lt;br /&gt;
|8&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paladin Auras ==&lt;br /&gt;
&#039;&#039;&#039;Hardening&#039;&#039;&#039;: Grant all allies +10 repairable/refitable armor for one encounter per reset. This armor stacks with all other forms of extra armor except the Shielding spell and goes over class maximum. &amp;quot;All allies Divine Shielding&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Courage&#039;&#039;&#039;: This aura removes the fear effects from allies once per reset. &amp;quot;All allies Courage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortitude:&#039;&#039;&#039; This increases the base body for the Paladin by 30 for a module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aura of Freedom:&#039;&#039;&#039; This aura (ends duration of binding &amp;amp; mind-affecting effects on allies when called once per reset. &amp;quot;All allies Magic Freedom&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Spells]]:&#039;&#039;&#039; ==&lt;br /&gt;
Paladin spells do not generally require incants.  Even if their spells do require incants, those and any Invoked spells are able to be done without the requirement of a &#039;free hand&#039;. Many are melee modifications and simply modify a weapon call.  Very few Paladin spells that are not a weapon call require incants (Cure spells mostly) and any spell that&#039;s Invoked and not a weapon swing is delivered as Magic &amp;lt;Effect&amp;gt;, usually by weapon (packet delivered spells will be noted in their descriptions).&lt;br /&gt;
&lt;br /&gt;
Spellcasting classes can learn spells in one of two ways:&lt;br /&gt;
&lt;br /&gt;
# Find a scroll of the spell you&#039;d like to learn, read it into memory, and have a marshal sign off on it.  It should be updated on your character sheet the next event.  This doesn&#039;t cost skill points.&lt;br /&gt;
# Find someone who knows the spell and convince them to teach it to you.  This doesn&#039;t cost skill points, either.&lt;br /&gt;
# If that scroll is troublesome to locate, you can opt to spend one skill point to teach it to yourself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Symbol key reminder: &lt;br /&gt;
&lt;br /&gt;
* spells are chainable *&lt;br /&gt;
* spells are potion-able #&lt;br /&gt;
* Spells are invoked on use, no incant ^&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;1st Level&amp;quot;&amp;gt;&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Ligh&#039;&#039;t: Allows for the use of a muted flashlight or glowstick for up to 12 hours.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Stalwart&#039;&#039;: immediately repairs 5 points of [[armor]] to the caster, fixing a breach if this takes the armor to (or over) its maximum rating.  This is called simply as &amp;quot;Stalwart&amp;quot;, so your opponent understands why you just refuse to fall down.  Stalwart can also heal 5 body, in the rare cases where it&#039;s needed to do so, but it&#039;s almost always better to use Heal Pool for body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^#Shining Blade&#039;&#039;: swings silver or magic for one strike&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;*#Cure Weakness:&#039;&#039; ends the duration of all Weakness effects currently active on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Weakness&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Smite&#039;&#039;:  Smite boosts one weapon swing by 5 points of damage.  Smite is added on to Bane damage (see below) but explicitly stacks with other Paladin melee attack modifying spells.  Smite is not called; the damage is simply added to the weapon damage call.  Smite does not stack with Blitz nor itself.  &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Rest In Peace&#039;&#039;: immediately sets one willing target&#039;s [[Conditions and Cures|Condition]] to dead.  We realize how dumb this sounds, but keep in mind that very few minor-moderate undead are undead by choice.  Rest In Peace further prevents future attempts to raise the target as any sort of undead.  Rest in Peace is weapon delivered as &amp;quot;Divine Rest in Peace&amp;quot;.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;2nd Level&amp;quot;&amp;gt;&#039;&#039;&#039;2nd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;^Impenetrable&#039;&#039;: prevents one attack from going to body, damage is applied normally to armor, instead. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bodyguard&#039;&#039;: diverts all effects (but not direct damage) from a friendly target in melee range to the Paladin casting this spell.  Once cast, this is no longer optional - whatever hits your ward hits you instead, no matter how much you would rather it didn’t.  Bodyguard continues transferring effects into bleed-out and like most effects, ceases when the death count begins.  Bodyguard is cast by weapon strike and called simply as &amp;quot;Bodyguard&amp;quot; - the weapon strike is required both to limit range and notify your protected that you&#039;re taking the effects and he/she is not.  Your ward should be careful to notify you when you&#039;re afflicted.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Resolve&#039;&#039;: adds +2 strength for one encounter or five minutes, self-only&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Disease:&#039;&#039; Ends the duration of all Disease effects on the target.  This can be weapon or packet delivered as &amp;quot;Divine Cure Disease&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;3rd Level&amp;quot;&amp;gt;&#039;&#039;&#039;3rd Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Divine Fear&#039;&#039;: this acts as a Fear against the unholy, as considered by a given Paladin’s creed.  It’s delivered via weapon or packet, and called as &amp;quot;Divine Fear&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;#^Strength of Will:&#039;&#039; renders the Paladin immune to Fear effects for one encounter or five minutes.  If it tries to scare you, by any mechanic, Strength of Will prevents it.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Immovable:&#039;&#039; an Immovable Paladin is immune to any effect other than his own free will that would cause him to move away from his current position.  Immovable Paladins may move at a slow walk while this effect is active.  Knockback, Whirlwind, Push, and similar effects are ignored, with “No Effect Immoveable”.   As an exception to the normal rules regarding expiration of effects, Immovable may at the player’s option sustain all the way until resurrection.  Immovable Paladins are not commonly dragged off for ransom or bait.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Block&#039;&#039;: Block is called as a &amp;quot;Divine Block&amp;quot; - it&#039;s defense to a melee attack and treats that attack as though the Paladin had successfully interposed his shield in between the weapon and the attack.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;4th Level&amp;quot;&amp;gt;&#039;&#039;&#039;4th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;#*Cure Metabolic:&#039;&#039; Cure Metabolic immediately ends the duration of all unwanted Metabolic effects on the target. This can be weapon or packet delivered as &amp;quot;Divine Cure Metabolic&amp;quot;, determined by the Paladin at the time of casting.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Sacrifice&#039;&#039;: Sacrifice immediately puts a Paladin in her death count and immediately casts Life, heals the target back to full, and removes all negative effects and body/armor damage from the target.  The effects are simultaneous, and any measures taken to prevent the killing blow also prevent the curative effect.  Sacrifice bypasses whatever other protective measures a Paladin may have up when she makes the choice.  This spell has an obvious visual effect when it completes, something in line with their Code - pillar of golden light, dark maw opening in the earth, Valkyries riding in, things along those lines.  Whatever the flavor, the Sacrifice guards against a Paladin&#039;s gear being looted by heathens; if such gear is destroyed, it&#039;s returned with the same application of Life that saves the Paladin or else resurrects with her.  Sacrifice is voice delivered as “Voice &amp;lt;Target&amp;gt; Sacrifice”.  (&#039;&#039;As an out-of-game note:  Plot will never reduce your Conviction for refusing to cast this spell.  It&#039;s very vulnerable to a specific flavor of cultural abuse, the same kind that ultimately leads to prosecutions of Paladins for &#039;not doing everything they could&#039; and that&#039;s an undesired consequence.  Sacrifice is here for your Paladin as a last-ditch to save lives, not here for your fellow adventurers to demand of you.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Bane:&#039;&#039; adds +5 to  Paladin’s weapon damage against a specific type of enemy.  This can be chosen at casting time but only from a pre-agreed list of types acceptable to that Paladin’s code.  Bane lasts for one encounter or until there are no visible targets of the appropriate type remaining. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;5th Level&amp;quot;&amp;gt;&#039;&#039;&#039;5th Level&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Miracle&amp;quot;&amp;gt;&amp;lt;i&amp;gt;^Miracle:&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; Miracle causes a beneficial effect, sometimes very strong, in accordance with a Paladin’s will.  The higher the Paladin’s Conviction, the more obvious and sweeping the miracle can get, but it is otherwise deliberately left undefined.  The actual effect of any given Miracle is defined by a Marshal; you can narrow down what kind of good thing you&#039;d like but Miracle is an ask, not an order. Miracle is only available to Paladins at peace; if your Paladin is suffering possible Conviction loss and has yet to make Amends, Miracle is unavailable.  There is no mechanics-enforced prohibition against multiple castings of this spell.  Some caution is still advisable.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Divine Shield&#039;&#039;:  Divine Shield stops any one weapon-delivered attack that uses a vector other than Physical or Divine.  It&#039;s effective at blocking spellstrikes, elemental strikes, arcane strikes, take your pick, but it does not block Massive (usually, Massive is almost always Physical) or a hypothetical Divine Slay Strike. This is limited per encounter based on the following chart:&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!Uses per Encounter&lt;br /&gt;
|-&lt;br /&gt;
|1-10&lt;br /&gt;
|One&lt;br /&gt;
|-&lt;br /&gt;
|11-20&lt;br /&gt;
|Two&lt;br /&gt;
|-&lt;br /&gt;
|21-30&lt;br /&gt;
|Three&lt;br /&gt;
|-&lt;br /&gt;
|31-40&lt;br /&gt;
|Four&lt;br /&gt;
|}&lt;br /&gt;
we eagerly await feedback in your event surveys on this change, Paladins.&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;^Life&#039;&#039;: [[Effects#Life|Life]] interrupts a death count and restores the target to 1hp.  Casting Life in this way takes a Paladin one uninterrupted minute, during which time the target’s death count is suspended.  Life can also be used as an offensive weapon against certain creatures; this is weapon-delivered as “Magic Life” and can be done immediately to the limits of a Paladin’s mana.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin [[Skills|Skill]] Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Focus + X&#039;&#039;:  This is directly added to a Paladin’s base weapon damage with any weapon in which the Paladin is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Barrier&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to funnel their magic into damage absorbing barrier on themselves. This grants the character 20 points of damage negation, which cannot be readjusted, does stack with other temporary armor buffs, but are the first points lost.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Blitz:&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Craft Holy Symbol&#039;&#039;:  A very narrow crafting skill, this ingests 2 Uncommon Components (preferably Ore but any of herbal/residuum/ore will do in a pinch) and produces a small item that can be consumed to cast Life without the normal one minute casting time.  For now, holy symbols work only for their creators; this may open a bit as time goes by and options are discovered.  Crafting a holy symbol takes fifteen minutes but requires no special tools or equipment.  Paladins with various craft powers can apply those to this process.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Mana&#039;&#039;:  Mana is the fuel by which spells are generated.  Purchased mana stacks on top of mana earned by Conviction.  Spells cost an amount of mana equal to their level.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Paladin Spells&#039;&#039;:  These are the tools of a Paladin’s magical trade.  They are purchased once and usable with mana from that point forward.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Energy&#039;&#039;:  This is the fuel that powers a Paladin’s martial skills.   Paladins may purchase up to 24 Energy.  Unlike their Warrior cousins, this is their limit - Paladins count on their magic and Conviction in a way Warriors do not, and consequently do not drive or direct Energy as well as Warriors do.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Aura Blade&#039;&#039; &#039;&#039;&#039;-&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Weapon Ward: &#039;&#039; [[Effects#Weapon Ward|Weapon Ward]] This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Parry&#039;&#039;: Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.   &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Riposte:&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Paladin’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Disarm Strike: &#039;&#039; Disarm Strike is delivered via melee weapon and causes the [[Effects#Disarm|Disarm]] effect on a successful hit.  Disarm Strike, as an exception to the usual melee hit rules, does take effect on a successful strike directly to the target item. (&#039;&#039;I know, I know, I’m just worn out explaining this to literally everyone that purchases this skill and opening it up saves my aspirin budget.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Maim Strike:&#039;&#039;  Maim Strike inflicts the [[Effects#Maim Limb|Maim Limb]] effect on a successful melee hit.  Limbs can be specified, but if they are not, the choice of afflicted limb goes to the defender.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Slay Strike&#039;&#039;:  Slay Strike inflicts [[Effects#Slay|Slay]] on a successful melee hit.  This is identical in effect to other Slays, but bear in mind that Fighters aren&#039;t being judged for their body counts and Paladins are.  Slay Strike is here to remove unrepentant evil (however you define that); slobbering it all over everything like ketchup on fries has... consequences.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Stun Strike&#039;&#039;:  Stun Strike inflicts the [[Effects#Stun|Stun]] effect on a successful melee hit&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Healing Pool&amp;quot;&amp;gt;&#039;&#039;Healing Pool 1 &amp;amp; 2&#039;&#039;&amp;lt;/span&amp;gt;  A Healing Pool is a small volume of raw mana a Paladin can use to seal up wounds.  Each level of Healing Pool awards 25 points of healing; this is packet- or weapon-delivered in increments of 5 as &amp;quot;Divine X healing&amp;quot;.  Paladins may heal themselves without an in-game incant or a free hand (which here means that Paladins can self-heal while Silenced, confined, or deprived of both arms), announced as &amp;quot;Divine Heal X&amp;quot;, also in increments of 5, up to 25 total healing per rank of spell pool. Each rank of spell pool also increases the cap of per use healing by 5, thus a Paladin with Spell Pool 2 a Paladin could heal for 10 points at a time.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Strength of Conviction:&#039;&#039;  Through your ties to your beliefs, you are able to shake off a a command that would force you to violate your tenants Verbal: &amp;quot;Divine Resist&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lending of Conviction:&#039;&#039; This skills allows you to use your loyalty to your path and companions to help them shake off that which is influencing their mind. This is used as &#039;Divine Dispel Mental&#039; and works on any mental effect that isn&#039;t Nightmare or Horrify.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blinding Aura:&#039;&#039; This skill allows the Paladin and their companions to skirt by an encounter on a module bypassing it completely with the power of belief in [https://knowyourmeme.com/memes/you-cant-see-me John Cena.]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Paladin Powers:&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;Desperate Rush&#039;&#039;:  This power removes the sixty-second cast time from a Paladin&#039;s Life spell, twice per reset.  This can be learned multiple times, handy for slow learners and the defensively challenged.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Enchant Spirit: Prerequisite: Aura Blade.&#039;&#039; This power allows the character to enchant their weapon with the Flavor Carrier: Spirit, instead of Magic, when they use the Aura Blade skill.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Righteous Chorus&#039;&#039;:  Righteous Chorus allows a Paladin to deliver her curative spell effects by voice, rather than weapon or packet.  It can deliver Life, and if this is not also &#039;&#039;Desperate Rush&#039;&#039;ed, starts the timer where the Paladin is - you can call &amp;quot;Voice &amp;lt;target&amp;gt; Life&amp;quot; and wait wherever you are; you don&#039;t have to run over to your target.  Righteous Chorus can be used once per reset for every two Conviction Ranks, to a maximum of five.  Righteous Chorus does not apply to Healing Pool; to voice deliver Healing Pool, you&#039;ll have to inquire of Biomancers and this is not as easy as it sounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Divine Wrath&#039;&#039;: Divine Wrath is a path that not all Paladins follow, though those who often see themselves delivering their Conviction&#039;s message to the lawless in the wastelands of the un-righteous find it a handy tool for their kit. Divine Wrath allows for the Purchase of the Slay Strike skill for 7 SP which can then be fueled with 4 energy per use&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;Only When Called:&#039;&#039;  This power renders a Paladin immune to the Curse of Death effect, regardless of how it&#039;s generated or applied.  For a second purchase, a Paladin can also remove Curse of Death from someone else, once per reset.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Codes:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Code is nothing more or less than a statement of what a given Paladin holds as &amp;quot;right&amp;quot;.   Codes in place are &#039;&#039;absolute&#039;&#039;.  There are no exceptions for expediency, or the greater good, or external pressure.  A Paladin does not waver from Right simply because Right isn&#039;t popular or profitable.  This is, both literally and symbolically, the core of their power.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
