An Occupational Ability for Mercenaries, this skill allows the Mercenary to injure the target’s leg and hamper their movement. To activate this skill the Mercenary must successfully strike the targets leg with a weapon and call out “3 Body Hamstring.” If the hit is successful, the target will take 3 Body damage and temporary loses mobility in the injured leg, slowing their movement to 1 step every 3 seconds. This skill may be stacked if purchased more than once, allowing the damage to increase for each time it is used. For example, if Hamstring is purchased 3 times all three may be used simultaneously to create a “9 Body Hamstring” attack. Lastly, specific damage types may be called such as “silver” or “magic” based on the weapon used to hamstring. This makes walking slow and running impossible. This effect will last until the target receives at least 3 Body points worth of healing. This skill is usable once per day, per purchase.
An Occupational Ability for mercenaries, a Head-Butt attack will stun the target for 5 seconds. While stunned, a victim is unable to take any action, including blocking, moving and the use of skills, minus the ability to call “interrupt” against Killing Blows. They may also interrupt any counts against them. Automatic defenses such as Shield Magic will still operate, but ones requiring conscious thought such as Advanced Shield Magic will not. It may be used at will but only once per target, per day. To use the attack, place your palms on victim’s shoulders, facing the victim from the front, and state “Physical Head-Butt”. If the attacker naturally swings for a type of damage other than Normal, this damage type is placed in front of the normal call. There is no numerical value for this attack, so when determining if the attack is stopped by a defender’s threshold, only the damage threshold type is taken into account. For example, a “Silver Physical Head-Butt” will breach a defender’s +2 Silver threshold, but not a Magic one. A helmet on the defender will negate the attack, regardless of the damage type. A secondary effect of this ability allows the mercenary to escape a Garrotte. A Mercenary can use a Head-Butt attack while being Garrotted but the attack will be negated if the Garrotter is wearing a helmet. To escape a Garrotte the Mercenary does not need to be facing their attacker, but must place their hands on their attacker’s hands and state “Physical Head-Butt”. Performing a Head-Butt will do 1 Body damage to the attacker, which cannot be avoided in any way.
An Occupational Ability for Mercenaries, this skill will sever the arms or legs of a target. By calling out "5 Body Dismember!" before striking an arm or leg, the Mercenary is able to deliver 5 points of Body damage and sever the limb from their victim. This skill may be stacked if purchased more than once, allowing the damage to increase for each time it is used. For example, if Dismember is purchased 3 times all three may be used simultaneously to create a “15 Body Dismember” attack. Also, specific damage types may be called such as “silver” or “magic” based on the weapon used to Dismember. The skill is consumed regardless of whether the attack is successful or not. It will work on arms and legs only. The skill may be used once per day per purchase.
An Occupational Ability for Mercenaries, this skill allows the Mercenary to sharpen, hone, or reinforce any weapon to add a +1 to its base damage for 1 year. The ability may be used once per day per purchase, and takes 10 minutes of in-game time to complete. If the process is interrupted during that time, that day's use of Razor’s Edge is used up and considered to be wasted. Once complete, the skill tag must be attached to the weapon, beside the weapon tag. Otherwise, a new tag, with the new base damage, must be signed off / authorized by a Shaper. Weapons that have been Razor Edged and permanently enchanted, will not expire. This skill may only be used on non-Magical weapons and each weapon may only have one Razor's Edge on it at a time.
An Occupational Ability for Rangers, this skill allows the Ranger to remove poisons and Alchemical substances from the target’s bloodstream. It takes 1 uninterrupted minute for the Ranger to remove the poison from the target. If, at any time, the Ranger stops, or takes damage to Body, the Detoxify fails and the skill is considered used. It will work on any poison or Alchemical substance which can be cured by a standard Antidote, regardless of how long the toxin has been in the targets system. This skill is usable once per day, per purchase.
An Occupational Ability for Rangers, this skill allows the Ranger to call “Trailblaze Release” to release themselves from any magical or alchemical binding effect that requires a strength bonus to escape from without taking any Body damage. This skill does not function against any man-made devices like bear traps or manacles. This skill is usable once per day, per purchase.
An Occupational Ability for Rangers, this skill allows the Ranger to infuse any weapon with the binding power of Nature. It takes 10 seconds to infuse one weapon and during that time, the Ranger must concentrate by rubbing the weapon with leaves, dirt or other symbols of nature. If the Ranger is interrupted, or takes damage to Body, the ability fails and is used up for the day. If successfully created, the weapon will now have doubled base damage, the damage suffix is changed to “Magic” and, when used, will entangle the target. When a target is successfully hit, roots will rise up from the ground, entangling their legs and feet. Movement will become impossible. It takes a 60 second count to cut free from the entanglement, or the target may rip it out if they have at least +5 strength, and the skill Self-Mutilate, suffering 5 Body damage in the process. The incant for this attack would be “ Magic Entangle”. This infusion will last 5 days or until the first time it is used. This skill is usable once per day, per purchase.
An Occupational Ability for Rangers, this skill will summon into being a powerful Hunt-Master to hunt a target that has offended nature. Not to be used lightly, this skill will summon forth the Hunt-Master and his dogs. This skill can only be used by the Ranger between the hours of 6am and 6pm. The ability requires a 10-minute ritual and requires the Ranger’s full attention. Should the Ranger use any other skill or ability, take damage to Body, or become distracted for more than 60 seconds, the ability will fail and be consumed for the event. During this 10 minutes, the Ranger must commune with nature, stating their reasons for calling the Hunt, and end by sacrificing a living creature (animal will suffice) to the Hunt-Master. The sacrifice should be performed in a way appropriate to the culture of a Ranger and which respects the gift given by the sacrifice. The more elaborate this ritual is, the stronger the Huntsman will be. Should the Ranger be successful, the Hunt-Master and his dogs will appear between the hours of 6pm and 6am that night.
The Hunt-Master is not a mindless creature chained to the will of the Ranger. It is an aspect of nature and can act with intelligence, cunning and fury. Should the Ranger use this ability frivolously or without warrant, they may find themselves the hunted. The movement of the Hunt-Master and his dogs is limited to the natural and rural environment. They cannot cross constructed bridges, city streets made of anything but dirt, or enter buildings or other dwellings which are not naturally occurring. The Hunt-Master will not hunt mindless creatures or those without a Spirit. This ability can only be used by the Ranger once per weekend.
An Occupational Ability for Templars, this skill allows the Templar to “burn” any unused Battle-Magic or Ritual Magic level spell-slots to add damage, at the value of +2 Magic/slot, to their next weapon strike. The Templar may choose how many of their unused slots to burn at the time of the swing. Any spells stored in those slots are lost. E.g. A Templar who normally swings for “2 Normal” with their sword chooses to burn 3 slots, the call would be “8 Magic” for that one swing. The level of the slot does not matter for this purpose. If the swing misses or is blocked, the skill is used up, as are the slots burned. This skill is usable once per day, per purchase.