That said, Right and Wrong can be very big concepts.  It&#039;s good for people to learn, to grow, and to allow wisdom to influence Right.  Rigid adherence to unchanging laws, even in the face of revelatory learning, is not a good in itself.  Too much of this can easily lead to real evil being perpetrated in the name of good.  To reflect that, new Paladins are only required to uphold one central Tenet - this is the base from which all other conclusions are drawn.  As they interact with the world and grow, they add more tenets to help them define Right from Wrong in a more specific sense.  A Paladin adds a new Tenet to her Code at every other Conviction Rank, to a minimum of four.&amp;lt;blockquote&amp;gt;Since that abstraction can be a little tough to wrangle, consider two Paladins that both start with &amp;quot;help the needy&amp;quot; as their initial Tenet.  One, after spending some time at soup kitchens and shelters, decides that it&#039;s also good to attack this problem at it source, and adds Tenets to lobby for change, to improve conditions, and to avoid the actions they believe to result in more needy people.  The other, having spent her nights fending off bandits and other predators, adds Tenets to prosecute victimizers so they can&#039;t inflict further harm on people that were already troubled - &amp;quot;zero tolerance for bullies&amp;quot;, maybe.  The goal is the same - alleviating need - but the approach is very different.  &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Similarly, things that seemed absolute at the outset of a Paladin&#039;s career may seem less so after some time in the worlds.  If your Paladin grew up in a human town constantly subjected to Elven Raiders, you might have started with &amp;quot;suffer not the Elf to live&amp;quot; as your core tenet.  Fast forward five years, when you&#039;ve actually met some Elves and realized that it&#039;s almost always wrong to generalize like this; you can (and should) expand your thinking.  Revising your Code is possible, even your core tenet if it&#039;s proven less than what you imagined, but it comes at a cost.  Beliefs become harder to release the longer they&#039;re held.  Changing your Code costs ten percent of your accumulated Conviction; this makes it cheap to do early and progressively more painful as your beliefs mature and solidify. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	These are some examples from various places, intended here as fuel for thought. Again, this is not exhaustive and we’ll work with you on whatever weirdo corner case your Paladin might need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Priya]]’s Samurai&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  This is the oath sworn by the few [[Deep Elf]] Paladins remaining in [[Anteris]] and sworn by all the ghosts back when they were alive.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Not One More&#039;&#039;:  The safety of Deep Elves is the highest duty.  Everything else is secondary to this consideration.&lt;br /&gt;
* &#039;&#039;Blade of the Empress&#039;&#039;: The Empress’s word is law.  Her commands are carried out without hesitation and only so many questions as are required to understand her will.  &lt;br /&gt;
* &#039;&#039;No Fear&#039;&#039;: Samurai do what is right regardless of the opposition.  If a Lord of [[Acheron]] moves to harm a [[Deep Elf]], that Lord will be attacked with all that a Samurai can muster.  No elf is above failure.  No failure must ever come from cowardice.&lt;br /&gt;
* &#039;&#039;Bladesworn:&#039;&#039; Samurai fight in the open, honestly.  Samurai do not poison their enemies’ food or drink, do not strike from stealth, and do not strike from behind.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&amp;lt;blockquote&amp;gt;&#039;&#039;Contrition:&#039;&#039; Where the creed contradicts itself (slaying an enemy with a bow in order to save a Deep Elf’s life, or refusing an order from the Empress that will bring harm to a Deep Elf), a Samurai must act guided by his own conscience and then spend at least one hour in meditation repenting for his crime.  This meditation must occur as soon as feasible without incurring further breaches of the creed.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knights of [[Summerfall]]&#039;&#039;&#039;&#039;&#039;: &#039;&#039; This was the Code sworn by [[human]] knights of [[Anteris]] before their near-extermination. &lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;Protect the Innocen&#039;&#039;t: “Innocent” is always a complicated concept but protection is not:  A Knight must put herself between harm and people she regards as innocent.  (Many postwar Knights toss the word ‘human’ in there at the end of this but the original form of the creed swore Knights to protect any innocent person regardless of species.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Help the Helpless:&#039;&#039; Knights assist the defenseless in any way that the defenseless need, to the limits of their own abilities.&lt;br /&gt;
* &#039;&#039;Eyes Wide Open&#039;&#039;: a Knight does not turn a blind eye to corruption, injustice, or cruelty…&lt;br /&gt;
* &#039;&#039;Above It&#039;&#039;: …nor she does accept these things in herself.  The ends do not justify the means.&lt;br /&gt;
* &#039;&#039;Amends&#039;&#039;:&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;&#039;&#039;Balance the Scales&#039;&#039;:  Knights of Summerfall that break the Code are generally required to make amends in whatever way brings their conscience back into harmony with the Code.  Apologies, damages paid, services owed, debts taken on, there are many forms of this.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteblades&#039;&#039;&#039;:  Typical of Codes sworn by [[Acheron]]’s [[Biomancers]].  Presented here as a less typical form of Paladin.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Hold the Line&#039;&#039;… : No evil steps foot into [[Home]].&lt;br /&gt;
* &#039;&#039;Against the Night…&#039;&#039; : Suffer not the minions of Death.  (This is currently in some flux, with the recent overtures from [[Zilicus]] and some odd corner-cases introduced by interaction with the Prime.  Until a decision is made, act as your conscience guides you.)&lt;br /&gt;
* &#039;&#039;No Matter the Cost…&#039;&#039; : Once a stand is taken, it is carried out to the end. (‘stand’ is interpreted broadly.  By intent, a Whiteblade defends any position he stakes out, whether it&#039;s on a battlefield or a court martial.  “To the end” is deliberate to disambiguate from ‘to the death’ - [[Biomancers|Biomancer]] Command frequently plays all kinds of funny games with feints and diversions.  Paladins may be expected to break ranks and flee and that’s okay, as long as ‘break ranks and flee’ was the plan going in or an acceptable branch of the decision tree.)&lt;br /&gt;
* &#039;&#039;Even to Thyself.&#039;&#039;:   Do not become the monster you fight.  (Back Home, Whiteblades are scheduled time with therapists trained in seeing the warning signs of a Paladin in psychological danger of giving in to the darkness.  Usually monthly, sometimes weekly in periods of abnormally high stress.)  &lt;br /&gt;
* &#039;&#039;Amends:&#039;&#039;&lt;br /&gt;
* &amp;lt;blockquote&amp;gt;Whiteblades rarely find themselves in contradictory situations.  The Code is clear and their environment has clearly drawn lines.  Consequently, lapses are immediately regarded as failures in character and referred for psychological evaluation.  This is not as much fun as it seems.&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=2240</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Ranger&amp;diff=2240"/>
		<updated>2026-01-05T23:55:27Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rangers are noted for tracking, hunting, and archery.  They&#039;re common in any natural environment that provides the basics for bows and arrows; desert and underground rangers carve their weapons out of treated bone, forest rangers use the wood their land provides, aquatic rangers have a variety of options.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armor]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;  Rangers are trained in medium armor; heavy armor is noisy and no Ranger wants any more weight on his bow arm than he can avoid.  Rangers are allowed to acquire the various armor-affecting Power without penalty.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Weapons]]&#039;&#039;&#039;:  Rangers are trained by default in bows of every description, including crossbows.  They are also skilled in short and medium melee weapons. They are also skilled with Thrown weapons.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big href=&amp;quot;Class Feature&amp;quot;&amp;gt;[[Class Feature|&#039;&#039;&#039;Class Feature&#039;&#039;&#039;]]&#039;&#039;&#039;&#039;&#039;:&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&#039;&#039; &#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hunter&#039;s Mark:&#039;&#039;&#039;&#039;&#039;  Hunter&#039;s Mark does a number of things.  A Marked target is visible to the Marking Ranger until the Mark is removed; Marked targets may still hide or become invisible but this only stops other people from attacking.  The Marking Ranger can fire right through stealth, concealment, invisibility, or any other effect that serves to deny line of sight.  Also, Rangers may use this to Voice deliver one unmodified arrow at +10 damage or one modified arrow as normal - this is called as &amp;quot;Hunter&#039;s Mark - &amp;lt;target&amp;gt; &amp;lt;damage/effect&amp;gt;&amp;quot;.  Hunter&#039;s Mark expires when a Marked victim has avoided the Ranger for one hour.  Hunter&#039;s Mark can be used twice per reset.  One extra use is acquired for free at 10th/20th/30th/40th level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Pursuit Predation:&#039;&#039;&#039;&#039;&#039;  Rangers can walk down virtually anything in nature.  Pursuit Predation allows a Ranger to follow a character who&#039;s used the Flee skill to disengage.  This doesn&#039;t interrupt the Flee or force the Flee&#039;r to stay engaged, but it does allow the Ranger to re-engage after 10 minutes of following time.  It doesn&#039;t provide any travel mechanics the Ranger didn&#039;t already have - it&#039;ll catch you up to a Flee, but it does not itself open portals, or grant you wings or burrowing claws, or gills.  Someone fleeing has ten minutes to find a better escape hatch; sometimes they can and you&#039;ll end up staring at the sky, frequently they cannot and you&#039;ll get a second shot.  Pursuit Predation only covers the Ranger using it.  Multiple Rangers can pursue the same Fleeing target,  using their own Pursues, but this does not allow for passengers.      &lt;br /&gt;
&lt;br /&gt;
== Ranger Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Category&lt;br /&gt;
!Skill Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP Cost&lt;br /&gt;
!Energy Cost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +2&lt;br /&gt;
| -&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|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;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +10&lt;br /&gt;
|Precision +8&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Precision +12&lt;br /&gt;
|Precision +10&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fuel&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (1-20)&lt;br /&gt;
|&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Energy (21-40)&lt;br /&gt;
|&lt;br /&gt;
|2 per&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
|Pierce&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Disarm Shot&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Mob Scene&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T1&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
|Crippling Shot&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Expose Armor&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Manticore Shot&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Pindown Shot&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T2&lt;br /&gt;
|Any Tier 1 Offense&lt;br /&gt;
|3&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;
|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
|Paralyzing Shot&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Streamlined Shot&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T3&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Weighted Shot&lt;br /&gt;
|Any Tier 2 Offense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
|Impale&lt;br /&gt;
|Any Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Trick Arrow T4&lt;br /&gt;
|Any Tier 3 Offense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 1&#039;&#039;&lt;br /&gt;
|Mobility&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Initiative&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|Any Tier 1 Defense&lt;br /&gt;
|3&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;
|&#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
|Escape&lt;br /&gt;
|Any Tier 2 Defense&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Tier 4&#039;&#039;&lt;br /&gt;
|Avoidance&lt;br /&gt;
|Any Tier 3 Defense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Dodge&lt;br /&gt;
|Any Tier 3 Defense&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miscellaneous&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Hide&lt;br /&gt;
| -&lt;br /&gt;
|6&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Hide&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Track &lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Bowyer/Fletcher|Bowyer/Fletcher]]&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Terrain Adaptation &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;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dailies&#039;&#039;&#039;&lt;br /&gt;
|[[Effects|Agility]]&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#Conceal|Conceal]]&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Ranger#High Intertia|High Inertia]]&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Hunter&#039;s Call|Hunter&#039;s Call]]&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects#Sap|Sap]]&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Smoke Screen]]&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Snare]]&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Quickness]]&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|[[Effects|Warning Signs]]&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Ranger Skill Descriptions:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Offense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Pierce&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Pierce:&amp;lt;/b&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;  Pierce allows an arrow to take effect on a hit to a shield.  This is called as &amp;quot;Pierce&amp;quot; appended to another bow attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Disarm Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Disarm&#039;&#039;&#039; &amp;lt;b&amp;gt;Shot:&amp;lt;/b&amp;gt;&#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.  For Rangers, it is packet-delivered and called as &amp;quot;Disarm Shot &amp;lt;item&amp;gt;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Mob&#039;&#039;&#039; &amp;lt;b&amp;gt;Scene:&amp;lt;/b&amp;gt;&amp;lt;/i&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T1&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Trick&#039;&#039;&#039; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &amp;lt;b&amp;gt;T1:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  This allows a Ranger to launch a Trick Arrow created by Bowyer/Fletcher - see below for specifics.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 2:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Crippling Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Crippling&#039;&#039;&#039; &amp;lt;b&amp;gt;Shot:&amp;lt;/b&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt; This attack is delivered with the call &amp;quot;Crippling Shot” and delivered by packet (like any other arrow). This inflicts the [[Effects#Crippling Strike|Crippling Strike]] effect.  For ease of reference, this will cause the affected target to be unable to move faster than a walking pace for the remainder of the encounter, and prevents the target from using the [[Effects#Flee|Flee]] effect. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Expose Armor&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Expose&#039;&#039;&#039; &#039;&#039;&#039;Armor:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Manticore Shot&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Manticore&#039;&#039;&#039; &#039;&#039;&#039;Shot:&#039;&#039;&#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;span id=&amp;quot;Pindown Shot&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Pindown&amp;lt;/b&amp;gt; &#039;&#039;&#039;Shot:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  Pindown Shot sticks a target&#039;s right to the ground.  Pindown can be ripped from with no special strength and incurs no damage when it is ripped, but ripping free from Pindown Shot is a 30-counted action not influenced by enhanced Strength.  It can be escaped by the usual measures that end binding effects.  This is packet-delivered and called as &amp;quot;Pindown Shot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T2&amp;quot;&amp;gt;&#039;&#039;&amp;lt;b&amp;gt;Trick&amp;lt;/b&amp;gt; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &#039;&#039;&#039;T2:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;  As Trick Arrow T1, allowing for Tier 2 trick arrows from the Bowyer/Fletcher skill below.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 3:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;/p&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;span id=&amp;quot;Paralyzing Shot&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Paralyzing&#039;&#039;&#039; &#039;&#039;&#039;Shot:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&#039;&#039;Streamlined Shot&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;:&#039;&#039;&#039;  Streamlined arrows are lighter, trading impact for speed.  The Energy cost for Streamlined Shot is added onto another shot, and allows the shooter to call &amp;quot;Double Attack&amp;quot; in response to a defended attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T3&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Trick Arrow&#039;&#039;&#039; &#039;&#039;&#039;T3:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; As Trick Arrow T1, allowing for Tier 3 trick arrows from the bowyer/fletcher skill below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Weighted Shot:&#039;&#039;&#039;&#039;&#039; This skill is delivered via Voice and can be used on a Flying Target. It forces an immediate safe landing and the creature may not attempt to fly again for 10 seconds.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 4:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Trick Arrow T4&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Trick&#039;&#039;&#039; &#039;&#039;&#039;Arrow&#039;&#039;&#039; &#039;&#039;&#039;T4:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;   As Trick Arrow T1, allowing for Tier 4 trick arrows from the bowyer/fletcher skill below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Impale&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;Impale:&#039;&#039;&#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.  &lt;br /&gt;
&lt;br /&gt;
.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Defense ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mobility:&#039;&#039;&#039;&#039;&#039;  This skill allows the character to resist slowing effects, Pin and Bind effects, and Binding Strike’s up to +4 Strength. Additionally, this skill can remove any of the above effects that are currently affecting the character, as well as allow escape from other non-magical bindings on their person.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Initative:&#039;&#039;&#039;&#039;&#039; 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;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;Tier 2&#039;&#039;:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Roll:&#039;&#039;&#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;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 3:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Escape:&#039;&#039;&#039; This special defense allows the character to escape from all forms of movement impairing and Binding effects currently affecting them, instantly ending their duration, though it does not work on Contain effects or Petrify. 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.&amp;lt;/blockquote&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Tier 4:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;&#039;&#039;&#039;Avoidance:&#039;&#039;&#039;&amp;lt;/i&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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dodge:&#039;&#039;&#039;&#039;&#039; This skill allows the character to avoid a single packet or bullet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&amp;lt;br /&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
=== Dailies: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;span id=&amp;quot;Agility&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Agility:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Conceal&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Conceal:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;High Inertia&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;High Inertia:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  High Inertia arrows have a second weight in the shaft to deliver a second jolt of kinetic energy.  High Inertia arrows effectively hit twice; this is called as &amp;quot;Double Attack&amp;quot; in response to a legally-defended arrow attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Hunter&#039;s Call&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Hunter&#039;s Call:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Sap&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Sap:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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 &#039;&#039;Helpless&#039;&#039;. Any damage or violent movement will end this effect, otherwise they will remain in this state for up to 5 minutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Smoke Screen&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Smoke Screen:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Snare&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Snare:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&#039; This effect causes the target to become unable to move, suffering the effect of a &#039;&#039;Natural Pin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Quickness&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Quickness:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;  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 Passive Temporary Reduction.&lt;br /&gt;
&lt;br /&gt;
*Over 60 seconds is reduced by 50%,&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;
&amp;lt;span id=&amp;quot;Warning Signs&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&#039;&#039;&#039;Warning Signs:&#039;&#039;&#039;&amp;lt;/i&amp;gt;&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.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Hide&#039;&#039;:&#039;&#039;&#039;  This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Move Silent&#039;&#039;:&#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;&#039;&#039;Track&#039;&#039;:&#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 “Observation” is that you do not incur as many of the normal negatives since they do not yet apply. This skill has a  general max of 20 Ranks, and each Rank adds 1 Bonus to the characters Contested Rolls.  Rangers may take Track up to 30 Ranks - they are the premiers trackers in the worlds and their reflects this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Terrain Adaptation&#039;&#039;:&#039;&#039;&#039; This skill 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.  Terrain Adaption is passive and always-on in the appropriate environment.  It can also be purchased for various environments found on Prime planes, where it serves to passively counter difficult terrain and terrain hazards (drowning, dehydration, atmospheric pressure, etc).  Terrain Adaptation on a Prime prevents passive effects but not active ones; if you&#039;re trying to inch along a cliff in the mountains but have to avoid gusts of wind and falling rocks, Terrain Adaptation (Mountain) does not help.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;span id=&amp;quot;Bowyer/Fletcher&amp;quot;&amp;gt;&#039;&#039;&#039;Bowyer/Fletcher:&#039;&#039;&#039;&amp;lt;/span&amp;gt;: ===&lt;br /&gt;
Any competent engineer can stitch together a perfectly serviceable bow.  Rangers are trained in creating very specific effects with assorted combinations of materials, in a greatly abbreviated span of time.  Rangers with this skill are considered to have an assortment of arrows prepared during downtime, and they may select any of these at time of use.  Trick arrows are limited by Energy consumption rather than the usual crafting limits (components and time). &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 1:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Elemental Shot:&#039;&#039;&#039;&#039;&#039;  Changes the Flavor of an arrow to any of the four classical elements, or to lightning. Shadow and Spirit are beyond the purview of basic arrow physics but not untenable and do occur in places - you&#039;ll just have to ask those sources for their schematics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Dipped&#039;&#039;&#039;:&#039;&#039; Dipped arrows sacrifice slicing damage for toxin delivery.  The base Dipped arrow is called as &amp;quot;Poison Exhaustion&amp;quot; and delivers the [[Effects#Exhaustion|Exhaustion]] effect.  There are lots of variations on the theme across the worlds.  Not coincidentally, there is a great deal of overlap between arrows dips and Chemistry effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Tuning Fork&#039;&#039;&#039;&#039;&#039;: This is a small fork attached to the head of the arrow, tuned to resonate against the victim&#039;s vocal chords and prevent their use.  This is called as &amp;quot;Physical Silence Shot&amp;quot;.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Level 2:&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Explosive Shot&#039;&#039;:&#039;&#039;&#039; Adds the &amp;quot;critical&amp;quot; tag to one shot..&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Beacon&#039;&#039;:&#039;&#039;&#039; Beacon causes no damage. Characters affected by Beacon can be tracked without a roll by the Ranger than inflicted the Beacon. In the case of defenses that cause Tracking to fail without a test, Beacon allows for a normal contest. Beacon is good for 100 miles per Ranger level and lasts no longer than 48 hours without reinforcement. You may submit two BGA&#039;s to keep your Beacon alive into the next event. Beacons are not trustworthy across planar borders - they may or may not continue to function at all or may provide misleading information.  Beacon is delivered as &amp;quot;Physical Beacon Shot&amp;quot;.  It can be removed by anyone with Bowyer/Fletcher of any level in five minutes of concentration, or any Advanced Engineer in sixty minutes.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Level 3&#039;&#039;&#039;:&amp;lt;/u&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Pinpoint&#039;&#039;:&#039;&#039;&#039;  Pinpoint shot is a smaller arrowhead, designed to fit in between plates or through chain links.  Pinpoint arrows inflict Body damage.&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;Level 4&#039;&#039;&#039;:&amp;lt;/u&amp;gt; &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&#039;&#039;Magnetic Shot&#039;&#039;:&#039;&#039;&#039;  Magnetic arrowheads attract other arrowheads; after landing a Magnetic Arrow, a Ranger can voice deliver further arrows to the victim.  Voice-delivered arrows can involve Offense skills but can&#039;t involve any other trick arrows. Magnetic Shot is called as &amp;quot;Physical Magnetic Shot&amp;quot;; further arrows delivered to the target are called as &amp;quot;Magnetic Shot - Voice &amp;lt;target&amp;gt; &amp;lt;whatever&amp;gt;.  Magnetic Shot lasts for five minutes or one encounter.  (&#039;&#039;I&#039;m on the fence about individualizing this; magnets don&#039;t care very much about who shot them and it feels themey for one archer to connect a magnetic shot so five archers can all start calling voice effects, but I worry about the field playability of this.  For now,  you can only Voice deliver targets you yourself have tagged with Magnetic but that may change in response to field conditions.&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Stun Shot&#039;&#039;:&#039;&#039;&#039;  These are blunted arrows not intended to pierce or kill.  Stun Shots are called as &amp;quot;Physical Stun Shot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Cloaking Shot&#039;&#039;:&#039;&#039;&#039;  A character hit with this shot instantly becomes Hidden, for a brief time. This skill is packet delivered and cannot target the Ranger shooting it; it&#039;s called as &amp;quot;Physical Conceal.” The targeting restriction is personal; two Rangers could target each other, but one alone has to resort to Dailies to disappear. Once activated, the affected 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. (&#039;&#039;I&#039;m aware of how awful this could get.  I like it for group-friendliness and a further standout from Gunslinger.  So far, I don&#039;t *think* there&#039;s any gruesome game break that I could pull off, but I&#039;m entirely willing to be proven wrong and Cloaking Shot may be adjusted or replaced at some future point.&#039;&#039;)&amp;lt;/blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Ranger Powers ==&lt;br /&gt;
&#039;&#039;&#039;Born Marksman*&#039;&#039;&#039;  This power reflects the character’s natural talent with ranged weapons. Each reset they gain 2 additional uses of the Hunter&#039;s Mark skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Called Shot&#039;&#039;&#039;  When a character uses their Hunter’s Mark skill to deal only damage, not adding a Technique, they receive a +10 Base Weapon Damage bonus instead of the normal +5 bonus.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Exotic Ammo&#039;&#039;&#039; Going in for the kill is not always about just a good shot but knowing your foes weaknesses. This Power allows the character to create an &#039;&#039;Exotic Quiver,&#039;&#039; this is a 10 counted action and lasts for the Encounter or until all 10 charges are used. The effect of the ammo is as follows: +3 &#039;&#039;Temporary Damage&#039;&#039; and a Flavor Carrier (Fire/Stone/Water/Wind/Iron/Magic), and each charge is one shot, hit or miss. This Power can be used three times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid Shot&#039;&#039;&#039;  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;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Novices&amp;diff=2230</id>
		<title>Novices</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Novices&amp;diff=2230"/>
		<updated>2025-11-20T03:08:04Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Novice Rules = &lt;br /&gt;
&lt;br /&gt;
As a game which often times has families attending we try to accommodate. Children between the ages of 10-13 are not able to participate in standard combat, though this gives them ability to still join in on the fun. They cannot use melee weapons, though they can use some ranged attacks. Additionally, they are very susceptible to attacks; they treat packets attacks as normal and melee attackers need only to be within melee weapon range and state “I Slay You”.  This is considered a weapon attack and can be defended by full player characters.  &lt;br /&gt;
&lt;br /&gt;
Novices are only allowed to pick up treasure via Novice find skills, Novice Craft Skills, or tips and RP with other characters. As they are not allowed in combat they are not allowed to loot from NPCs defeated in combat. This is to help keep kids off the battle area.&lt;br /&gt;
&lt;br /&gt;
Novices begin game with 30SP to purchase skills, and gain 2SP each event they attend. These points transfer onto a standard character along with an additional 20 SP when the player reaches 13.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&#039;&#039;&#039;Novice 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;
|Daily Toil&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Novice Chemist&lt;br /&gt;
|5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Find a Flower&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Novice Cook&lt;br /&gt;
|5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Find a Rock&lt;br /&gt;
|4&lt;br /&gt;
| &lt;br /&gt;
|Novice Engineer&lt;br /&gt;
|5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Find a Shiny&lt;br /&gt;
|4&lt;br /&gt;
| &lt;br /&gt;
|Novice Smith&lt;br /&gt;
|5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Improved Aid&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|Trained Helper&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Novice Brewing&lt;br /&gt;
|5&lt;br /&gt;
| &lt;br /&gt;
|Well Educated&lt;br /&gt;
|3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Pet Taming&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Let&#039;s Trade&lt;br /&gt;
|6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Ritual Apprentice&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;Well Educated&#039;&#039; &lt;br /&gt;
|Footprint Follower&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Team Mascot&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Pocket Sand&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Run for Help&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Can’t Catch Me!&lt;br /&gt;
|4&lt;br /&gt;
|&#039;&#039;Run for Help&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Swimming Lessons&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|Beginner’s Luck&lt;br /&gt;
|6&lt;br /&gt;
|&#039;&#039;any novice harvesting skill&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|You’re Not So Big &lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Outdoor Skills&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Wake Up!&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;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Aid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&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 count stops, but they are not stabilized until the 60-second count is completed without interruption.&lt;br /&gt;
&lt;br /&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, 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;
&lt;br /&gt;
&#039;&#039;&#039;Novice Brewing&#039;&#039;&#039;           &lt;br /&gt;
&lt;br /&gt;
Allows the character to craft up to Rank 2 Items, following the normal crafting rules; however, crafting time is only 5 minutes. They do not require recipes, but still need components, and access to a Novie-shop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Chemist&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows the character to craft up to Rank 2 Items, following the normal crafting rules; however, crafting time is only 5 minutes. They do not require recipes for the items listed in the book under production, but still need components, and access to a Novie-shop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Smith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Allows the character to craft up to Rank 2 Items, following the normal crafting rules; however, crafting time is only 5 minutes. They do not require recipes for the items listed in the book under production, but still need components, and access to a Novie-shop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Engineer&#039;&#039;&#039;          &lt;br /&gt;
&lt;br /&gt;
Allows the character to craft up to Rank 2 Items, following the normal crafting rules; however, crafting time is only 5 minutes. They do not require recipes for the items listed in the book under production, but still need components, and access to a Novie-shop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daily Toil&#039;&#039;&#039;        &lt;br /&gt;
&lt;br /&gt;
Allows the character to carry up to 30 extra Ghost Tags, following the normal Ghost Tag rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Novice Cook&#039;&#039;&#039;   &lt;br /&gt;
&lt;br /&gt;
Allows the character to craft up to Rank 2 Items, following the normal crafting rules; however, crafting time is only 5 minutes. They do not require recipes for the items listed in the book under production, but still need components, and access to a Novie-shop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Find a Rock    &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Functions like Mining, but is only useful on modules and encounters, allowing them to find minor Ore Components&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pick a Flower&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Function like Farming, but is only useful on modules and encounters, allowing them to find minor Herb Components&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Find a Shiny   &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Functions like Theurgist, but is only useful on modules and encounters, allowing them to find minor Residuum Components&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trained Helper            &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Lowers the craft time of another player by up to 4 minutes, when they help them with their crafting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pet Taming&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This skill allows the character to capture and tame wild animals to be used as companion pets in conjunction with the &#039;&#039;Power: Companion.&#039;&#039; The character can tame 1 pet at a time, once the taming card is completed the pets can be traded to a player with the appropriate power, or the character can keep the pet to be traded later, but cannot be taming a new pet while they are housing a current one; unless they release the current pet. This skill can be purchased multiple times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Well Educated              &#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Functions as a Rank 2 Common Knowledge, for marshal information, allowing them to get information and ask simple questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ritual Apprentice - &#039;&#039;*prerequisite - Well Educated&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A novice with this skill may aid in a ritual being cast by reducing the time by 5 minutes to a minimum of 1 minute, the apprentice may cause the ritual to flux as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Footprint Follower-&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This skill allows the Novice to harvest from tracking (hunting nodes). Additionally, the novice may aid a player that is tracking and give them +1 success on their check.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Team Mascot -&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per module, the novice may use the following, “All allies in the sound of my voice, heal 3 body”. This skill may be bought multiple times, but it may not be used more than once per encounter or every 10 minutes. (Maybe Barrier 5 instead?)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pocket Sand -&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per module, the novice may target an enemy within 5 feet and call, “Voice natural Blind”. This skill may be bought multiple times, but it may not be used more than once per encounter or every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Run for Help -&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The novice gains the use of a Natural Flee once per reset. This may only be used to leave an encounter and may not be used to pursue a fleeing target. This skill may be bought more once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Can’t Catch Me! - &#039;&#039;*prerequisite - Run for Help&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the novice flees an encounter using a Flee effect, enemies not not use an ability to counter the use or pursue the novice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swimming Lessons -&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The novice may move through Aquatic Terrain without penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beginner’s Luck - &#039;&#039;*prerequisite - any novice harvesting skill&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When harvesting a node, if the novice has more than one draw, they may return one of their pulled sticks to the node to draw a new stick. They must keep the new draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Let’s Trade! -&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Novice may trade components and coins (but only these) as if they had one level in merchant. This skill may be used only once per reset is capped at a value of 30 common components.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outdoor Skills -&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This functions as the Survival skill except it cannot be used to make a weapon (tools may still be made).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wake Up!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Once per module, the novice may target an ally within 5 feet and call, “Voice natural Awaken”. This skill may be bought multiple times, but it may not be used more than once per encounter or every 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You’re Not So Big&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-Once per module, the novice may target an enemy within 5 feet and call, “Voice natural Weakness”. This skill may be bought multiple times, but it may not be used more than once per encounter or every 10 minutes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Pet Type&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Novice&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Power Bonus Options&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Stamina&lt;br /&gt;
|&#039;&#039;Escape from Binding&#039;&#039; once per reset&lt;br /&gt;
|Fast Healing 2; or allows the character to &#039;&#039;Break from Pin&#039;&#039; on a 3 Counted action.&lt;br /&gt;
|-&lt;br /&gt;
|Intellect&lt;br /&gt;
|Once each reset can cast a spell as “&#039;&#039;Magic&#039;&#039;&amp;lt;Spell Name&amp;gt;”, from any Path, up to 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt;  level.&lt;br /&gt;