An Occupational Ability for Templars, this skill will allow the Templar to activate a Battle-Magic scroll without it being consumed. To activate this skill, the Templar must hold the target scroll, verbally state “Scroll Harvest ” then verbally incant the spell on the scroll. The scroll will activate normally but will not be consumed by the casting. This class ability will work on scrolls level 1 to 7. For scroll levels 8 to 9, two uses of Scroll Harvest must be used. Frag sphere scrolls may only be harvested if the Templar has paid the frag cost for that sphere (although they do not need a teacher or to have purchased the sphere). Normal rules for activating a Battle-Magic scroll apply. This ability does not grant the Templar the Read Magic Ability, which must be purchased separately. This skill is usable once per day, per purchase.
An Occupational Ability for the Templar, this skill will allow the Templar to shatter an opponent’s weapon, spraying the target with the shattered pieces. The Templar may break an opponent's weapon, like a physical effect, so long as the weapon is hit. This ability will also work on shields. If the shatter is successful, the target will also be dealt 15 damage of whatever type their weapon was dealing when it was struck. This damage type includes Normal, Magic, silver, etc., but does not include Body damage or Alchemical effects. Shields deal Normal damage. The declaration is “Weapon Break!” This skill is usable once per day per purchase.
An Occupational Ability for Templars, this skill will allow the Templar to absorb, store and redirect any Battle Magic spell they have successfully been hit with, through their melee weapon. The Templar may use any source for this Battle-Magic including: spells they cast on themselves, offensive spells cast at them, scrolls, or even Battle-Magic producing Magic items.
To effectively use Weapon Conduit the Templar must first absorb a Battle-Magic spell they are the target of. By Incanting “Weapon Conduit!” at the time of absorption, the Templar’s own body will absorb the spell and then act as a conduit, sending it though their own weapon, on to another target. Once a spell is stored in the weapon, the Templar may unleash it at their will in the form of a Spell Strike. To activate the spell inside the weapon the Templar must call out the incant “Spell Strike ” The Templar has 1 minute to unleash his absorbed spell before the stored power of the spell explodes from their body. If the Templar fails to unleash their stored spell within that time, they suffer 15 points of magic damage. Stored spells do not stack on the Templar. Spell strikes may be only used in conjunction with melee weapons. This ability can be used once per day per purchase.
An Occupational Ability for Assassins, this skill allows the user to assess a target's current armour and Body points The Assassin may state “Size Up?” to any target within 20 feet and receive an answer that states that character’s current Body points and current amour points (ex. “20 Body, 30 Amour). This skill will not work on Undead, golems, or other creatures with alien physiology. Usable once per day, per purchase.
An Occupational Ability for Assassins, this skill allows the Assassin to add a silencing effect to one of their Normal attacks. For this effect to activate successfully, the attack must damage the target into Body. If the attack does not damage the target into Body, this skill will fail. This silencing effect lasts until the target receives at least 1 Body point of healing. To activate this skill the Assassin must declare “Innate Silent Strike”. Once activated the Assassin has once hour to engage their prey, adding the suffix “Silence” once to their next weapon swing. This skill may be used in conjunction with an Execute to create a Silent Kill. To use the ability in this manner the assassin must declare “Silent Kill”. A silent kill functions exactly the same as an execute save that the target is silenced and cannot scream. The Silent Strike skill may be used once per day, per purchase.
An Occupational Ability for Assassins, this skill allows the Assassin to cut the astral strands that bind a Spirit to its body. This skill must be used on a target in their death count and takes one minute to complete. During this time, the Assassin must stay with the target, actively cutting the invisible strands that tie the target's Spirit to their body. If successful, the target Spirit must forgo the remaining time in their death count and immediately attempt to Resurrect. While the Assassin is using this skill, it is suggested that the target continue their normal Death Count, outlined by their race, in the event the Assassin fails. The one minute Spirit Sever count must be said by the Assassin, loud enough for the target to hear. If at any point the Assassin stops counting, takes damage to Body, uses any other skill or if the target was so far along in their death count they Resurrect before the Assassin finishes, this skill will fail. This skill will also fail if used on a conscious target or a target in their “Bleed Count”. This skill can be used once per day per purchase.
An Occupational Ability for Assassins, this skill allows the Assassin to bypass armour and Magical protections for a single physical attack. When used, the Assassin may add the “Penetrating” suffix to their damage call for one melee or ranged attack that strikes their opponent from behind. A penetrating attack ignores all non-Ritual Magic protections, non-racial abilities, and any armour the target may be wearing. If the Assassin misses their target with their swing or the attack is physically blocked by another weapon or shield, this ability is used up for the day. It is usable once per day per purchase. Penetration may be used in conjunction with any Rogue skill, even if said skill explicitly states that it may be not used in conjunction with other skills.
An Occupational Ability for Nightblades, this skill allows the Nightblade to quickly evade any alchemical gas globe attack they are successful struck with. To use this ability, the Nightblade must incant “Feint,” in order to avoid the globe. This skill also has an additional benefit to the Nightblade by replacing their current pre-requisite skill for the rogue skill Dodge. The skill is usable once per day per purchase and acts as a pre-requisite once ever per purchase.
An Occupational Ability for Nightblades, this ability will create a duplicate of any key, Magical or otherwise. This ability will work on any mundane key, wizard lock key, ward keys etc. This ability requires the original key or a pre-existing duplicate to be touched by the Nightblade and a declaration of “Duplicate Key” must be said aloud. This duplicate will last 24 hours or until used once. It may be used once per day, per purchase.
An Occupational Ability for Nightblades, this skill allows the Nightblade to become invisible and non-corporeal so long as they do not move, attack, or make any sound. To use the skill the Nightblade must stand in a shadow large enough to cover his/her body. Dimming requires a three-count, both entering and exiting the Dim. Should a light source destroy the shadow the Nightblade will automatically be forced out of Dim (still requiring an exiting 3 count). While dimmed, a Nightblade must put on a white, out-of-game headband, or place their hand/weapon on their head. This ability does not hide the Nightblade from Sense abilities. This skill may be used once per day, per purchase.
An Occupational Ability for Nightblades, this ability allows the Nightblade to ethereally attune a small section of a normally solid surface, allowing them to pass back and forth through it. This attunement will work on any object that is less than 3 feet in thickness, such as stone walls and doors (including Magical Barriers). Only the Nightblade, Spirit linked items, and items made from the Duplicate Key skill, may pass through. All other items must be left behind. The attuned surface will last 5 minutes. The ability requires 1 minute of uninterrupted concentration before using. If Body damage is taken during the 1 minute of preparation, the skill is used up and wasted. It may be used once per day per purchase.
An Occupational Ability for Witch Hunters, this skill serves two purposes:
First, it allows for the creation of a glowing magical symbol that will store any Battle Magic spell cast into it by the Witch Hunter within 60 seconds of its creation. This spell must be cast by the Witch Hunter or through a magic item used by them. The symbol must be represented by a lit green glowstick and must remain stationary and unhidden. The tag for the Witch Mark must be attached on or next to the glowstick, as well as the spell tag if one is used. The Witch Hunter must choose one of their opposed spheres and write that on the Witch Mark tag. Once prepared, the Witch Mark will activate the next time a person with active magic from the chosen sphere comes within 10 feet of it. If this occurs, the target will be automatically struck by the stored spell as if they had been successfully hit by a spell packet. For the purposes of defenses, the attack is presumed to have a call of “Magic ”. If no spell is cast into the Witch Mark, it will do 1 Magic damage instead. Once the Witch Mark is activated, it will vanish. A Witch Mark can be destroyed and is considered to have 1 Body Point.
Secondly, purchasing this ability allows the Witch Hunter to choose one hated sphere. Until this class ability is purchased for the first time, a Witch Hunter has no opposing sphere of magic. This class ability may be purchased multiple times, each time allowing the Witch Hunter to choose a new sphere of magic if they desire, otherwise multiple purchases will simply unlock more uses of the Witch Mark per day.
An Occupational Ability for Witch Hunter, this skill will allow the Witch Hunter to inflict a terrible attack on any target, twisting and spiraling their tongue, should they cast from any of the Witch Hunter’s hated spheres. This packet delivered attack, if successfully landed, will sit, impervious to all methods of removal, on a target’s spirit for the next hour like a magical trap. If at any time during that duration the target casts a spell from the Witch Hunters hated spheres, from memory, scroll, or magic item, their tongue will immediately twist and spiral. A target with a twisted tongue may grunt and squeal but cannot cast, engage in coherent speech or use any skills, items or abilities that require speech for duration of one hour. This infliction may not be healed or cured, even if the target dies and is given a life spell. Only successful resurrection or duration expiry will restore the targets tongue. The incant for this ability is “Arcane Twist of the Tongue ”. This ability is usable once per day per purchase.
An Occupational Ability for Witch Hunters, this ability will allow the Witch Hunter to absorb any Battle-Magic spell and return it back to the caster. This ability can absorb a spell from the Witch Hunter’s Opposed Spheres of Magic that successfully strikes him/her, or any other target within 10 feet of the Witch Hunter, by verbally declaring “Arcane Karmic Ricochet”. The Witch Hunter then has 3 seconds to ricochet that spell back to the original caster or into the ground via spell packet or touch-cast. If s/he fails to do this or does not ricochet it within the 3 seconds, the Witch Hunter will take the full effect of the spell themselves. When returning the spell, the Witch Hunter must declare “Ricochet Magic !” before throwing the packet. This returning spell will have no effect on any other target other than the original caster or the Witch Hunter. The spell being returned is an exact duplicate of the one that was captured by the Witch Hunter. This ability is usable once per day, per purchase.
An Occupational Ability for Witch Hunters, this Arcane packet-delivered or touch attack will negate or destroy any Battlemagic and most Ritual spells of the Witch Hunters Hated spheres. This ability may also counter any spell that hits the Witch Hunter, so long as it is within their Hated spheres. Counter Magic will act the same as an Advanced Shield Magic spell in this regard and the defensive call is “Arcane Counter Magic”.
When used offensively, Counter Magic will destroy any one spell within the Hated Spheres of Magic that are active on the target and has a duration other than instant. The incant for this attack is “Arcane Counter Magic : ”. If a sphere is part of the incant, the target chooses one active spell within that sphere to be removed. If a spell named in the incant is active on the target, it is destroyed. If the specific spell incanted is not active on the target, the Counter Magic fails without activating defenses. This ability is usable once per day, per purchase.
Counter Magic may be used against a target without a spirit, such as a cabin. Once again, either a specific spell may be targeted or a sphere. If an OOG note has been left describing an active spell effect (such as a Ward) and it is destroyed by the Witch Hunter, they may leave their Counter Magic tag attached to the note to indicate that it no longer exists.
An Occupational Ability for Druids, this skill awakens a 10-foot diameter circle of natural wilderness with druidic energy. A Grove grants the following powers: it allows the creator to see and identify any True Fae creature that steps within its boundary and the Grove creates an empathetic bond with its creator. This allows the Druid to sense the emotions of the Grove and vice versa. A Grove's emotion can change based on perceived threats to the grove or unnatural corruption of the lands surrounding it. These indicators will always be vague and cannot tell a druid specifics about the reasons for the emotional state, only that they exist. A Grove does not provide a barrier or any other protection to those inside, and cannot be augmented in any way, other than upgrading it to a Henge for which it is a prerequisite. It takes a 1-hour role-play ritual to create the Grove. Groves must have their boundary visibly defined by a rope or other marker but these markers can be natural, such as vegetation. A Druid may have 1 Grove active at a time, per guild. The grove can be moved by releasing the druidic energy back to nature and performing the 1-hour role-play ritual again elsewhere. If a druid who has created a Grove dies a final death, the Grove fades away.
An Occupational Ability for Druids, this skill allows the Druid to become one with the forest, hiding their presence. To successfully activate this skill the Druid must use a tree with a thickness such that they are unable to completely wrap the fingers of both their hands around its trunk. A 3 count declaration must be said aloud “Forest Meld 1, Forest Meld 2 ...” At this point, the Druid will merge into the tree and must place their hand/weapon on their head, or don a white headband, to show they are out of game. The Druid may stay hidden inside the tree until s/he wills the skill to end, breaks concentration, or the tree takes 1 Body point of dam age. At that point, the Druid will be ejected from the tree, again with a 3 count. While melded, a Druid is able to hear sounds as normal. A Druid who has created a Henge may choose to merge with it, if it is large enough, and forgo the expulsion due to Body dam age. In this case the Druid will not be ejected unless the Henge dies, at which point so will the Druid. This skill may be use d once per day, per purchase.
An Occupational Ability for Druids, this skill allows the Druid to shape-shift into their Totem Animal. The Totem Animal must be chosen upon purchase and cannot be changed after purchase. Subsequent purchases allow the Druid to select an additional Totem Animal. Totem may be used once per day per purchase.
When used, this skill will transform a Druid into their chosen animal form. The animal cannot be smaller than a fox or larger than a brown bear. The animal may not be one that is capable of flight and must be natural/normal (not supernatural). It takes one minute to activate, and requires the Druid's full concentration. If s/he becomes distracted, uses any other skill, or takes damage to Body during the transformation, the ability fails and is considered used for that day. All carried items and clothing will magically merge into the Totem form. These items cannot be retrieved until the Totem ends. This ability will fail if the Druid attempts to shape-shift while carrying an item with a Spirit or something that is larger than half his/her size. The experience of "shifting" for a Druid is a blessed and personal one. During this time, the Spirit of their Animal Totem grants permission to share its consciousness for a brief and majestic moment. This Totem change lasts for 1 hour and may be terminated at will (taking 1 minute to change back). If detected for magic, a Totem will glow and thus can be distinguished from a regular animal.
While in their Totem form, the Druid should think and behave as the animal does. The Druid will possess his/her own personality, motivations and fears. However, they will now be filtered through the mind of an animal. The character will now have "animal intelligence" but this should be viewed more like "forced role-play" than as a weakness. All information learned while in Totem form will be remembered when the Druid shifts back, unless the Totem animal dies. While in Totem form the Druid may not use any skills or abilities. Magic protections, augmentations and any other Magic targeting the Druid's Spirit (positive or negative) will transfer over to the Totem form during the shape-shift; normal rules for duration still apply. All Totem Animals fight with two boffer weapons to represent their "claws". It is possible to construct a suit of armour specifically for the animal form, although the Totem Animal would require assistance putting it on.