|1 free Spell of up to 3&amp;lt;sup&amp;gt;rd&amp;lt;/sup&amp;gt; level from the character path of magic cast for free each reset; or 3 free Common Knowledge points useable for KA skills  the character has&lt;br /&gt;
|-&lt;br /&gt;
|Dexterity&lt;br /&gt;
|Can use &#039;&#039;Flee&#039;&#039; once each reset&lt;br /&gt;
|Quickness once each reset, or +2 Bonus to Disable Device &#039;&#039;Contested Roll&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|Cunning&lt;br /&gt;
|Can use &#039;&#039;Play Dead&#039;&#039; once each  reset&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+2 Bonus to Tracking &amp;lt;/nowiki&amp;gt;&#039;&#039;Contested  Roll&#039;&#039;; or 1 use of the &#039;&#039;Power:  Warning Signs&#039;&#039; each reset.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Weapon_Construction&amp;diff=2229</id>
		<title>Weapon Construction</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Weapon_Construction&amp;diff=2229"/>
		<updated>2025-11-20T03:01:15Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Weapon Construction &amp;amp; Armor Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Weapon Construction &amp;amp; Armor Rules =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weapon Type&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Striking Surface&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Max Grip&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Total Length&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Base Damage&lt;br /&gt;
|-&lt;br /&gt;
|Min&lt;br /&gt;
|Max&lt;br /&gt;
|Min&lt;br /&gt;
|Max&lt;br /&gt;
|-&lt;br /&gt;
|Short Weapon&lt;br /&gt;
|6’’&lt;br /&gt;
|18’’&lt;br /&gt;
|6”&lt;br /&gt;
|12’’&lt;br /&gt;
|24’’&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Medium Weapon&lt;br /&gt;
|18’’&lt;br /&gt;
|24’’&lt;br /&gt;
|9”&lt;br /&gt;
|24’’&lt;br /&gt;
|36’’&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Long Weapon&lt;br /&gt;
|26’’&lt;br /&gt;
|34’’&lt;br /&gt;
|13”&lt;br /&gt;
|34’’&lt;br /&gt;
|46’’&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Spear&lt;br /&gt;
|10”&lt;br /&gt;
|15”&lt;br /&gt;
|20”&lt;br /&gt;
|40”&lt;br /&gt;
|55”&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Great Weapon&lt;br /&gt;
|36’’&lt;br /&gt;
|54’’&lt;br /&gt;
|65% Weapon Length&lt;br /&gt;
|50’’&lt;br /&gt;
|72’’&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Staff&lt;br /&gt;
|60”&lt;br /&gt;
|60”&lt;br /&gt;
|2 @ 12” or 1 @ 15”&lt;br /&gt;
|54”&lt;br /&gt;
|72’&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Short Bow&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|12’’&lt;br /&gt;
|26”&lt;br /&gt;
|36’’&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Long Bow&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|12”&lt;br /&gt;
|36”&lt;br /&gt;
|48”&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|6”&lt;br /&gt;
|18&amp;quot;&lt;br /&gt;
|24”&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Thrown&lt;br /&gt;
|5”&lt;br /&gt;
|24”&lt;br /&gt;
|NA&lt;br /&gt;
|5”&lt;br /&gt;
|24”&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Pistol&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Gun: Rifle&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|NA&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
Weapons may be constructed from any materials previously approved for use. If you choose to use new materials, you must have them approved prior to construction.  You may run the risk that the finished weapons will fail approval, due to those materials. Examples of properly constructed weapons will be available at any event.&lt;br /&gt;
&lt;br /&gt;
All weapons must have padding for their entire length, except for the Grip lengths in the chart. Listed Grip Lengths are maximums, and may not exceed that maximum. However, Grips may be less than those lengths. Placement of Bow Grips must be in the center of the weapon, and the weapons should have curves in the shape of a bow. Staves &amp;lt;staff&amp;gt; must have the Grips toward the center of the weapon, and must have at least 18” from the ends. Spears must have open cell foam pieces on the striking end to make it appear spear-like.&lt;br /&gt;
&lt;br /&gt;
Hilts and Cross guards can have no dimension greater than 6”.&lt;br /&gt;
&lt;br /&gt;
Weapons made of solid pipe foam must have a minimum of 5/8-inch-thick Closed Cell foam on all striking surfaces. Weapons made of flat foam, IE Flat Blades, must have 1 inch of closed cell on striking surfaces, and 1/2 inch on non-striking surfaces. The foam padding of the weapon must extend 1” past the end of the weapon core; this is to prevent the core from stabbing through the end of the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons must have a 2” Thrusting tip made of open cell foam (Such as a couch cushion). Weapons that do not have stabbing tips, such as the molded Latex weapons must all be approved before use. While the butt end of the weapon does not need to be padded with foam (since it is not legal to strike players with the end of the weapon), it must be covered and built up with foam tape or the like so that the core is well covered and the end of the pipe cannot stab anyone.&lt;br /&gt;
&lt;br /&gt;
Weapons built of hollow cores must have that hollow core sealed in some way on each end, such as with strapping tape and padding. Weapons built in such a way that the entire length of the weapon is not secured to the core, and it must include an anchor point, examples of which can be seen at an event. Colors are also an important aspect, Red and Orange are reserved is for claws, and Yellow for &#039;&#039;Brawlers&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thrown weapons must be comprised of only foam (open or Closed). They cannot have any kind of solid core, and can be covered with tape. The thrown weapons should also have no points and narrow ridges should be covered with ½ open cell foam.&lt;br /&gt;
&lt;br /&gt;
Packets are used for spell casting, as well as other skills like Chemistry and Engineering. Packets should be made of cloth, and be filled with birdseed, roughly 2 tablespoons. Typically, White packets are used to spell casting, Yellow for arrows, Red for Bombs, and Orange for Vials&lt;br /&gt;
&lt;br /&gt;
Bows must be covered with at least 3/8-inchfoam; this is to protect weapons that might strike them. Bows by default cannot be used to block weapon attacks. And if they are struck they cannot be used to fire arrows until the bow is restrung, which is a 3 counted action.&lt;br /&gt;
&lt;br /&gt;
Crossbows have 2 dimensions that matter, the stock and the prod. The Stock is the body of the rep and must be at least 24” long, and the Prod which must be at least 18” wide.&lt;br /&gt;
&lt;br /&gt;
All weapons must receive a safety tag, signed by a marshal, or they will be subject to removal from Game when their use is discovered, regardless of safety.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Shield Size&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Area&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Dimension&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Perimeter&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Max Radius (Round Shields Only)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Small&lt;br /&gt;
|320 sq&lt;br /&gt;
|26 &lt;br /&gt;
|72 &lt;br /&gt;
|10 &lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|520 sq &lt;br /&gt;
|36 &lt;br /&gt;
|93 &lt;br /&gt;
|13 &lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|610 sq &lt;br /&gt;
|40 &lt;br /&gt;
|105 &lt;br /&gt;
|14 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Shields have several restrictions to their size as shown on the above chart: In the case of a round shield ignore the Max perimeter as the radius will place it much smaller. Max Perimeter is measured with a string around the edge of the shield when necessary. The Maximum Dimension for a shield is the distance between the two furthest points, not the longest edge. Additionally, Small shields only require a handle, while Medium and Large shields must have a handle and arm strap and both must be used for proper shield use. Shields may not be used to strike targets, and may only be used to block. All shields must have Closed Cell foam around the outer edge; this is preventing damage to weapons in combat. Max area is measured in square inches and everything else is in inches. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Guns&#039;&#039;&#039; ===&lt;br /&gt;
Covered in a great deal more detail [[Combat|under Combat]].&lt;br /&gt;
&lt;br /&gt;
* Pistols:&lt;br /&gt;
** Pistols are smaller blasters intended for one-handed shooting (although a disturbing number of them insist on two-handed priming actions).  Semi-automatic flywheel blasters are permitted - this is an accessibility issue to help people with smaller hands or weaker thumbs play on the same field with people who can work hammer action pistols very quickly and comfortably).  Again, you cannot fire more often than you can legibly call damage, even where the blaster will permit significantly higher rates of fire - this is both a balance and playability concern.  Aside from flywheel pistols, the more common hammer-action and assorted slide-action spring-powered blasters are generally fine.&lt;br /&gt;
** Pistols that are 80fps or under may be used within 10ft and are not required to go to voice calls.&lt;br /&gt;
** Pistols carry a base damage of 2 and their in-game construction is available under [[Engineering]].&lt;br /&gt;
* Rifles:&lt;br /&gt;
** Rifles are by design two-handed weapons and treated as such for game purposes.  We are well aware that you can, with a little practice, carry a lever-action rifle in each and prime them by rocking the rifle forward on the lever, and also aware that this produces no long-term desirable consequences.  Accordingly, using a rifle involves both hands; you cannot use one with a Maimed arm, for example.  Rifles are also not allowed flywheels, owing to the more forgiving nature of rifle configuration offering less advantage to strong thumbs or big hands.&lt;br /&gt;
** Rifles are restricted to semi-automatic (or slower) priming mechanisms, and must be either string- or spring-powered. Rifles are capped at 120fps.&lt;br /&gt;
** Rifles may not be fired within 10ft of your target. You must go to voice call within this range.&lt;br /&gt;
** Rifles carry a base damage of 4 and their in-game construction is available under [[Engineering]].&lt;br /&gt;
&lt;br /&gt;
== Common Weapon Material ==&lt;br /&gt;
Weapon Cores must be a hollow cored non-metal tube, which must be a continuous piece for the length of the weapon. Common cores are: PVC; for weapons shorter than 36”, the suggested pipe diameter is the 1/2” OD; for Spears and 2 Handed Weapons suggested pipe diameter is the ¾”-1.0” OD; or Fiberglass Kite Spar; for weapons shorter than 46”, the suggested pipe diameter is the 0.370” OD; for Spears and 2 Handed Weapons suggested pipe diameter is the 0.745” OD. While Graphite Golf Clubs can be used it is suggested they only be used for flat weapons. This is because it is difficult to have the pipe foam fit the tapered core.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fiberglass Kite Spar Cores&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;https://goodwinds.com/fiberglass/filament-wound-epoxy-tubing.html&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Foam is the majority of the weapon’s construction, and the most crucial for safety reasons. For pipe foam the type that should be used is Closed Cell, Polypropylene Pipe Foam, with a minimum of a 5/8” wall thickness. This product can be difficult to find, though your local chapter should be able to help, since the only places that sell it are Plumbing Supply stores and you normally need to buy a case of it at a time. For flat weapons the recommended foam is the blue camping pads, which can be found at Wal-Mart and Sporting Goods Stores.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blue Foam Mat&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;http://www.walmart.com/ip/Ozark-Trial-Camping-Pad-Blue/16783660&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon coverings must be on weapons to help protect the foam from harm and increase its durability, there are a large number of ways this can be achieved. The most common types of coverings are: Duct Tape, which you can get at Wal-Mart and any Hardware store; Nylon Tape, which is often called Sail Repair tape or Kite Tape. Weapons can also be covered by a fitted cloth sock-like covering, and even Plasti-Dip, which can be found at Pep-Boys or online.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kite Tape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;http://intothewind.com/shop/Repair_and_Kitemaking/Tape_for_making_and_repairing_kites/Nylon_Repair_Tape&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plasti-Dip&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;http://www.plastidip.com/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
Armor plays a very important part in the game, it allows the characters to take much more damage in combat and protects from some attacks. Armor is broken into 5 categories for determining how much a suit is worth and what it takes to rep the armor. This game is more about appearances than if your armor would really stop a weapon, atmosphere is the most important part of the game. Listed below is a list of the categories and what types of armor falls into each, now since looks are key there are many things that may fall into different categories based on what it looks like; it is very possible to have Battle armor with a rep that is not metal but looks very much like black steel plates.&lt;br /&gt;
&lt;br /&gt;
In addition to needing the proficiency to wear armor, and the rep you also need an item tag for the armor you are wearing to receive the benefit of it. Armor must cover 40-50% of your body to receive credit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Costume&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 10 points and it is made up of just what it says; so long as you are wearing a decent looking costume you will get credit. This means costumes that avoid major things like shirts with logos, blue jeans and baseball hats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Light&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of up to 20 points. Light armors are made of Heavy Padded Cloths and Light Leathers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Medium&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 30 points. Medium armors are made of Thick Leathers with Studs or Plates, and even Light Chain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heavy&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 40 points. Heavy armors are made of Heavy Chain and Brigandine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Battle&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Has a maximum value of 50 points. Battle armor is made of plates or scales of metal.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2210</id>
		<title>Trooper</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2210"/>
		<updated>2025-10-03T01:49:50Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Trooper */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper&#039;&#039;&#039; ==&lt;br /&gt;
Champions fight to defend those around them. Warriors fight with their great weapons as the unchallenged masters of massive damage. Troopers are the rank and file of the class. While they do not excel in any one area, they span multitudes. Moreover, their prowess in combat is matched only by the depth of their tenacity. They have logged the hours to burn the muscle memory of their techniques into their minds and those techniques have become ingrained in who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Troopers can wear up to Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Troopers are skilled with small and medium shields along with all weapons with the exclusion of firearms.. Troopers additionally gain the Florentine power for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Troopers use Energy to fuel their techniques.&lt;br /&gt;
&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;Jack of all Trades&#039;&#039;:&#039;&#039;&#039; These fighters have broadened their ability to learn more techniques than either currently available subclass and through this vast expanse of knowledge have gained an increased muscle memory. Troopers start with 2 free energy at 1st level and gain an additional 2 free energy at 20th level. This energy can go over the 48 energy cap.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trooper: Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Execute&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Weapon ward&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +3&#039;&#039;&lt;br /&gt;
|Disarm&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +5&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +4&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +6&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +5&#039;&#039;&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Brutal Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Muscle Memory (Dbl Atck)&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Stare Down&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Disrupt&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brutal Strike -&#039;&#039;&#039; Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or Species). It is delivered by landing a legal melee attack and announcing &amp;quot;Brutal Strike&amp;quot; and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, so using proper Cure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt&#039;&#039;&#039; - This powerful attack can help overcome the greatest of foes. This effect causes a targets &#039;&#039;Threshold&#039;&#039; to be reduced by 3 points, or &#039;&#039;Damage Cap&#039;&#039; to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Execute -&#039;&#039;&#039; This skill causes a target that is &#039;&#039;Helpless&#039;&#039; to become &#039;&#039;Dead&#039;&#039; and they begin their death count.  This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muscle Memory -&#039;&#039;&#039; Due to the constant practice and repetition of melee combat, a Trooper can effectively use the same energy to execute a maneuver a second time once it is defended against. This may only be invoked once per time purchased. Additionally, his only works if the first swing is completely negated and costs no Energy to use. The call for this skill is &#039;Double Attack&#039;. This cannot be used again if there is another defense called. The effects must be fully resolved in order if the initial defense was Riposte, for instance this must be resolved before the double attack can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch Job -&#039;&#039;&#039; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer a Slay effect. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== Trooper Powers ==&lt;br /&gt;
&#039;&#039;&#039;Critical Strike -&#039;&#039;&#039; &#039;&#039;Prerequisite Blitz, or Overpower&#039;&#039; When the character uses the &#039;&#039;Blitz, Slay strike, or Overpower&#039;&#039; special attacks, they may add the &#039;&#039;Critical&#039;&#039; Modifier to the damage call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039;  This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive modifier&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
== Trooper Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization (prerequisite: Specialization) -&#039;&#039;&#039; This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2209</id>
		<title>Trooper</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Trooper&amp;diff=2209"/>
		<updated>2025-10-02T22:58:15Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper&#039;&#039;&#039; ==&lt;br /&gt;
Champions fight to defend those around them. Warriors fight with their great weapons as the unchallenged masters of massive damage. Troopers are the rank and file of the class. While they do not excel in any one area, they span multitudes. Moreover, their prowess in combat is matched only by the depth of their tenacity. They have logged the hours to burn the muscle memory of their techniques into their minds and those techniques have become ingrained in who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Troopers can wear up to Heavy Armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Troopers are skilled with small and medium shields along with all weapons with the exclusion of firearms.. Troopers additionally gain the Florentine power for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy:&#039;&#039;&#039; Troopers use Energy to fuel their techniques.&lt;br /&gt;
&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;Jack of all Trades&#039;&#039;:&#039;&#039;&#039; These fighters have broadened their ability to learn more techniques than either currently available subclass and through this vast expanse of knowledge have gained an increased muscle memory. Troopers start with 2 free energy at 1st level and gain an additional 2 free energy at 20th level. This energy can go over the 48 energy cap.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trooper: Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Combat Techniques&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|Execute&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Weapon ward&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Deflect&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +4&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +3&#039;&#039;&lt;br /&gt;
|Disarm&lt;br /&gt;
|2&lt;br /&gt;
|1 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +5&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +4&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Focus +6&lt;br /&gt;
|20&lt;br /&gt;
|&#039;&#039;Focus +5&#039;&#039;&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Vitality&lt;br /&gt;
|4&lt;br /&gt;
|2 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 1-16&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 17-32&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Aura Blade&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Energy 33-48&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Blitz&lt;br /&gt;
|6&lt;br /&gt;
|3 Energy&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|Brutal Strike&lt;br /&gt;
|7&lt;br /&gt;
|4 Energy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Die Hard&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Patch Job&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Recovery&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Muscle Memory (Dbl Atck)&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Stare Down&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|Disrupt&lt;br /&gt;
|3&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Trooper Skills&#039;&#039;&#039; ==&lt;br /&gt;
&#039;&#039;&#039;Aura Blade -&#039;&#039;&#039; This skill adds the Flavor Carrier &#039;&#039;Magic&#039;&#039; to the character&#039;s weapon damage calls and increases the weapon&#039;s Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz -&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 &#039;&#039;Temporary Weapon Damage&#039;&#039;, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brutal Strike -&#039;&#039;&#039; Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or Species). It is delivered by landing a legal melee attack and announcing &amp;quot;Brutal Strike&amp;quot; and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, so using proper Cure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Die Hard -&#039;&#039;&#039; This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 &#039;&#039;Body Points&#039;&#039;. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative &#039;&#039;Body Points&#039;&#039; equal to their unadjusted maximum &#039;&#039;Body Points&#039;&#039;; at which time they will enter the &#039;&#039;Dying&#039;&#039; state but only have a 60 count &#039;&#039;Bleed Out&#039;&#039;. This effect will end if the user is healed above 0 &#039;&#039;Body Points&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disarm -&#039;&#039;&#039; This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disrupt&#039;&#039;&#039; - This powerful attack can help overcome the greatest of foes. This effect causes a targets &#039;&#039;Threshold&#039;&#039; to be reduced by 3 points, or &#039;&#039;Damage Cap&#039;&#039; to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Execute -&#039;&#039;&#039; This skill causes a target that is &#039;&#039;Helpless&#039;&#039; to become &#039;&#039;Dead&#039;&#039; and they begin their death count.  This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Muscle Memory -&#039;&#039;&#039; Due to the constant practice and repetition of melee combat, a Trooper can effectively use the same energy to execute a maneuver a second time once it is defended against. This may only be invoked once per time purchased. Additionally, his only works if the first swing is completely negated and costs no Energy to use. The call for this skill is &#039;Double Attack&#039;. This cannot be used again if there is another defense called. The effects must be fully resolved in order if the initial defense was Riposte, for instance this must be resolved before the double attack can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Hand Block -&#039;&#039;&#039; This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch Job -&#039;&#039;&#039; This skill allows the character to make a quick recovery in combat by &#039;&#039;Repairing&#039;&#039; a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the &#039;&#039;Breached&#039;&#039; status, though future &#039;&#039;Breaches&#039;&#039; will affect the armor normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recovery -&#039;&#039;&#039; This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the &#039;&#039;Toughen&#039;&#039; power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer a Slay effect. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stare Down -&#039;&#039;&#039; This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as &amp;quot;&amp;lt;Target&amp;gt;&#039;&#039;Voice Fear&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vitality -&#039;&#039;&#039; This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Ward -&#039;&#039;&#039; This skill will negate any &#039;&#039;Disarm/Shatter&#039;&#039; effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.&lt;br /&gt;
&lt;br /&gt;
== Trooper Powers ==&lt;br /&gt;
&#039;&#039;&#039;Critical Strike -&#039;&#039;&#039; &#039;&#039;Prerequisite Blitz or Overpower&#039;&#039; When the character uses the &#039;&#039;Blitz or Overpower&#039;&#039; special attacks, they may add the &#039;&#039;Critical&#039;&#039; Modifier to the damage call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Specialization -&#039;&#039;&#039;  This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strong Arm -&#039;&#039;&#039; This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the &#039;&#039;Massive modifier&#039;&#039;, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use &#039;&#039;Deflect&#039;&#039; and &#039;&#039;Parry&#039;&#039; with their shield alone without the need of a weapon.&lt;br /&gt;
&lt;br /&gt;
== Trooper Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Greater Specialization (prerequisite: Specialization) -&#039;&#039;&#039; This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;War Cry -&#039;&#039;&#039; This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=2208</id>
		<title>Caller</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Caller&amp;diff=2208"/>
		<updated>2025-10-01T22:21:55Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: /* Caller Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, this primal magic is guarded over by servants of philosophical balance known as callers. Allies to beasts and manipulators of nature, these often-misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, callers gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization.&lt;br /&gt;
&lt;br /&gt;
While some callers might keep to the fringe of battle, allowing companions to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Callers revere personifications of elemental forces, natural powers, or nature itself. Typically, this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic manifestations, or even specific awe-inspiring natural wonders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Callers have proficiency in Light Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Callers are skilled with the following weapons: Short Weapon, Staff, Spear, Thrown, and Small Shield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Casting:&#039;&#039;&#039; Callers have access to the &#039;&#039;Nature&#039;&#039; school of magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shifter&#039;&#039;:&#039;&#039;&#039; This skill allows the &#039;&#039;Caller&#039;&#039; to change forms into that of an animal on a 5 second counted action. While shifted, the character cannot speak, save for with animals of similar type, and they can use no active skills, abilities, or magic items that require speech. All non-self-generated protectives, blade spells, and &#039;&#039;Aspect (caller spells with an animal name)&#039;&#039; effects are suppressed. This form has the same stats as the Level 8 Caller Spell Aspect of the Beast and the abilities reset with the character not every time the Caller shifts. This form can be shifted into at anytime but it&#039;s state is tracked separately. If you are killed in animal form, you immediately revert to your normal PC form. You cannot change back into the form until the character resets. If you are shifting back to your normal form before being killed, it takes the same 5 count as it did to shift into the animal form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Nature’s Guide&#039;&#039;:&#039;&#039;&#039; Your bond with nature goes far beyond just physical to almost a spiritual level as the world around you almost speaks to you. This gives the character a few benefits: First, on the &#039;&#039;Prime&#039;&#039; or &#039;&#039;Essence&#039;&#039;, you can always find north and understand roughly where in the world you are. Second, you are always treated as though you have 1 Rank higher of &#039;&#039;Knowledge (Nature)&#039;&#039; than you have purchased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A note about Spells: The SP cost listed for spells below applies if your Caller wants to teach him/herself a spell without a scroll. If you have a scroll available, you can read that into memory and avoid the SP cost entirely; the SP cost is available as a means to ensure that your Caller can acquire spells even a given scroll is elusive, or overpriced, or just sold someone you can&#039;t get along with.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Skill Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skills&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (1-100)&lt;br /&gt;
!-&lt;br /&gt;
!1/2&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Mana (101-120)&lt;br /&gt;
!Mana (100)&lt;br /&gt;
!1&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!1st level spell&lt;br /&gt;
!&lt;br /&gt;
!1*&lt;br /&gt;
!1 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!2nd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!2 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!3rd level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!3 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!4th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!4 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!5th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!5 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!6th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!6 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!7th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!7 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!8th level spell&lt;br /&gt;
!-&lt;br /&gt;
!1*&lt;br /&gt;
!8 Mana&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!None&lt;br /&gt;
!0&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!Spell Pool 1&lt;br /&gt;
!5&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!Spell Pool 2&lt;br /&gt;
!10&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!Spell Pool 3&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 5&lt;br /&gt;
!Spell Pool 4&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!Spell Pool 6&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Metamagic&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Ley Point 1-20&lt;br /&gt;
!1 Mana&lt;br /&gt;
!2&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Hasten Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Penetrating Spell&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Overload&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Point&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Aura Emulation&lt;br /&gt;
!-&lt;br /&gt;
!2&lt;br /&gt;
!1 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Siphon Mana&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Forked Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Natural Spell&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!2 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Storm&lt;br /&gt;
!-&lt;br /&gt;
!4&lt;br /&gt;
!3 Ley Points&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Revitalize&lt;br /&gt;
!-&lt;br /&gt;
!5&lt;br /&gt;
!See Below&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Chain Spell 1-5&lt;br /&gt;
!-&lt;br /&gt;
!6&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Tongue of the Land&lt;br /&gt;
!-&lt;br /&gt;
!3&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Boost Shifting&lt;br /&gt;
!-&lt;br /&gt;
!15&lt;br /&gt;
!-&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Cancel Magic&lt;br /&gt;
!&lt;br /&gt;
!10&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Grasping Earth&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Advanced&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Dense Fog&lt;br /&gt;
!&lt;br /&gt;
!8&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Create Grove&lt;br /&gt;
!&lt;br /&gt;
!5&lt;br /&gt;
!Daily&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!Reincarnate&lt;br /&gt;
!&lt;br /&gt;
!4&lt;br /&gt;
!Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Caller Skill Descriptions: ==&lt;br /&gt;
&lt;br /&gt;
=== Magic Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Mana&#039;&#039;&#039;: Mana is the fuel by which spells are generated. For Callers, spells are leveled 1-8 and every spell costs an amount of mana equal to its level to cast. Callers pay 1 SP to get 2 mana until they reach 100; after that, additional mana is available at 1 SP per mana point unto infinity. Collectively, a Caller&#039;s available mana is referred to as a pool, despite the confusing overlap with the unrelated &amp;quot;spell pool&amp;quot; used for linear magic delivery. Callers on every world refer to things like the &amp;quot;depth&amp;quot; of their mana pools. It&#039;s an odd idiosyncrasy of the cosmos.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Schools&#039;&#039;&#039;: Nature. For now it&#039;s just Nature magic. Now go touch grass.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;[[Spells]]&#039;&#039;&#039; &#039;&#039;&#039;1-8&#039;&#039;&#039;: Broadly speaking, Callers may learn spells in one of two ways. The easiest is simply transcribing a written formula into memory, and Callers prefer this where the option is available. In order to do this, all your Caller needs is a scroll of the relevant spell and enough time to read it and learn it. Spells learned in this way cost no Skill Points, further endearing it to the casters of the worlds. Where this isn&#039;t possible (some worlds have outright banned magic from the lower classes, for example), it&#039;s possible to gut it out and teach yourself the spell. Doing this has no monetary cost, but it does incur a cost in skill points instead.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Spell Pool&#039;&#039;&#039;:  At times Callers find themselves bereft of mana or needing to dish out direct damage to their foes. For times like this mother nature gave us that which has baffled early civilizations across the planes Lightning. Doing this is faster and less stressful than formal spellcasting. One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I. This is cast as &amp;quot;I summon X &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered. Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 6 you may use 35 points of pool at a time. Spell Pool must be delivered in increments of 5. Spell Pool can be refreshed with five minutes of uninterrupted time,  or immediately refreshed via the 9th level Mage effect Evocation.  Caller&#039;s have the Lightning damage type for their spell pool.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Metamagic: ===&lt;br /&gt;
Metamagic, as the name implies, is magic that affects magic. Metamagic effects modify spells in some way, or modify some other aspect of magic in some way spells cannot. Metamagic is fueled by Ley Points, and there are as many arguments about what Ley actually is as there are people making them. Callers purchase Ley Points directly, at 2 SP each, and a Caller cannot buy more than 20 total.&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Hasten Spell:&#039;&#039;&#039; A Hastened Spell is delivered without a formal incant; this is called as &amp;quot;Magic &amp;lt;Spell Effect&amp;gt;&amp;quot;. Hastened Spells bypass a number of usual spellcasting restrictions; they do not require incants and hence may be delivered while Silenced or otherwise deprived of speech. Hastened Spells may also be cast while confined. Hastening a spell costs 1 Ley Point.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Natural Spell:&#039;&#039;&#039; A Natural Spell is the closest Mages have gotten to Nature magic. Shaping a spell in this way eliminates the incant as Hasten Does, but is called as &amp;quot;Natural &amp;lt;Flavor&amp;gt; Effect&amp;gt;&amp;quot; and thereafter obeys the rules of the Natural delivery vector. Full details are available under Effect Delivery but briefly, Natural effects are stopped by shields, resisted with Resist Natural instead of Resist Magic, and affected by whatever nonsense &#039;magic&#039; Callers use. Natural effects tend to be easier to stop than Magical effects, but some creatures are painfully resistant to magic and easily victimized by Natural effects. The existence of the Fae alone guaranteed that some Mage was going to develop this.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Penetrating Spell&#039;&#039;&#039;: Penetrating Spell shapes mana such that it punches right through armor; Penetrating Spells are cast as normal but have the call &amp;quot;body&amp;quot; appended to the incant. Unlike most meta magic, Penetrating Spell can be applied to Spell Pool.  One application of Penetrating Spell affects your next two applications of Spell Pool - this can get expensive, but against heavily-armored targets with frail physiques it can also be lifesaving. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Overload&#039;&#039;&#039;: This skill allows the character to add the &#039;&#039;Critical&#039;&#039; Modifier to a single spell, or can be used with the character’s &#039;&#039;Spell Pool&#039;&#039; to add the &#039;&#039;Critical&#039;&#039; Modifier to their current pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm:&#039;&#039;&#039; This skill allows the character to enter a stance by planting their right foot and announcing, “Spell Storm: Lightning”. This effect will last until the player falls unconscious, moves their foot, or uses any other &#039;&#039;Active Skills.&#039;&#039; While active, the caller can throw an infinite number of packet attacks called as “Magic 10 Lightning”, &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Revitalize&#039;&#039;&#039;: Revitalize breaks down Ley Points into raw mana, which can then be channeled to cast spells as usual. Revitalize costs one Ley Point to create 5 mana, and can only be used over the course of a given event to replenish a volume of mana equal to your base mana pool. This means, under normal circumstances, that you can generate no more than 120 extra points of mana per event, at the cost of losing your use of Ley Skills for that event.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Forked Spell:&#039;&#039;&#039; This skill allows the character to split their spell so it can hit more targets. When using this skill, the player adds “Forked“ to the end of their normal spell incant, and then can throw “Magic &amp;lt;Spell Name&amp;gt;” twice in succession, and only expend a single casting&#039;s worth of mana.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Siphon Mana&#039;&#039;&#039;: This allows your Caller to drain Mana from a willing donor into your own Mana pool. This costs one Ley Point per transfer and may transfer only enough mana to return your pool to full.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Aura Emulation&#039;&#039;&#039;: As practiced by Callers, this allows for mana to reflexively retaliate against a melee strike. This is called as &amp;quot;Magic Lightning Aura&amp;quot; in response to being struck. Aura Emulation allows for any of the four usual elemental flavors and Spirit. Other Auras are known to exist but those are not readily available and learning them can be a chore.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Caller Skills: ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Boost Shifting -&#039;&#039;&#039; The form granted to the caster via Shifter has the following changes:&lt;br /&gt;