While in Totem form (and during the 1-minute transformation count), the Druid will take double damage from all silver weapons. Should the Druid fall into their "Death" count, their body will automatically revert to their original form over the next minute. The Druid may touch and carry silver items, but doing so will cause him/her great discomfort and should be role-played accordingly. Upon successful shape shifting back, the Druid will be fully healed and any Alchemical poisons or non-Magical diseases in their system will be removed.
The Totem will have the following stats. Please note that the numbers are calculated from level 1 and not the level at which the Druid purchased the skill.
1 Normal threshold, +1 every 3 levels.
2 damage via Claw, +1 every 3 levels.
20 Body, +5 every 3 levels.
1 "25 Slay" every 5 levels.
These stats/abilities cannot be improved by skills purchased by the Druid. In the same with one cannot use a Totem slay ouside of Totem form, one cannot use a character’s slay in Totem form. The same is true for all of these stats.
An Occupational Ability for Druids, this ability upgrades any Grove the Druid has created into something much more powerful. Once created a Grove will gain a "Heart" - a living organism at the center of the new Henge, which powers it and acts as its lifeforce. This Heart must be represented by living vegetation at the center of the Henge and must be marked with a tag. A Henge's size and boundaries will mirror that of the Grove it was created from. A Henge has the abilities of a Grove, with the following additions:
The Henge Heart has 100 Body points and a magic threshold.
The Henge offers an always active, frictionless, spherical barrier. Those invested in the Henge may pass freely through the barrier and may "Recognize" others through the barrier on a 3-count. Recognition may be done without packets, simply by stating "I recognize 1, I recognize 2, I recognize 3" while pointing at the target. This barrier will prevent the passage of everything, with the exception of air, light, sound and gaze attacks, unless the ability specifically states otherwise.
The Henge can have as many people invested in it as the druid desires (this is done through a 1 hour roleplay only ritual of the creator’s design). Being invested in a Ηenge persists through death. At any time, the creator of the Henge may "Divest" anyone Invested on a three count from within the Henge. The Divested does not need to be present at the time but should be informed OOG by a marshal.
The Henge can resurrect spirits as per a Resurrection Circle and will do so automatically, without assistance required, in 10 minutes.
The Henge allows anyone invested in the Henge to "reject" anything that has a Spirit and is not invested, forcing them outside the boundary by pointing at the target and stating “The Henge rejects you!” This cannot be resisted by anything but the most powerful of creatures.
The Henge allows anyone invested in the Henge to see any Spirit that is in the Henge, including Ghosts and those that walk in the Fae Realm.
The Henge will act as a Nature ritual circle for those invested and will act as a secondary caster for those rituals.
The Henge allows anyone invested to transport to the Fae realm once per day. Before this power is used, the Fae Marshal must be contacted. Chance of success and ultimate destination is decided by the Fae Marshal and based on the role-played actions and performed ritual done by those invested. This power does not give them the ability to transport themselves back to this plane.
The Henge does not know whether or not its investees have died unless they do so within the Henge.
When a Henge Heart is killed the creator drops into their 5 minute death count. This is considered a Penetrating attack. A druid may have 1 active Henge per guild. If a Henge is destroyed a new one may be created via a new Grove, but it will not have any of the augmentations the previous Henge had nor the investees. If the druid who created the Henge dies a final death, all investees become divested and the Henge fades away. Finally, Henges may be upgraded and augmented with Henge ritual magic.
An Occupational Ability for Mages, this skill allows the Mage to detect if an item, person, or location is Magic. For this ability to take effect, the object, person, or area in question must be first touched with the caster's spell packet with a call of “Detect Magic: Known Spheres [X, Y, Z]” based on the spheres the Mage knows. This will not activate magical defenses. This ability will then reveal to the Mage whether or not an object, person, or area (up to 10x10 cubic feet, not including any people or items inside it) is Magical in nature. If the magic in the target is part of one of the spheres the Mage knows, this will also be revealed. How the caster uses the spell must be specified at the time of casting. This skill is usable once per day, per purchase.
An Occupational Ability for Mages, this skill allows the Mage to harvest spent Battle-Magic spells by consuming Catalysts. For this ability to be successful the Mage must touch the appropriate number of Catalyst, choose which used Battle-Magic spell they are going to recall, and declare “Mana Harvest ”. The Catalyst(s) will be consumed in a brilliant flash of blue light and the Mage’s ability to cast that chosen spell will be recalled. To harvest a Circle one through three spell, the mage is required to consume one Catalyst of any type. To Harvest a Circle four through six spell, the mage is requested to consume two Catalysts of any type and finally, for Circles seven through nine the mage must consume three Catalysts. Alternatively the Mage may consume any single Discord Catalyst to harvest any Battle-Magic Spell regardless of Circle. This ability will only recall a BattleMagic spell into memory that has already been used and will not allow the Mage to rememorize a new one in its place. This skill is usable at will.
An Occupational Ability for Mages, this skill allows the Mage to create, and bring to life, a magical Familiar. This Familiar is, in essence, a part of the Mage, created from his/her own body. Only one such creature can exist at a time for the Mage, and the creature is considered to have animal intelligence. The Mage may choose the Familiar’s form at creation, but it must in some way represent one of the Spheres of Magic that the Mage can cast. Once decided, a Familiar's form cannot be changed. Its size is limited to no greater than a large housecat. The Familiar is spirit linked to its creator, and cannot leave the Mage’s touch. It has no skills or abilities of its own, possesses no Spirit and cannot die, unless the Mage dies and resurrects. At any point, the Mage can choose to kill the Familiar, just by willing it. Doing so reverts the Familiar back to its original state of severed flesh. While in existence, the Familiar will hold one Battle Magic spell that the caster can currently cast. This spell is chosen when the Familiar is first created and can be changed or reset when the Mage chooses to re-memorize their spells for that day. At any point, the Mage can cast that spell as if they had the extra spell-slot in their pyramid. Once done, the Familiar is now “empty” and cannot store another spell until the Mage resets for the day. The Familiar will also help in the casting of Rituals. The Familiar can act as a secondary caster in a Ritual the Mage casts, once per day. A Mage may only use their own Familiar for this Ritual Magic benefit. To create a Familiar, the Mage must remove (through any means) a pound of their own flesh. Doing so will drop the Mage to half of their current Body. The creation ritual takes one hour to complete, during which time the Mage will form and shape their newly cut flesh into the image of the Familiar. Once the hour has passed, the Mage must declare “Magic Create Familiar” for the ritual to be complete. The Familiar must be visually represented by the Mage. A doll or stuffed toy will suffice, as long as it in some way resembles the Sphere of Magic chosen. This skill may be used once per day, per purchase.