* The base strength increases to +6&lt;br /&gt;
* Base Body increases to 40&lt;br /&gt;
&#039;&#039;&#039;Chain Spell&#039;&#039;&#039;: Chain spells delivers one beneficial spell to one extra target per level of Chain Spell. A spell caster with 5 levels of Chain Spell can cast Magic Shield (for example) on a total of six targets. The spell is cast normally for the first target; successive targets are called as &amp;quot;Chain Spell &amp;lt;Effect Name&amp;gt;&amp;quot;.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Cancel Magic&#039;&#039;&#039;: This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth&#039;&#039;&#039; - This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice &#039;&#039;Difficult Terrain&#039;&#039;”.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Tongue of the Land&#039;&#039;&#039; - The character gains the ability to speak with natural plants and rock formations. While most of the time such are not too smart, and communication can be difficult, the character can ask 2 questions that will be answered with a yes or no, of a given creature.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Advanced Caller Skills ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Create Grove&#039;&#039;&#039; - This skill allows the character to imbue an area with the power of nature, returning it to a purer state. The character must spend 5 minutes concentrating and role-playing to create the protective barrier on an area or small building. For the next 5 days the area is protected from unnatural creatures; Undead, Golems, Elementals, Fae, and Abominations, as well as a few others types, cannot enter into the area. A Phys-Rep of green lights must surround the area, if outside; or around the primary doorway if created on a building. This effect cannot be stacked with a &#039;&#039;Wizard Lock.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reincarnate&#039;&#039;&#039; - This skill allows the character to bring back a character who is &#039;&#039;Dead&#039;&#039; and in need of a &#039;&#039;Life&#039;&#039; spell. Like much of nature nothing happens instantly. To use this skill, the character must touch the target and make a 3 counted action ‘I Reincarnate you 3, I Reincarnate you 2,…”. After the count the effect takes hold, the target will continue their death count and when they hit the 4-minute count where they would normally dissipate; they instead begin a 1-minute count, at the end of which the target will be restored to life at full &#039;&#039;Body Points.&#039;&#039; This can be used once per reset for each time purchased.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dense Fog&#039;&#039;&#039; - Pulling on the natural forces around you, you summon up an ultra dense fog around you giving your party cover as you slip past a potential fight, this allows your party of up to 10 players to move past the encounter without engaging. This skill only works while on Modules set in a natural terrain.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Caller Powers ==&lt;br /&gt;
&#039;&#039;&#039;Animal Speech -&#039;&#039;&#039; This power allows the character to talk normally while shape changed. This does not allow spell casting or using magic items that require speech to activate.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspect Mastery-&#039;&#039;&#039; This power causes Aspects that the player casts to have the duration doubled. It is up to the caster to inform the recipient of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Shifting&#039;&#039;&#039; - This power allows Callers to select a specific animal when shifting and gain parts of that animals natural locomotive capabilities. When using their Shift, the Caller may now Fly, Swim (along with breath Underwater), or Burrow. In addition, the Short Claws received when shifting are now Medium Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Wilds-&#039;&#039;&#039; This power allows the character to now affect 2 additional targets when they cast Aspects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wild Magic-&#039;&#039;&#039;  Wild Magic: (Caller Only) this power uses your close ties with Nature to perform sometimes stupendous effects. Once per reset you may invoke &#039;Wild Magic&#039; for a beneficial effect in accordance with your needs at the time. This can be something as lowly as a purify for a downed ally, a wolf pack flee for you and your friends, a Tree Walk to get you somewhere, or any other spontaneous effect. However, much like the Paladin spell [[Paladin#Miracle|Miracle]], it is not entirely up to you what the effect is and you must discuss with the marshal on hand to come to an agreement on the final effect if it is anything beyond a standard spell levels 1-9 castable by any class. In the case of duplication of a standard spell the verbal for this effect  it &amp;quot;Magic [spell name] wild magic&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wisp Form -&#039;&#039;&#039; The caller may choose to enter Wisp form instead of a Beast form when shifting. The Wisp form has the following statistics:&lt;br /&gt;
&lt;br /&gt;
15 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 1&lt;br /&gt;
&lt;br /&gt;
Flee x 2&lt;br /&gt;
&lt;br /&gt;
½ Damage from physical attacks&lt;br /&gt;
&lt;br /&gt;
Immune to Wind &amp;amp; Lightning damage&lt;br /&gt;
&lt;br /&gt;
+50 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Gain one bonus spells costing up to 5 mana&lt;br /&gt;
&lt;br /&gt;
== Caller Heroic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Magical Shifting&#039;&#039;&#039; - Prerequisite Enhanced Shifting, Caller may not have Greater Enhanced Shifting&lt;br /&gt;
&lt;br /&gt;
This power allows the caller to use a single Caller spell delivered as &#039;Magical [Spell Name] while shifted. In addition, the shifted caller gains a breath weapon with three uses of &#039;Natural 30 lightning&#039; delivered via packet. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Enhanced Shifting -&#039;&#039;&#039; Prerequisite Enhanced Shifting, Caller may not have Magical Shifting. &lt;br /&gt;
&lt;br /&gt;
This power allows the Caller to use a single two-handed claw or a long and medium claw instead of paired medium claws. In addition, they receive one Regenerate and two special attacks per reset chosen from  Crippling Strike, Knockdown, Maim, and Shred (Destroy Armor Strike). They may use the same one twice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Wisp Form -&#039;&#039;&#039; Prerequisite Wisp Form&lt;br /&gt;
&lt;br /&gt;
Changes the Wisp form statistics to the following:&lt;br /&gt;
&lt;br /&gt;
25 Body&lt;br /&gt;
&lt;br /&gt;
Resist Toxin/Physical x 2&lt;br /&gt;
&lt;br /&gt;
Flee x 3&lt;br /&gt;
&lt;br /&gt;
½ Damage from all attacks&lt;br /&gt;
&lt;br /&gt;
Non-corporeal&lt;br /&gt;
&lt;br /&gt;
Can &#039;&#039;Flee&#039;&#039; into a combat they have left in the last 5 mins.&lt;br /&gt;
&lt;br /&gt;
+75 Spell Pool&lt;br /&gt;
&lt;br /&gt;
Can change Spell Pool flavor to Venom&lt;br /&gt;
&lt;br /&gt;
Gain 2 bonus spells costing up to 7 mana&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feedback Loop&#039;&#039;&#039; Prerequisite: &#039;&#039;Spell Pool 4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mastery over magic has become a way of life and you have taken it to the cusp allowing you to re-center yourself faster than novice mages. Three times each reset, the character can refresh their &#039;&#039;Spell Pool&#039;&#039; on a 10 counted action, instead of concentrating for the normal amount of time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature’s Embrace -&#039;&#039;&#039; This Power binds the character’s body to the power of nature allowing it to heal more rapidly. The character gains &#039;&#039;Fast Healing 5&#039;&#039;, and additionally can &#039;&#039;Auto-Stabilize&#039;&#039; themselves twice each reset, setting them to 0 &#039;&#039;Body Points&#039;&#039;.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2207</id>
		<title>Warlock</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Warlock&amp;diff=2207"/>
		<updated>2025-10-01T22:12:05Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Warlock =&lt;br /&gt;
[[Warlock#mw-head|Jump to navigation]]&lt;br /&gt;
&lt;br /&gt;
[[Warlock#searchInput|Jump to search]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;(Editor&#039;s Note: Warlock is in its infancy. What follows are placeholder values for skills and costs. This is posted as a place for Rules to iron out the details and turn a concept into a functioning character class. We are well aware of the issues presented by and facing the class and it may turn out to be unworkable for any number of reasons. Until this notice is taken down, please consider the state of the class before lighting fuses.)&#039;&#039;&#039;[edit | edit source] ===&lt;br /&gt;
Warlocks are the small fraction of those individuals who for a number of reasons Howled into the void in a time of need. These are the &amp;quot;fortunate&amp;quot; souls who received a response. Warlocks function as casters focusing predominantly on de-buffing and generally make life difficult for their foes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Proficiency:&#039;&#039;&#039; Warlocks are casters but are limited and as such have additional training in armor and can wear up to Medium armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiency:&#039;&#039;&#039; Warlocks are proficient with Short, Medium, and Long Weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Class Features:&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Pool:&#039;&#039;&#039;  Warlocks can call forth the direct ire of their masters through force of will and use it to attack their foes.  Doing this is faster and less stressful than formal spellcasting.  One point of spell pool generates 1 point of damage to a limit of 10 points at a time at Spell Pool I.  This is cast as &amp;quot;I summon &amp;lt;damage type&amp;gt;&amp;quot; and packet delivered.  Every rank of Spell Pool adds 25 points of usable pool and increases the &#039;spell cap&#039; of the amount used of your pool you can use at a time by 5. Thus, With spell pool 1 your cap is 10 points per use and with Spell Pool 3 you may use 20 points of pool at a time.  Spell Pool must be delivered in increments of 5.  Spell Pool can be refreshed with five minutes of uninterrupted time, or immediately refreshed via the 9th level Mage effect Evocation.  Warlocks flavor for their spell pool is Void.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other worldly Knowledge:&#039;&#039;&#039; Warlocks tie to their power from other and older sources they enjoy a discount to KA skills (reflected in their class chart). Warlocks will always count as having an instructor for Rare Knowledge areas with plot approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Worldly Pact:&#039;&#039;&#039; As a step to unlocking their power, warlocks make a pact with the beyond to tap into the other worldly power and master the forces of the shadows. Once a player has chosen their pact it is their path for life. In addition to the below the character receives training in a Rare Knowledge Area pertinent to their chosen Patron. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Ban”:&#039;&#039;&#039; these are conditions of their pact and as such MUST be adhered to, several are clean cut game mechanics others are slightly vaguer RP directives. In either case if these are violated one of two things will happen if it is a status i.e. unarmed/armored then you will lose all Warlock skills and abilities tied to your pact until the condition is corrected, if it is a prohibited act that is committed then the same penalty applies until the Warlock has meditated to atone and reestablish their connection to their source. The OOG mechanic for meditation is they must reset. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Gur’adon&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Warfare | Rare KA: Abyss&lt;br /&gt;
** Increases Base weapon damage by 1 when wielding a single 1 handed weapon&lt;br /&gt;
** Ban: Must never be unarmed, will always have a their weapon either on them or in their immediate proximity (6 feet max). Also will never kill a sentient opponent who was beneath/greatly weaker than themselves as there is no honor in it, It would be better to allow them to continue to improve until they do pose a challenge and then defeat them.  &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Rastronor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Planes | Rare KA: Planar Cartography &amp;amp; Planar Scholar&lt;br /&gt;
** Reduces the Mana cost of a few of their spells (Terror, Terror Mask, Death Wail), by 1 Mana.&lt;br /&gt;
** Ban: May not generate &#039;&#039;Light&#039;&#039; effects and abhors direct or bright light in any form, will always stand/walk in shadows/shade if available if not will be angry the entire time.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Brellmalan&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Magic | Rare KA: Old Gods&lt;br /&gt;
** They gain an additional 20 Pool each reset.&lt;br /&gt;
** Ban: May never be unarmored, if caused to be unarmored by an opponent will immediately take any action necessary to become armored again unless doing so would cause their death. Many devotees of Brellmalan will carry back up armor just for this eventuality. Additionally May never personally take a foe as a prisoner nor allow a defeated foe to live.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Vrolgor&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
** KA: Astronomy | Rare KA: Titans&lt;br /&gt;
** Reduces the count to enter &#039;&#039;Hide&#039;&#039; from the normal 5 count to a 3 counted action, and reduces the cost of &#039;&#039;Move Silent&#039;&#039; by 2SP.&lt;br /&gt;
** Ban: May not generate or cause to be generated a &#039;&#039;life&#039;&#039; effect (spell, or potion) may utilize mundane means to stabilize/heal allies&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Prerequisite Skill&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Use Cost&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisite Skill&lt;br /&gt;
!SP cost&lt;br /&gt;
!Use Cost&lt;br /&gt;
|-&lt;br /&gt;
|Mana (1-30)&lt;br /&gt;
|None&lt;br /&gt;
|1/2 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ley Magic Points&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mana (31-60)&lt;br /&gt;
|30 Mana&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Ritualism&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool I (Void)&lt;br /&gt;
|None&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cancel Magic&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool II (Void)&lt;br /&gt;
|Spell Pool I&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (common)&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Spell Pool III (Void)&lt;br /&gt;
|Spell Pool II&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Knowledge Area (Rare)&lt;br /&gt;
|See Skill Description&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Void familiar (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 1&lt;br /&gt;
|1 Mana&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Imbody the Shadow (Mastery)&lt;br /&gt;
|Cap at 1 per. 2lvls.&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 2&lt;br /&gt;
|2 Mana&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Shadow Meld &lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 3&lt;br /&gt;
|3 Mana&lt;br /&gt;
|1&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|Darkness&#039; Ally&lt;br /&gt;
|&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 4&lt;br /&gt;
|4 Mana&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Advanced &amp;amp; LeySkills&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 5&lt;br /&gt;
|5 Mana&lt;br /&gt;
|1&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Hasten Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 6&lt;br /&gt;
|6 Mana&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Penetrating Spell&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 7&lt;br /&gt;
|7 Mana&lt;br /&gt;
|1&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|Forked Spell&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 8&lt;br /&gt;
|8 Mana&lt;br /&gt;
|1&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|Arcane Spell&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Spell Lvl. 9&lt;br /&gt;
|9 Mana&lt;br /&gt;
|1&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|Curse Wave&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Techniques&lt;br /&gt;
|&lt;br /&gt;
|Dampen (Mastery)&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Move Silent&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|Dark Pact&lt;br /&gt;
|&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Blitz&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|Weakening Pool&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Smoke Screen&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Avoid Trap&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|&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;
|-&lt;br /&gt;
|Energy (13-24)&lt;br /&gt;
|12 Energy&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Group Meld&lt;br /&gt;
|Shadow Meld&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&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;Avoid Trap:&#039;&#039;&#039; This skill allows the character to react to traps as they go off and get out of the way just in time. When this skill is used, the effect of a trap, or AOE attack that would have affected the character is negated and they move to the edge of the area of effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blitz-&#039;&#039;&#039; This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill&#039;s activation and are 1 swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cancel Magic-&#039;&#039;&#039; This skill allows the character to end the duration of any spell that they encounter. The time it takes to cancel the spell depends on the spells duration: if the spell’s duration is in minutes, it takes 1 minute of concentration; if the spell’s duration is in hours, it takes 10 minutes of concentration; and if the spell’s duration is in days, or is a lasting effect, it takes 1 hour of concentration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal-&#039;&#039;&#039; A character using this skill instantly becomes Hidden, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dampen (Mastery):&#039;&#039;&#039; By weaving the power of the shadows around yourself you dampen hostile magic that might strike you. The next 2 offensive spells, with an effect other than numerical damage, that hits you deals 5 Body Damage to you instead of the effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Pact-&#039;&#039;&#039; Your study of the beyond has opened your mind to its understanding and allows you to access further knowledge and power. Each Pact furthers your connection to the voices from beyond.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;- Furthering your pact you receive the Boon of a One Handed Bladed weapon of your choosing. The blade gains the property &#039;&#039;Un-shatterable,&#039;&#039; and gains the benefits of the &#039;&#039;Spirit linked&#039;&#039; ritual and cannot be the target of &#039;&#039;rituals&#039;&#039; or have other modifications. This weapon is sacred to your pact and you will not allow others to use it willingly. Further, you can channel your Shadow spell pool through your pact weapon like a Spellblade. This still follows the rules for spell cap. Can buy Precision and Focus one additional time each (15 SP cost)&lt;br /&gt;
* &#039;&#039;&#039;Pact of Iron-&#039;&#039;&#039; Your pact combined with rigorous exposure to the power that comes from beyond has riddled you with a bit of “Iron” in the blood. Once each reset you can tap into this and gain Damage Cap 5 for an Encounter.  Can purchase Heavy armor proficiency for 7 SP&lt;br /&gt;
* &#039;&#039;&#039;Pact of the Eye&#039;&#039;&#039;- You are granted the awareness of a “Third Eye” gifted with a bit of protection as the shadows watch over you. You gain “Danger Sense” once each reset and one use of “true sight”  each reset which allows you to see something for what it really is whether it has been magically or mundanely altered or obfuscated. (disguise, illusory form). Can purchase Gifted Eye for 5 SP each&lt;br /&gt;