An Occupational Ability for Mages, this skill allows the Mage to create a circle of power used in the casting of Ritual Magic for any Sphere that the Mage knows. A Power Nexus will also allow the Mage to Detect Catalysts at will, so long as the mage is inside the circle. Those within range of the detection must announce how many (and what type of) Catalysts they carry on their person, even if they are outside of the circle. This circle is not equipped with a barrier or any other abilities unless the Mage alters it with ritual magic. A final ability of a Power Nexus is to have the Nexus transform into a circle of protection for 10 minutes. This transformation will change the Nexus into a Circle of Protection against one of these specific groups that must be declared at the time of transformation via “Power Nexus: Circle of Protection from !”: Any racial group in the rulebook (such as “elves”), lesser angels, lesser demons, lesser Undead, animals, Brood, constructs, elementals, fae, plants, vermin or magical beasts. Only one type of protection can be active at a time and it cannot be changed once active. When a circle is modified in this manner, it will last for 10 minutes then the entire circle will vanish permanently. While active the protective circle will prevent its target "type" from crossing the circle or performing hostile actions through it, but it will not act as a barrier to any other creature.
The Mage must visually represent this circle of power with a rope or some other method that clearly outlines its borders. A circle of power created with Power Nexus is 10 feet in diameter; however, multiple uses of this ability by the same Mage at creation will increase the diameter of this circle by 10 feet per use. This circle of power will last for 5 days and cannot be destroyed save via Ritual Magic. The Mage can choose to destroy this circle at any time they wish. For this skill to be successful, the Mage must visually represent their Circle and declare “Magic Power Nexus!” This skill can be used once per day per purchase.
This Occupational Ability allows for a Bard in danger to cloud the minds of his foes, confusing them to his exact presence and hiding him for a few precious moments. This skill does not grant the Bard true invisibility but it will obfuscate his person, causing all around him to avoid and ignore the bard for a short period. To activate this skill, the Bard must incant “Song of Aversion!” Once activated the Bard’s feet must remain stationary and for the next 15 seconds he must repeatedly shout at the top of their lungs “DON‟T LOOK AT ME!” While the skill is active all those around the bard, that can hear his voice know the general location of the bard within ten feet, but he will appear blurred and displaced. They will unconsciously miss if they try to blindly attack or swing wildly in the area the bard is hiding. This does not grant the Bard immunity to damage from Area of Effect spells or effects or the effects of Power or Command Words. This skill is intended to give the Bard a few moments to put away their valuable instruments to avoid harm and /or hopefully allow their friends to regroup and save him from the attack. This ability is usable once per day per purchase
Duration: 4 Hours
An Occupational Ability for Bards, this song will allow the bard to magically charm up to two individuals of their choosing, so long as both hear the bard’s performance from start to finish and are serenaded by the bard at least once. In order for a serenade to be successful, the song must have a duration of at least 5 seconds, and the targets of the serenade must be eye contact with or be touched by the singer. Once the performance is complete, the bard must either state “Arcane Charm: Target’s Name” or convey to the target that they have been affected. Each target will then take the effect of an Arcane Command Word Charm Spell with the additional effect of infatuation if the target finds the Bards gender appealing. This Command Word is not detectable when used, nor is spoken or cast by the Bard. Instead, it is a representation of the overall effect the Bards song has on his targets. Both the Charm and the potential infatuation will not cause the target to do things outside of their nature but they will act as if the bard is their new best friend and possibly lover. They will believe almost anything the Bard says to be true, they will protect the Bard with their lives if asked. A charmed target will not kill themselves or assassinate other loved ones unless somehow tricked or deceived. This effect will last for 4 hours after which the charm effect will wear off. This ability is usable once per day per purchase.
Duration: Concentration up to 30 minutes
An Occupational Ability for Bards, this song will allow the Bard to use their performance to suspend or extend, any spell or effect, that is currently being counted or in duration. In order for this effect to work the target of the duration or count must hear the Bards song and willingly accept its effects to allow the duration or count to be extended. The Song of Intermission is so powerful that it can even delay death, pausing a willing victim’s death or Bleed Count, until help can be found. This function will work even if the dead or dying target cannot hear. To activate this song, the Bard must incant “Song of Intermission” then begin their performance piece. Song of Intermission will not affect any spell or effect that fails. This skill may only be used on one target at a time, though the target of the spell may be changed on a 3 count. This skill will only last for 30 minutes. This skill is usable once per day per purchase.
This Occupational Ability allows the Bard to perform a masterpiece of heroic inspiration, leading allies to victory and bringing life back to the injured. In order for those listening to become heroic, they must consider the Bard an ally, that is to say, do not wish them harm, and have heard the song for at least 30 seconds. Once the requirements have been made all those that can hear the Bard will become inspired, gaining +2 Strength, an aura on their Spirit allowing them to swing any weapon for magic damage, and finally they become immune to the effects of Fear. To further this, all those who are under the effects of this song and are within 10 feet of the Bard, will regenerate 1 Body every minute so long as they are conscious or semi-conscious. This song has no effect on those in their bleed or death counts. To activate this song, the bard must incant “Song of Heroism!” and if possible, shouts it often to inform those around them that the song is still active. If the Bard’s concentration is broken, the bard must then shout “Heroism Over!” The Song of Heroism will not stack with other bard songs. This skill is usable once per day per purchase.
An Occupational Ability for Darkweavers, this skill will allow the Cleric to bestow upon the target a Greater Bless spell from the Cleric’s God. Greater Bless acts in every way as the First Circle Dark Spell "Bless" with the following addition. The target will be healed 5 Body or, if they are Undead, 10 Infliction. Greater Bless will not stack with any other Bless spell or itself. The incant for the spell is changed to “I channel to grant Greater Blessing.” This ability is usable once per day per purchase.
This Occupational Ability will allow a Darkweaver to infect a small area with Dark and Necromantic Magic. Desecrating an area requires the Cleric to kneel down in the targeted area and incant “Innate Desecrate”. Once begun, the Cleric need only pray for the next minute uninterrupted. If the Cleric breaks concentration, uses any skill or ability, or takes damage to Body, the ability fails. After one minute, desecration is complete and the surrounding 30x30” area will begin to desecrate. During the next 12 hours an assortment of evil spirits and lesser Undead will rise from the area and torment those around them. Desecration does not provide the Darkweaver with any direct control over these monsters. The Cleric does not have to stay in the area and wait. The Cleric should, as soon as possible, make haste to find a Shaper so they can begin preparations. All creatures summoned in this manner are considered to have a Bless of the Cleric’s God on their spirit. If a Discord Catalyst is destroyed during prayer, the number of creatures and their power, will increase by 50%. This effect lasts until all creatures are dead or sunrise; whichever comes first. An area cannot be desecrated more than once in a 24 hour period. This skill is usable once per day per purchase.
This Occupational Ability for Clerics allows the Darkweaver to commit a great act of evil and increase their own power and that of their minions. To begin the ritual, the Cleric must first have a sacrificial creature ready to be murdered. Once they are ready, they begin by speaking the incant "Innate Black Sacrifice" Once started the Cleric must then give mass. For the next ten minutes the Cleric should speak to their followers about the tenants of their God. After the 10 minute mass is complete the Cleric must then sacrifice their victim. The creature sacrificed must be sentient and capable of resurrecting. Once the body dissipates or is finally killed, the Cleric and those followers who attended the Mass will receive a dark gift. Once complete all attending who bear the Bless of that God will find themselves healing from Dark Magic, and only taking half the normal damage from Infliction and Healing. This effect lasts for 1 hour per level of the Sacrifice. If the Sacrifice had a bless of the Cleric’s God, the effect lasts 24 hours. This ability is usable once per purchase per day.
An Occupational Ability for Darkweavers allows the Cleric to slay their target with but a thought and in doing so, the Cleric regains power. To activate this ability the Cleric must incant "Magic Death Siphon" and strike their target with a packet delivered attack. If successful, the target takes the effect of a Death spell and the Cleric has the Death Siphon ability reset 1 hour later. The Darkweaver can continue to Death Siphon and reset this ability until the attack fails. This ability is usable once per day per purchase however it cannot be used again for an hour, even if it is successfully reset.
This Occupational Ability allows the Cleric to create a permanent altar to their god. Only one altar may exist at any time. The Cleric may choose to construct the altar however they wish, but it must be between 2 and 10 square feet in size and cannot be moved. If anyone wearing a Blessing of the god the altar is devoted to prays at the altar during their 10-minute daily skill reset, they will also be healed all missing Body points. This will cause the Bless to expire. This will only function during a skill reset. If the Altar is placed within a Church, it will not cause the Bless to expire. The Altar is as destructible as whatever it is made of. If the Altar is physically destroyed, the effect ends.
This Occupational Ability will allow the Cleric to call upon the blessings of their Deity and create a small permanent area that radiates a divine aura of their god. To create a church, the Cleric must pray for 1 minute uninterrupted in the location desired. Once the prayer is complete, the area is sanctified and tied to the Cleric. The size of the church can be no larger than 20 feet by 20 feet. No lesser Undead or lesser demons may enter that area, with the exception of special situations such as All Hallows or while under the control of a very powerful master, nor can they be created within the area. A Cleric may not have more than one active Church at a time, but they may replace old locations with new ones up to a maximum of once per day. If a Church location is more than 3 months old, it will function as a secondary caster for any Light ritual magic cast within it. On rare occasions, prayers made within the Church may reach the ears of the Deities the Church is devoted to. The Church is as destructible as whatever it is made of. If the Church is physically destroyed, the effect ends.
An Occupational Ability for Clerics, this ability allows the Lightweaver to call upon their God’s holy light and heal a miraculous number of wounds and injuries. To activate this ability, the Cleric must firmly plant both their feet on the ground and incant “Innate Faith Healer.” From this point on the Cleric may sacrifice an unused spell slot to touch cast “5 Healing”. Each spell slot sacrificed allows another touch cast of healing to be used. Should the target be wearing a Bless of that Cleric’s God, the healing is doubled to 10. If used on themselves in their own Church, it will restore all lost Body points to the Lightweaver. Additionally, the Cleric is able to activate by touch any active Bless they have previously cast to remove any fear effects and non-magical diseases. Blesses activated in this manner are considered consumed. This effect will last until the Cleric moves or takes damage to Body. This ability is usable once per day per purchase.
The first will allow the Cleric to sacrifice their own life to save another’s. Once per day per purchase, the Lightweaver may place a Guardian Angel effect on a sentient, living target. This will remain for 24 hours or until it is used. If that target enters their death count within those 24 hours, they will receive a Life effect at the end of their death count, similar to a Contingency Life effect. When this occurs, at some random point within the next 24 hours, the Cleric will die and fall into their death count. They will be informed of this occurring by a Shaper. The Cleric cannot be revived by any means. When their 5-minute death count has expired, the Lightweaver’s body will dissipate like normal. They will then have a 1 in 4 chance of that death being applied to their character. If they succeed, the Cleric will resurrect like normal, but no death will be recorded on their character card. If they fail, the death will be applied and standard death protocol will apply. The Cleric may avoid dying themselves if, when the Shaper informs them it is time for this to occur, they expend a Discord catalyst. This will keep them from falling into their death count. The Guardian Angel will last 24 hours or until a second Guardian Angel is created by the same Cleric, whichever occurs first. The Cleric cannot place the Guardian Angel upon themselves. If Guardian Angel is purchased more than once, the Cleric may have 1 active Guardian Angel for each purchase.
The second function of the Guardian Angel ability allows the Cleric to make the ultimate sacrifice. They may, if they choose, die a final death in order to “True Resurrect” another sentient person who has died a final death within the past year. The target of this powerful ability must be willing, in-game and out-ofgame, to be resurrected. If they refuse, the Guardian Angel ability simply fails without use. If the target accepts, they will return to life, materializing physically over the corpse of the now dead Cleric as if they had resurrected normally. The resurrected target will only ever have one life and may never resurrect again, although they will have a standard bleed and death count. If their death count were to expire, they would once again be gone permanently. In similar fashion, there is no way for the Cleric who uses this ability to avoid a final death; once it is used, the Cleric is dead forever. The Cleric cannot be forced by any means, including Puppet alchemy, to use this ability, as its power comes from their God.
An Occupational Ability for Dragon Knights, this skill detects the presence of Divine Magic or beings in the area. It will detect whether a target possess Divine Magic, but no other details. The answer to this detection will be either "Light", "Dark" or "Nothing". It can be targeted toward spirits or items without spirits. In the case of spirits, it will determine if the target is capable of casting either sphere but not if Divine spells are active on them. This skill can be used at will and only requires 10 seconds of concentration.
This skill allows a Stalwart to call a “Shield Parry!” defense to any physical attack that strikes their shield, once a day per purchase. All normal parry rules apply. This ability does not allow the Stalwart to parry with their weapon; the incoming strike must successfully strike their shield.
The Stalwart’s Conviction ability allows them to grant themselves +10 temporary Body points once per day per purchase. These Body points cannot be stacked with other temporary Body point bonuses (they will remove and over-ride the previous) except with other activations of this ability. These Body points cannot be healed and are taken off first when damage is struck to Body. These extra Body points will fade after exactly 24 hours have passed.
When Fortress is used, the Stalwart gains the ability to activate a defensive stance that grants the Stalwart a 5 normal threshold and +40 armour points that remain as long as the Stalwart keeps one foot planted.
The Stalwart also gains an immunity to fear and cower effects during this time. This ability can be activated once per day per purchase by planting a foot and stating “Fortress!”. When the defensive stance ends by the planted foot being raised or moved (it may swivel to change facing), the Stalwart needs a respite due to the sheer amount of physical and mental energy required. For 1 minute after Fortress ends, the Stalwart possesses -2 strength and is unable to use any skills that have limited uses.
Imbue Shield allows a Stalwart to spend 10 seconds of uninterrupted time imbuing a shield of any type with defensive power. This is done by concentrating on the shield for 10 seconds then stating “Imbue Shield!”. Once imbued, the shield allows any magical spell that strikes it to be “resisted” for 1 hour by simply stating “Resist!”. During this hour the Stalwart may also “reflect” one spell that strikes the shield back upon the caster by calling out “Reflect!”. If the shield is no longer equipped, the ability ends. The imbued shield may only be used by the Stalwart who activated it. Imbue Shield may be used once a day per purchase.