* &#039;&#039;&#039;Pact of Knowledge&#039;&#039;&#039;- The strengthening of your pact opens new pathways to magic. You receive the Boon of a magical Tome containing magic foreign to your own study. The Tome holds 3 spells from the Mage General spell list, 2 spells up to 3rd level and 1 spell up to 6th level. Once the spells are chosen they are locked in and become part of your known Spells. Can buy an additional 20 mana at 1 sp per mana&lt;br /&gt;
&#039;&#039;&#039;Darkness&#039; Ally:&#039;&#039;&#039; This is a persistent effect that renders the Warlock immune to Blindness and Darkness effects and at plots discretion may be given additional description in dark settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forked Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to split their spell, so it can hit more targets. When using this skill, the player adds “Forked “to the end of their normal spell incant, and then can throw “Magic ” twice in succession, and only expend the requisite mana once. This skill costs 2 Ley Points to use.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Group Meld -&#039;&#039;&#039; This allows you to have a group of people (up to 10) within weapon reach to meld into shadows with you. Same hide rules apply with the exception of it puts you in Hide immediately. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Eye&#039;&#039;&#039; - Allows the user to place a Foresight effect on another person (cannot be self targeted)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hasten Spell (Ley Magic)-&#039;&#039;&#039; This skill allows the character to cast spells faster than normal, using the Magic Delivery Type. When used, the character substitutes the normal spell incant with “Magic ”, or if used with Spell Pool, it changes the Delivery Type for the current pool. Example: the spell incant “I force the will to Charm You” would instead become “Magic Charm”. This skill costs 1 Ley Point to use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imbody the Shadow (Mastery)-&#039;&#039;&#039; This ability turns the recipient into a shadow, granting them several advantages. While in this form, the character can move and run as normal, and can even pass through cracks in walls and floors. Weapons and spells do not affect them, except for &#039;&#039;Circle, Dispel, light, Implosion, Wall of Force&#039;&#039;, and &#039;&#039;Wizard Lock&#039;&#039;, as well &#039;&#039;Voice&#039;&#039; and &#039;&#039;Arcane Delivery&#039;&#039; Types. While in this form they may move normally but only in shade or shadows and they cannot speak, they also cannot use any skills (except shadow meld), abilities, or items. Additionally, to maintain this form, the character must maintain concentration. This is done in the form of a hand gesture. To maintain this form, the character must keep their thumbs and fore fingers in an inverted triangle over their chest. This skill is usable once per reset per purchase and may be ended by the user, a &#039;&#039;dispel,&#039;&#039; or any light effect.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Knowledge Area (Common/Rare)-&#039;&#039;&#039; This skill allows the character to purchase any of the &amp;quot;Known&amp;quot; Knowledge Areas without the need of an instructor up to five ranks each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent-&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in Hide and remain Hidden. Second, the character can make one attack from Hide, adding the “Surprise” Modifier and remain Hidden. This skill is considered Passive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Penetrating Magic (Ley Magic)-&#039;&#039;&#039; This skill allows a character to add the “Body” Modifier to the next two uses of Spell Pool. This does NOT affect the rest of your current pool. This skill costs 1 Ley Point to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision:&#039;&#039;&#039; This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 6 times your verbal when behind your opponents will be &amp;quot;Fourteen Normal&amp;quot;. Precision is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakening Pool&#039;&#039;&#039; - This allows you to spend 20 spell pool to generate a &amp;quot;Magic Weakness&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Familiar (Mastery)-&#039;&#039;&#039; Warlocks may have a Familiar that functions differently than most Familiars. The Familiar is always with the Warlock but may only be usable in shadowy light or darker. When in conditions that do not meet the Shadowy or darker requirement it familiar is concealed on the Warlocks person. When in a usable environment the Familiar gives the Warlock one use of Danger sense per reset, and at Plots discretion the Familiar may be used on modules to complete simple tasks within a range of sixty feet from the Warlock while remaining in shadowy or darker conditions (i.e. push a button, leave or retrieve a small item that weighs less than a pound). The Familiar is a creature of pure shadow and as such has no physical body and only requires contiguous shadow to move through. You may complete two actions with your familiar per reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll:&#039;&#039;&#039; This skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow Meld-&#039;&#039;&#039; Allows the Warlock use of the Hide Skill only in Anything less than direct light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Smoke screen-&#039;&#039;&#039; This skill allows the character to create a field of smoke that breaks Line of Sight for ranged attacks. While activated, the character must raise their hands, separated above their head and announce &amp;quot;Smoke Screen&amp;quot; every few seconds for up to 30 seconds. While this skill is active, others within melee weapon reach of the character are protected from ranged attacks from outside melee weapon range, however they can be targeted if an attacker is within melee weapon range of a protected character. Using this skill requires concentration and thus will end early if the character becomes Helpless, puts their hands down or is affected by any effect that prevents the character from taking actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Wave&#039;&#039;&#039; -  Allows you to cast one of your curses as “Magic &amp;lt;spell name&amp;gt; Burst” this still costs the mana to cast the spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;SPELL LIST&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warlocks cast exclusively Void magic The default incant for void spells is:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to curse you with &amp;lt;negative effect&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I call upon the void to &#039;&#039;grant you/create/*nothing*&#039;&#039; &amp;lt;effect&amp;gt;&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|1&lt;br /&gt;
|Detect Magic&lt;br /&gt;
Exhaustion&lt;br /&gt;
&lt;br /&gt;
Weakness&lt;br /&gt;
|&#039;&#039;&#039;Detect Magic-&#039;&#039;&#039;This spell will reveal to the caster the presence of magic on a given item or area. If used for an area, should magic of some kind other than the caster be present within 10’ at the time of casting, they will be aware there is a magical force close by, but not its strength or location. If used on an item, the caster will be aware of how strong the magic is: Common-a spell caster with unused slots, Uncommon-an item crafted with a magical effect that can be used once and will fade, Strong-an item crafted with Standard Forge Item, Rare- an item crafted with Major Forge Item, Artifact-an item with powers beyond normal measure.&lt;br /&gt;
&#039;&#039;&#039;Exhaustion-&#039;&#039;&#039; This spell overwhelms the target with the extremes of the natural environment causing their bodies to become exhausted. Targets affected by this can only walk and cannot Flee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weakness-&#039;&#039;&#039;This spell will reduce the target’s weapon damage by 3, to a minimum of 1. This is a Curse effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Pin&lt;br /&gt;
Fumble&lt;br /&gt;
&lt;br /&gt;
Terror&lt;br /&gt;
&lt;br /&gt;
Blade&lt;br /&gt;
|&#039;&#039;&#039;Pin-&#039;&#039;&#039;This spell will hold the target’s right foot in place. The target may not move their right foot from that spot unless Line of Sight with the caster is broken for 10 seconds, the effect is dispelled/removed, or they rip free. It requires +2 Base Strength or greater to rip free from this effect and will require a 3 counted action to do so, at the end of the count they will suffer 4 points of Body damage.&lt;br /&gt;
&#039;&#039;&#039;Fumble-&#039;&#039;&#039; This spell causes the target’s hands to become overcome by spasms, making it impossible for them to hold anything; this includes weapons, potions, vials, etc., which must be dropped. In the case of a shield, the target can choose to not drop it but will take all attacks that strike it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror-&#039;&#039;&#039; This spell will cause the target to be unable to move from their current location and only able to defend themselves for ten seconds. This is a Fear effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blade#*-&#039;&#039;&#039; This spell grants the character a Blade effect that when used grants, +5 Temporary Weapon Damage and Carrier: Magic to a single weapon strike. It may be used on any weapon strike of the recipient’s choice and causes the next successful swing by the weapon (a swing which lands or causes a defense to be called), and all unsuccessful swings leading up to it to gain the bonus. A character can only have 3 blade spells at any given time. However, they do not have to be the same type. Also, blade spells cannot stack onto a single swing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Repel&lt;br /&gt;
Blind&lt;br /&gt;
&lt;br /&gt;
Fog&lt;br /&gt;
&lt;br /&gt;
Maim Limb&lt;br /&gt;
|&#039;&#039;&#039;Repel-&#039;&#039;&#039; This spell will prevent the target from approaching within 10’ of the originator of the effect. If the originator of the effect approaches within 10’ of the target, the target does not have to move away. If the effect begins with the target closer than 10’ to the originator of the effect, they must back off to a distance of 10’ if there is such room. If the target can physically attack the originator of the effect from their current distance, then they may do so.&lt;br /&gt;
&#039;&#039;&#039;Blind-&#039;&#039;&#039; This spell causes the affected target to be unable to use any skills, fight, or use Active Abilities for 10 seconds; additionally, they can only walk. This skill works only on targets that need eyes to see and function, so creatures like Oozes, which lack eyes, would be Immune to this effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fog-&#039;&#039;&#039; This spell causes the target’s vision to become cloudy and blurred making vision past their fingertips difficult. During the duration of 10 minutes the target cannot make any ranged attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb-&#039;&#039;&#039; This spell will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim ”, which the attacker chooses which limb is affected, and land a legal weapon blow. This attack is a single swing hit or miss and can only be performed with a melee weapon.  &lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Awaken&lt;br /&gt;
Shun&lt;br /&gt;
&lt;br /&gt;
Venom&lt;br /&gt;
|&#039;&#039;&#039;Awaken*#-&#039;&#039;&#039; This spell will end the duration of Silence and all Mental effects on the target save for: Enslavement, Feeblemind, Horrify, Nightmare, Thrall and Slumber.&lt;br /&gt;
&#039;&#039;&#039;Shun-&#039;&#039;&#039;This spell causes a target not be able to approach within 10’ of the caster, nor may they attack the caster in any way. This effect will cause the target to avoid the caster for the duration, meaning if the caster moves toward them they must move away. This however does not force them into a corner, in such a case if the only way to move away from the caster is to walk past them to get out into the open they can. The creature may still attack people other than the caster. This is a Mental effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Venom-&#039;&#039;&#039; This spell summons the power of a mighty viper; the target of this effect loses the ability to use Skills/Abilities for 1 hour. If this effect is not cured before the end of the hour, the targets status changes to Dead. This is a Metabolic effect.&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Silence&lt;br /&gt;
Terror Mask&lt;br /&gt;
&lt;br /&gt;
Night&lt;br /&gt;
|&#039;&#039;&#039;Silence-&#039;&#039;&#039; This spell will prevent the target from speaking, or in any way vocalizing for the Duration. This will prevent Spell Casting, the use of Songs/Dirges, as well as other skills. This does NOT affect OOG speech and will not prevent weapon calls. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Terror Mask^-&#039;&#039;&#039; This spell allows the caster to protect themselves from attack by granting them three uses of &amp;quot;Magic Terror Aura&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night*-&#039;&#039;&#039; This spell wraps the target in shadows, causing them to become hidden. This effect is the same as the Hide skill, and players must follow all of the same rules to use it; additionally, the target gains a once ever Surprise Modifier, which they can use to end this effect.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Charm&lt;br /&gt;
Fear&lt;br /&gt;
&lt;br /&gt;
Remove Curse&lt;br /&gt;
|&#039;&#039;&#039;Charm-&#039;&#039;&#039; This spell will cause the target to become fixated on the caster. They will be unable to use skills and will take no actions other than to follow the caster for the duration. This does not give grounds for crowding. However, the affected character must stop all actions, move close to the caster, and follow them. This is a Mental effect.&lt;br /&gt;
&#039;&#039;&#039;Fear-&#039;&#039;&#039; This spell has a duration of five minutes and causes the target to flee from the character who originated the effect. Once they have broken Line of Sight they may stop fleeing and act normally, but if they see the character who originated the effect before the duration expires they must flee again. This is a Mental Effect. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Curse*#-&#039;&#039;&#039; This spell removes all Curse, Weakness, and Exhaustion from the recipient. &lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Circle&lt;br /&gt;
Summon Weapon&lt;br /&gt;
&lt;br /&gt;
Stun&lt;br /&gt;
&lt;br /&gt;
Watchful Eye&lt;br /&gt;
|&#039;&#039;&#039;Circle-&#039;&#039;&#039; This spell creates a dome of translucent magical energy that cannot be crossed by anything but the caster, however doing so ends the spells duration at that time; additionally, the duration will also end if the caster is reduced to Dead. Before this spell can be cast, there must be a rep for the circle on the ground around the caster. This can be done with a line in the dirt, flagging tape or even a hula hoop. The rep for the circle is the circle&#039;s size and can be no larger than 10’ in diameter. This spell is not subject to Dispel.&lt;br /&gt;
&#039;&#039;&#039;Summon Weapon*-&#039;&#039;&#039; This spell summons a +0 Magic weapon. This weapon may be any weapon the caster has a phys-rep for, and is craft-able. This weapon is not Shatterable. Additionally, if the weapon leaves the targets hand, or the character dies the spell ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun-&#039;&#039;&#039; This spell renders the target helpless and unable to use Skills/Abilities for 10 minutes, though they can still hear what is going on around them. This effect may be removed by Smelling Salts, Psionic Clear, or shaking the target vigorously for one minute. This effect is Metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Watchful Eye-&#039;&#039;&#039; This spell allows you to scribe a shadow rune on any surface not in full light that will last for eight hours. You will know if any in game creature approaches with in five feet. If cast in a cabin must be cast inside and must be included on the Marshal Notes.&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Dispel&lt;br /&gt;
Devastate&lt;br /&gt;
&lt;br /&gt;
Command&lt;br /&gt;
&lt;br /&gt;
Mind Guard&lt;br /&gt;
|&#039;&#039;&#039;Dispel-&#039;&#039;&#039; This spell will end the duration of all magical effects, both beneficial and negative, on a target. It will also end the duration of all nonpermanent ritual effects on a target and may even suppress magic that is more powerful for a short duration.&lt;br /&gt;
&#039;&#039;&#039;Devastate-&#039;&#039;&#039; This spell causes the target to take double damage from all attacks that have a numerical value in their call. This effect lasts for one hour. This is considered a Curse, and may only be removed by Practitioner, Priest Rank 2, Resurrection, Remove Curse or the Brook and River spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command-&#039;&#039;&#039; This spell will cause the target to become bent to the caster will. The target will follow the next command of the caster, a 4-9-word phrase, to the best intent; however, the target will not cause direct harm to themselves; for example, you could command a bandit to “go to the town guard and turn yourself in”, but you could not tell him to “jump from a very high bridge”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mind Guard*#-&#039;&#039;&#039; This spell wraps the recipients mind in a protective field. During the duration the target is immune to the following effects: Charm, Fear, Shun, Sleep, and Terror.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Death Wail&lt;br /&gt;
Shadow Step&lt;br /&gt;
|&#039;&#039;&#039;&#039;&#039;Death Wail-&#039;&#039;&#039;&#039;&#039; This spell draws upon the terrors that lie within the hearts of all who live, manifesting in visions perceivable only by the recipient. The Spell is called as &amp;quot;all enemies in the sound of my voice magic Fear&amp;quot; and imparts a magical Fear effect to each affected creature.&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Shadow Step^-&#039;&#039;&#039;&#039;&#039; This spell draws upon the casters strong ties to shadows to transport themselves from one shadow to another. This effect may only target the caster and allows the caster to enter a shadow and emerge from another one within range. Upon successfully completing the incant while within a shadow the caster will place their hand or weapon on top of their head and may walk up to twenty (20) steps to any other shadow and immediately re enter the game.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;POWERS&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heighten Pact (prerequisite &#039;&#039;Dark Pact):&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
This power will strengthen one of your Pacts further granting enchanted powers. As well you can purchase a second Pact.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Blade&#039;&#039;&#039;- Your weapon from your Boon gains the following additional properties: +1 Base Damage, and Void Flavor Carrier&lt;br /&gt;
* &#039;&#039;&#039;Iron&#039;&#039;&#039;-By sacrificing One (1) body point to “bleed” on your weapons you can now swing the Iron carrier for one encounter.&lt;br /&gt;
* &#039;&#039;&#039;Eye&#039;&#039;&#039;- you gain the ability to enter a trance with 60 seconds of concentration to summon an ethereal eye to observe any thing of which you have some amount of first hand knowledge that is on the same plane/prime as you currently are on. The more knowledge the better the “connection” as well as the greater chance the eye goes unnoticed. This ability follows the same rules as ritual casting as far as notification to plot and the need for the presence of a marshal. Also while in this meditative state you are completely unaware you your surroundings and count as “helpless” additionally it is known among Warlocks that this state should never be maintained for more than an hour for fear of “great peril” to the warlock. There are also several ways to guard against this ability. &lt;br /&gt;