Hunter’s Attrition is a powerful magical touch that damages Undead while healing the Undead Hunter. This class ability must be touch-cast and it can only target Undead that have been successfully identified with the Necromantic Arts skill. When successfully delivered, this ability does 25 Magic Healing damage (100 Magic Body damage vs Undead) and also heals the Undead Hunter for 25 Body. This damage is considered healing magic for all purposes. In order for the healing function of this ability to function an Undead must have been successfully damaged. It will have no effect against any other creature besides those identified as Undead with Necromantic Arts. Hunter’s Attrition can be used once per day per purchase.
At 9th level an Undead Hunter can create and throw a magical crystal of sunlight, which when striking an Undead identified with Necromantic Arts makes that Undead damageable by normal and silver damage for 1 minute. In other words, the crystal will strip a magical threshold from an identified Undead for 60 seconds. This packet delivered magical attack is considered a penetrating attack and cannot be resisted or defended against minus ritual magic. If the target is not Undead the crystal will have no effect and will not activate magical defenses. It may be used once per day per purchase and the call is “Penetrating: Crystal of Light”.
With Final Rest, the Undead Hunter can empower a melee weapon of their choice which when used against Undead does +5 magic damage. It otherwise acts as it would before being empowered. Targets of this weapon must be identified as Undead via Necromantic Arts for the Final Rest bonuses to occur. Only one weapon per purchase can be active at once with this ability and it takes 1 hour to attune a new weapon, however there is no limit to how many times weapons may be empowered per day with the other restrictions in mind. Only the Undead Hunter may use the weapon for bonus damage. At any time during the 5 day duration, the Undead Hunter may release the empowered energy into a single lesser Undead, copying the effects of a Heal spell (destroys lesser Undead outright, 100 Magic Body damage to greater Undead). Releasing the energy in this manner ends the Final Rest empowerment on the weapon
An Occupational Ability for Dragon Knights, this ability fills the area with the essence of magic allowing
the Dragon Knight to channel it into a destructive force. To activate this ability a Dragon Knight must
have both feet firmly planted on the ground and incant "Innate Saturation". After this, the Dragon Knight
may throw unlimited spell packets for “1 Magic”. In addition to this, should the Dragon Knight be struck
with magic they take the full effect of the spell. However, their Magic Damage increases by 1. This magic
may be increased to a maximum of 4. In this state, Dragon Knights are immune to their own Saturation
damage. This ability will last until the Dragon Knight moves their feet, takes damage into Body or uses
another skill or ability. It can be used once per day per purchase.
An Occupational Ability for Dragon Knights, this ability allows the Dragon Knight to store any one spell they can cast on their spirit to be used at a later date. In order to store a spell, a spell must first be cast into it followed by the incant “Innate Spell Recall”. This spell is now held and may be cast at anytime by stating “Recall Magic (spell)”. The spell stored cannot come from a magic item or any other source but the caster. Any spell cast into the recall slot will fade from memory 24 hours later and will NOT expire during daily reset. This allows a Dragon Knight to possess two recalled spells at once with a single purchase if timed properly. A Dragon Knight may come into event with this spell on their spirit like most protection spells. This skill can be used once per day per purchase
An Occupational Ability for Dragon Knights, this ability takes affect when the Dragon Knight dies a final
death or retires. Upon final death or retirement, the spirit of the Dragon Knight is reborn as a Draconian,
the same colour as the Firstborn that the Dragon Knight served. This Draconian will possess the
memories and personality of the Dragon Knight and can be any class desired. The Draconian will be level
1, or in the case of retirement, the appropriate level after half blankets are applied. The Draconian will
start with no free lives. They do not have to purchase this race from the Soul Fragment Book, but it does
not unlock it for additional Draconian character creations, after this rebirth.
Once per day per purchase the Archer may use a “dodge” defense against a single arrow, bolt, or thrown weapon that hits them, negating the attack as per the dodge skill. It will not function against surprise attacks. The call for this ability is “Arrow dodge!”
Stand and Deliver allows the Archer to steady them self and fire a more damaging ranged attack. The Archer must plant both feet (crossbow users may also choose to kneel or brace their crossbow on a table or stable object) and mentally prepare for 10 seconds. After that time, the Archer may add +1 to their damage with their ranged attacks for as long as they maintain the position. Moving from that position or taking damage of any kind will cancel this effect and they must wait at least a minute before they can use it again. Using any type of Dodge skill or spell protections will not break this
effect. This ability may be purchased multiple times. Each purchase increased the damage modifier by an additional +1.
(+1 for one purchase, +2 for two purchases, etc.).
At 9th level, an Archer can fire a projectile that when struck will cripple the target’s defenses temporarily. For 60 seconds after being hit with a Maim attack, the victim will receive double damage from all physical sources and be affected by a “Swampwalk” effect, forcing them to pause for 3 seconds between each step of movement. The archer must call out “ Maim!” and the attack must hit Body to function. If the Maim attack misses, the skill is lost.
Death Arrow allows an Archer to concentrate and focus on a shot with the hopes of killing their target in
one strike. After 10 seconds of concentration the archer will be ready to fire. If this 10 seconds is interrupted the archer must begin the 10 seconds again, but the skill will not be wasted. Only releasing the missile will activate the skill. After the preparation time the Archer may fire with a call of “ Death Arrow!”, with the damage amount being their normal damage call. As with all carrier attacks, the damage must strike Body points to take effect. If it does, the target will immediately drop into their Death Count as if struck by a death effect. This attack won’t function against targets immune to vital blows or death effects, or attacks that target anatomy. If the attack misses the skill is used. It is usable once per day per purchase.
Possessing Iron Gut gives the Brew Master x2 maximum Stamina. Also, while the Brew Master’sStamina is lower than maximum they gain +5 Body and all hand to hand damage is increased by +2 damage. Iron Gut may only be purchased once.
At 9th level, a Brew Master can ingest pure alcohol then spit it out and light it on fire. This is a packet delivered attack that does 25 points of Elemental Fire damage. Even though the alcohol is never swallowed it is still potent enough to cause 5 Stamina damage to the Brew Master each time Firebreathing is used. Firebreathing may only be used once per day per purchase and the call is “Firebreathing – 25 Elemental Fire!”
When a Brewmaster with Drunken Master reaches 0 Stamina, instead of becoming a slurring mess of intoxication like everyone else, they may choose to enter the eye of the storm. At 0 Stamina they may activate Drunken Master. A Brew Master may also choose to activate this ability by taking 40 Stamina damage in less than one minute, which will reduce them to 0 Stamina regardless of their true total stamina. If they activate this ability, for 10 minutes they gain a 2 Normal threshold, a +1 Strength, +5 damage with hand to hand, 2 Parries with Hand to Hand, an immunity to charm, an immunity to further stamina damage and +25 Body points. When the 10 minutes expires the Brew Master returns to 1 Stamina. As normal, a Drunken Master cannot use other skills while they are at 0 Stamina. This ability may be used once per day per purchase.