* &#039;&#039;&#039;Knowledge&#039;&#039;&#039;- Your Tome expands and gains additional Spells, 1 Mage/Caller spell up to 5th level, 1 Mage General Spell up to 9th level. As well as 2 Ley Points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Void Messenger:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You are able to infuse your shadow with more ability and mobility. Your shadow can now travel up to a mile from you to complete simple tasks and even spy, returning with information. The caveat to this is the shadow must return within an hour or it expires without relaying any information. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Heroic Powers&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&#039;Darken Aura- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You infuse your spirit with shadows allowing it to act as a buffer against magic. You gain the ability &#039;&#039;Resist Magic&#039;&#039; which can be used Twice each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Separate Shadow- 20+:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have reached a point where you are able to fully separate your shadow from yourself, it now functions more like a familiar. You can now use the normal ability of the &#039;&#039;Void familiar&#039;&#039; mastery without expending a use. If you have the &#039;&#039;Shadow Messenger Power&#039;&#039; your shadow lasts up to 2 hours and it can follow an individual hiding as their own shadow.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=2196</id>
		<title>Djinn</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Djinn&amp;diff=2196"/>
		<updated>2025-09-27T03:20:14Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &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 (because Moore is a big scaredy cat), 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>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2194</id>
		<title>Guardian</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Guardian&amp;diff=2194"/>
		<updated>2025-09-27T02:21:42Z</updated>

		<summary type="html">&lt;p&gt;Mikecraft: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Guardian&#039;&#039;&#039; ==&lt;br /&gt;
Guardians are the primal warriors of the natural world. They form strong bonds with the beasts of the wild and channel their prowess as a weapon. Often seen as nature’s defender due to their bond. Often their strong bond to the natural world calls them to its martial champion, though this is not always carried out with good action. Just as a hurricane gives little care for what it will destroy in its wake, a guardian can channel the skills into acts of destruction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Guardians can wear up to Medium Armor at character creation and tend to wear armors that are made from natural materials like leather and bone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon Proficiencies:&#039;&#039;&#039; Guardians are skilled with the following weapons: Short Weapon, Medium Weapon, Great Weapon, Spear, and Thrown. Additionally, they gain the &#039;&#039;Florentine Power&#039;&#039; free.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;br /&amp;gt;&#039;&#039;&#039;Class Features:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heart of the Wild&#039;&#039;:&#039;&#039;&#039; While wielding either Two Weapons or a Great Weapon they can use their &#039;&#039;&#039;Defensive Techniques&#039;&#039;&#039; as &#039;&#039;Passive&#039;&#039; skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Adaptive:&#039;&#039;&#039;&#039;&#039; While they do not weave the magic’s of nature the character can train themselves to understand its denizens. This skill allows the character to speak with natural animals, though it must be done in simple short statements and questions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Primal Fury:&#039;&#039;&#039;&#039;&#039; This skill allows the character to unleash the power of the primal world they protect granting them heightened combat prowess for a short time. When active, the character gains the following temporary benefits: +10 &#039;&#039;Body Points&#039;&#039;, +2&#039;&#039;Permanent Weapon Damage&#039;&#039;, &#039;&#039;Immunity&#039;&#039; to &#039;&#039;Charm, Shun, Sleep,&#039;&#039; and &#039;&#039;Terror&#039;&#039;. This skill lasts for 5 minutes or one Encounter. This skill can be used as a defense against &#039;&#039;Berserk&#039;&#039;, and will negate the attack and active this skill. This skill can be used once each reset at 1st level and once again for each 8 character levels, (IE. 1st, 8th, 16th, and so on.) &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Basic Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Technique&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;SP Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Energy Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +1&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Deflect&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +1&#039;&#039;&lt;br /&gt;
|Move Silent&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Focus +3&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Focus +2&#039;&#039;&lt;br /&gt;
|Shatter Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +2&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
|Exhaustion Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;1 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +4&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +2&#039;&#039;&lt;br /&gt;
|Parry&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Precision +6&lt;br /&gt;
|15 or 20*&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Precision +4&#039;&#039;&lt;br /&gt;
|Roll&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|Entangling Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (1-16)&lt;br /&gt;
|1 per&lt;br /&gt;
|&lt;br /&gt;
|Maim Limb&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;4 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;2 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (17-32)&lt;br /&gt;
|2 per&lt;br /&gt;
|16 Energy&lt;br /&gt;
|Riposte&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Energy (33-36)&lt;br /&gt;
|3 per&lt;br /&gt;
|32 Energy&lt;br /&gt;
|Ambush&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grasping Earth&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|Stun Strike&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;6 SP&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;3 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Telltale Signs&lt;br /&gt;
|3&lt;br /&gt;
|Tracking 1&lt;br /&gt;
|Conceal&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
|Dodge&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Slay Strike&lt;br /&gt;
|7 SP&lt;br /&gt;
|&#039;&#039;4 Energy&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Guardian: Advanced Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Earthen Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Aquatic Totem&lt;br /&gt;
| 6&lt;br /&gt;
|Daily&lt;br /&gt;
|Fire Totem&lt;br /&gt;
|6&lt;br /&gt;
|Daily&lt;br /&gt;
|-&lt;br /&gt;
|Nature’s Ire&lt;br /&gt;
| 8&lt;br /&gt;
|Daily&lt;br /&gt;
|Cyclone&lt;br /&gt;
|5&lt;br /&gt;
|Daily&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guardian Skills ==&lt;br /&gt;
&#039;&#039;&#039;Ambush -&#039;&#039;&#039;  With this skill the character unleashes a powerful blow that will knock out most opponents. When used, the player must call “Ambush&amp;quot;. This skill can be used from the front; however, if used from behind the target the call is “Ambush Surprise” making the attack very difficult to avoid. This skill can only be delivered with a melee boffer attack. A target that is affected by this attack is unconscious for 10 minutes. This attack is metabolic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conceal:&#039;&#039;&#039; A character using this skill instantly becomes &#039;&#039;Hidden&#039;&#039;, for a brief time. This skill is activated by calling “Conceal!” Once activated, the character places their hands open palms together over their head and for the next 10 seconds they are hidden and can move. This skill does not remove any effects that are currently on the character.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deflect -&#039;&#039;&#039; This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Vector Type other than Physical, Natural, or the &#039;&#039;Massive&#039;&#039; carrier. To use this skill, the character must call “Deflect”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dodge -&#039;&#039;&#039; This skill allows the character to avoid a single ranged weapon or packet delivered attack that strikes them. This defense cancels the attack, meaning it does not continue on and hit someone behind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy -&#039;&#039;&#039; Used as the energy source to fuel techniques&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entangle Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Entangle Strike” and landing a legal weapon blow; this is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exhaustion Strike -&#039;&#039;&#039; This skill duplicates the spell effect by the same name, but is delivered with a weapon swing. This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss. [Exhaustion is as per the standard effects list]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus +X*&#039;&#039;&#039;:  This is directly added to a character&#039;s base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grasping Earth:&#039;&#039;&#039; This skill allows the character to call upon the forces of nature to aid them in combat. When used, the player announces, “All enemies in the sound of my voice Difficult Terrain”.&lt;br /&gt;
&lt;br /&gt;
[[Effects#Hide|&#039;&#039;&#039;Hide&#039;&#039;&#039;]] &#039;&#039;&#039;-&#039;&#039;&#039; This skill allows the character to become Hidden from normal view. This skill has several rules that must be followed for its use: First, in order to use this skill, the character must be next to an object that is stationary or cannot be easily moved, and the object must be larger than the player. Second, it takes a 5 Counted Action to enter Hide, which must be done while no one is actively looking at the character in game. Third, once in Hide, the character must place their hands in front of their chest (closed, with knuckles touching), and can stay there for up to an hour, though the character cannot move from their Hide location (other than minor shifting). While in Hide, they are aware of the world around them and can see and hear anything they would normally be able to. Leaving Hide simply takes a 5 Counted Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maim Limb -&#039;&#039;&#039; This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim &amp;lt;Limb&amp;gt;”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Silent -&#039;&#039;&#039; This skill allows the character to take brief actions without creating any In Game noise, which can be done in a number of ways: First, the character can move up to 15 steps while in &#039;&#039;Hide&#039;&#039; and remain &#039;&#039;Hidden. Second&#039;&#039;, the character can make one attack from &#039;&#039;Hide&#039;&#039;, adding the “&#039;&#039;Surprise&#039;&#039;” Modifier and remain H&#039;&#039;idden&#039;&#039;. This skill is considered &#039;&#039;Passive.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parry -&#039;&#039;&#039; Parry is called as a defense to a melee attack and stops all negatives associated with the blow.  Parry may be used on melee attacks that normally take effect even on hits to shields.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision* -&#039;&#039;&#039;This skill will add two points of damage to the called verbal of a weapon swing when used from behind another character. For example, if you are using a Long Sword whose normal call is &amp;quot;Two Normal&amp;quot; when swinging, taking Precision +2 would mean that your new verbal is &#039;four normal&#039; when you swing from behind an enemy. This skill stacks and the number given in the skill is the total cumulative number. If you purchase this skill the maximum of 3 times your verbal when behind your opponents will be &amp;quot;Eight Normal&amp;quot; unless you also purchased focus which would add it&#039;s amount to attacks from all sides.  Precision is purchased per hand and does not stack when using a two-handed weapon.  Ambidexterity may never be used to stack it over your class maximum. Once either Focus or Precision is purchased the OTHER skill goes to a cost of 20 SP instead of 15.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riposte -&#039;&#039;&#039;  Riposte causes an attacker to suffer the effects of his own melee strike.  Riposte makes no guarantees of success - many attackers can employ effects to which they themselves are immune - but does guarantee the Champion’s safety regardless of the outcome of the retaliatory strike.  Riposte does not affect Riposted attacks; this is a gameplay consideration with mirrors facing mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Roll&#039;&#039;&#039; - his skill allows the character to negate a portion of an attack. Roll can only be used to defend against attacks that strike the character with a weapon or packet and have a numerical damage value in the call. When used, the defended attack will only deal half damage (rounded down) and will remove any effect carriers, from the attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shatter Strike -&#039;&#039;&#039; This skill, with a melee weapon strike as the delivery method: renders useless one weapon, medium-sized shield, or other object which is no larger than a Medium Shield, giving it the &#039;&#039;Broken&#039;&#039; status. If used against a suit of armor, it will breach the armor, reducing it to 0.  To use this skill, the player must declare aloud “Shatter &amp;lt;targeted weapon/item&amp;gt; Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be &#039;&#039;Destroyed&#039;&#039;. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slay Strike -&#039;&#039;&#039; This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a &#039;&#039;Slay&#039;&#039; effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stun Strike -&#039;&#039;&#039; This effect causes a target to be rendered &#039;&#039;Stunned&#039;&#039; for 10 minutes. This skill is used by calling “&#039;&#039;Stun Strike&#039;&#039;” and landing a legal weapon blow; this attack is a single swing hit or miss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Telltale Signs -&#039;&#039;&#039; A guardian is adept in the wilds of any plane. When not in a city, they automatically add 2 successes to any tracking attempt made.&lt;br /&gt;
&lt;br /&gt;
== Guardian Advanced Skills ==&lt;br /&gt;
&#039;&#039;&#039;Aerial Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aerial creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
* An auto success to any movement based physical challenge&lt;br /&gt;
* Character gains 3 uses, hit or miss, of “Natural Venom Strike” with their melee weapons&lt;br /&gt;
* +2 &#039;&#039;Permanent Strength&#039;&#039; and allows the character to &#039;&#039;Break&#039;&#039; from &#039;&#039;Pin&#039;&#039; and &#039;&#039;Bind&#039;&#039;. This skill lasts for up to 1 hour or Module.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aquatic Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an aquatic creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:&lt;br /&gt;
&lt;br /&gt;
*Gains &#039;&#039;Underwater Combat&#039;&#039; and &#039;&#039;Breathe Liquid&#039;&#039; with no restriction&lt;br /&gt;
*Character gains 6 uses of the “&#039;&#039;Massive&#039;&#039;” Flavor Carrier,&lt;br /&gt;
*Character gains 10 &#039;&#039;Natural Armor&#039;&#039; that stack above class maximum&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Earthen Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of an earthen creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time: &lt;br /&gt;
&lt;br /&gt;
*During a hold the player can move up to 20 steps&lt;br /&gt;
*Character gains 3 uses of “&#039;&#039;Binding Strike-Slay&#039;&#039;” (6 Count) with their melee weapons&lt;br /&gt;
* 5 &#039;&#039;Permanent Body Points&#039;&#039; and &#039;&#039;Endure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire Totem -&#039;&#039;&#039; This skill allows the character to summon a totem of a fire creature to grant them one of the following buffs for up to 1 hour or Module. A character can have 1 Totem active at a time:  &lt;br /&gt;
&lt;br /&gt;
*Immunity to &#039;&#039;Blind&#039;&#039; and can attack &#039;&#039;Hidden&#039;&#039; and &#039;&#039;Concealed&#039;&#039; targets&lt;br /&gt;
*Character gains 3 uses of &amp;quot;Elemental 30 Fire&amp;quot; delivered via packet attack&lt;br /&gt;
*Character gains one use of &amp;quot;Natural Cure Metabolic&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Cyclone -&#039;&#039;&#039; This skill allows the character to wrap their body in fierce winds that shield him from certain attacks. When activated, this skill will last for 10 seconds, during which time the character is not affected by physical ranged attacks; this includes Ranged Weapons, Vials, Bombs, and Natural Attacks, though they can still use skills normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nature&#039;s Ire -&#039;&#039;&#039; This skill allows the character to change the battlefield by channeling the power, when used it will affect all enemies in the next Encounter. This skill will remove up to 1 offensive weapon skill from all hostile targets, up to 10 targets in an Encounter.&lt;br /&gt;
&lt;br /&gt;
== Guardian Powers ==&lt;br /&gt;
&#039;&#039;&#039;Call of the Wild:&#039;&#039;&#039; This power allows the character to share their tie to nature. Once each reset this power can be used to grant up to 5 targets a totem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endless Fury:&#039;&#039;&#039; This power allows the character to activate their &#039;&#039;Primal Fury&#039;&#039; Class Feature 2 additional times each reset.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fearless Fury:&#039;&#039;&#039; This power increases the potency of the characters Primal Fury power. While active, they additionally gain Immunity to Command, Fear, Feeblemind, and Slumber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mighty Fury:&#039;&#039;&#039; This power increases the potency of the characters &#039;&#039;Primal Fury&#039;&#039; power. While active they additionally gain 4 Blade Effects that are +5 &#039;&#039;Temporary Damage&#039;&#039; and &#039;&#039;Critical&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undying Fury:&#039;&#039;&#039; This power allows the character to push past the confines of their normal limits. When an attack would normally render the character &#039;&#039;Unconscious&#039;&#039; they can &#039;&#039;Resist&#039;&#039; that attack. This can be used once during each use of &#039;&#039;Primal Fury.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrath of Nature:&#039;&#039;&#039; This power allows the character to pull on their ties to the strength of nature. While in a natural setting, not in a city, the character has +2 &#039;&#039;Permanent Strength&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Heroic Powers ===&lt;br /&gt;
&#039;&#039;&#039;Dual Spirit:&#039;&#039;&#039; This Power allows the character to have two different totems active at the same time. This still consumes two uses of the skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enhanced Totems -&#039;&#039;&#039; Your totems gain the following effect options:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Aerial Totem:&#039;&#039;&#039; You may Fly for 1 hour or module and have one use of &#039;Soar&#039;&lt;br /&gt;
* &#039;&#039;&#039;Aquatic Totem:&#039;&#039;&#039; You may plant your foot and cast &#039;natural 5 healing&#039; by touch only for 5 minutes/one encounter (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
* &#039;&#039;&#039;Earthen Totem:&#039;&#039;&#039; +10 Body and Recovery 5&lt;br /&gt;
* &#039;&#039;&#039;Fire Totem:&#039;&#039;&#039; Can be activated at the time the character moves from Dying to Death state to fully heal character to max current body removing all other negative status effects on the character. (this effect cannot be shared via Call of the Wild)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wyld Heart:&#039;&#039;&#039; This Power binds the character’s body with the might of nature. When the character uses &#039;&#039;Primal Fury&#039;&#039;, they gain &#039;&#039;Damage Cap 5&#039;&#039; for the duration of the ability.&lt;/div&gt;</summary>
		<author><name>Mikecraft</name></author>
	</entry>
	<entry>
		<id>https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2193</id>
		<title>Champion</title>
		<link rel="alternate" type="text/html" href="https://thefallenempireswiki.info:443/wiki/index.php?title=Champion&amp;diff=2193"/>
		<updated>2025-09-27T02:21:31Z</updated>

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