An Occupational Ability for Paladin, this skill will allow the Paladin to craft a weapon of pure benevolence and bind it to their own spirit. Defender, once obtained, becomes one with the spirit of the Paladin. As they increase in experience, so does the weapon. As they learn, the weapon also learns. At first glance, the weapon may not seem much to look at, but in the hands of a veteran Paladin it is a justice bringing tool of life and healing. The first step to obtaining Defender is for the Paladin to obtain the skill. Once purchased, the Paladin will receive (in one form or another) a clue or hint to its location.
There is one Defender designed for every Paladin but it is up them to find it. The Paladin must now undergo a personal quest. They may take their allies and friends along for aid, but the final challenge must be done alone. If successful, the Paladin will have found the weapon of a type that they most desire. It begins with some very basic abilities but as the Paladin grows in wisdom and experience, so to shall the weapon. The weapon’s skills, abilities and intelligence are based on the current level of experience of the Paladin. As they reach a level that will unlock a new ability, the weapon will first request from them a quest or favour. If they succeed, the weapon will grow in strength. If they fail, they may try again in two months’ time, but the abilities will remain locked.
Paladin Level 1
• Weapon is of a type the Paladin desires
• It is Master Crafted
• It is linked to the Paladin’s spirit. Should the weapon be removed from within 5 feet of the
Paladin, it will disappear and then immediately reappear on their person. Should the Paladin die
and resurrect, the weapon will resurrect with them.
Paladin Level 4
• The Weapon must be named by the Paladin. Failure to do so within 5 days will cause its
• It is Master Crafted
• Base damage increases +1
• Weapon begins to understand it is a tool of good. It wishes to do this
Paladin Level 7
• The weapon now has a permanent Magic Aura and will allow the Paladin to swing it for Magic
• The weapon has hardened and is now considered Legendary.
• The Weapon has gained basic intelligence and can now telepathically relay emotion and simple
words to the Paladin. It calls for justice and the destruction of evil
Paladin Level 10
• Base Damage +1
• 1 per day Contingency Recover at 1 second from the end of the Paladin’s natural Bleed Count
• Can engage in complex conversations. It understands and sees the evil around the Paladin and
calls to them to destroy it
Paladin Level 13
Intelligence: Equal to the Paladin
• 2 per day Light Bolt
• Paladin is immune to cold attacks
• The weapon is capable of complex thoughts and strategies. It begins to plan the downfall of the
guilty and corrupt. It strongly encourages you to do the same
Paladin Level 16
• 1 per day Contingency Life at 1 second from the end of the Paladin’s natural Death Count
• At times it feels as if you are the weapon.
As the weapon grows in intelligence so too does its demand for Justice. Upon reaching 7th level it begins to instil those expectations on to the Paladin. Once per event the Paladin must bring to justice one of the following: a Draconian, an Demonic creature, an Ice Elf, A Dark Elf, a Dragon Kin, an Undead or any creature who has cast a spell or activated a magic item from the Necromantic, Dark, Draconian, Wytch, or Summoning Sphere of Magic in the last hour. If they do not, then the weapon will demand recourse. It will cease its greater functions and revert back to that of its 7th level abilities. This will continue until the justice has been served. After it has been redeemed, and after 30 days have passed, it will return to the next higher level. So long as it’s redeemed, this process will repeat up to its maximum level.
Should the weapon somehow be destroyed, it, being of spirit, will travel to the closest resurrection circle. Unfortunately for the Paladin, the spirit link works both ways. The Paladin’s body will dissipate the moment the weapon is destroyed. It will follow the weapon to the nearest circle and resurrect as if they had just taken the death. Following this, the Paladin will find their weapon no longer bound to them and that they has lost all access to the weapon’s abilities. The Occupational Ability “Defender” will have been permanently removed from the player’s character card. They must repurchase Defender again for the weapon to bind to their spirit. Weapons repurchased in this way will start at the level it last left off on. A Paladin may only have one Defender active at a time.
This Occupational Ability will allow the Paladin to channel the light of their God down upon the injured and heal them with a touch. By touching a target with their hand or a held packet, the Paladin may do twice their own level in magical healing. In addition, should the target be healed at least 1 Body point by this ability and they are blanketed in an equal amount of temporary Armour Points. To activate this ability, the Paladin must first touch their target then incant “Magic Lay on Hands! Healing.” A golden glow will strike the target at the point of the Paladin’s touch, filling them with magical healing. The power of a Paladin’s Lay on Hands not only heals the inured but also damages Undead. Healing damage, when used on an Undead, does twice the normal amount of damage. The total Body points of healing transferred and Magic Armour Points gained is always equal to double the Paladin’s current Level. Magical Armour Points gained from this Ability expire in 5 days or once used. They may not be refit or stacked with additional use of this ability, and they are always assumed to come off first when resolving damage. All healing is transferred at once, cannot be split or reduced, and will never heal the target more than their maximum Body point total. This ability is usable once per day per purchase
An Occupational Ability for Paladin, this ability allows the Paladin to call down the cleansing fires from heaven to smite those that would blaspheme. To activate this ability the Paladin must incant “Innate Smite Blasphemer.” Once active, the Paladin has 5 seconds to strike any Ice Elf, Dark Elf, Shattered Elf, Draconian, Demon or Undead. That attack must be delivered by a thrown packet and, if successful, that target will take “20 Massive Elemental Fire” as they are consumed by the holy flame. This ability is only usable in the outdoors and will not affect a target inside any natural or manmade shelter, regardless of structural strength. This ability is usable one per day per purchase.
Activating Sunstorm requires a 10 second count by the Paladin: “Activating Sunstorm 1, activating Sunstorm 2, etc”. At the end of the 10 seconds, the Paladin becomes engulfed in a blaze of light and fire. This effect will last a total of 10 minutes. While active, the Paladin must state ‘Visible Sunstorm’ to those they meet. During that time, the Paladin gains the following effects:
• Immunity to Fear and mind control
• Full Body point heal upon activation
• Ability to ‘Sense Undead’ and ‘Sense Demonic’ at will. They will not be provided any details other than ‘Here’ or silence
• All strikes with their defender weapon will do x4 damage during the 10 minute Sunstorm duration against Undead and Demons
• Full Body point heal upon the destruction or death of any Undead or Demon, if the Paladin’s Defender weapon makes the final strike
At the end of the 10-minute period, the light will extinguish, leaving the Paladin’s body drained and battered. Their Body points will drop to 2, but their armour will be unaffected. This drop in Body points cannot be negated by any means, but it is not considered damage, so it will not trigger positive or negative effects by occurring. The lost Body points can be healed normally. This ability is usable one per day per purchase, and does not stack with itself.
An Occupational Ability for Dread Knights, this skill will allow the Dread Knight to craft a weapon of pure and utter evil, and bind it to their own spirit. A Harbinger’s Blade, once obtained, becomes one with the spirit of the Dread Knight. As they increase in experience, so does the weapon. As they learn the weapon also learns. At first glance the weapon may not seem much to look at, but in the hands of a veteran Dread Knight it is a bloodthirsty tool of death and destruction. The first step to obtaining The Harbinger’s Blade is for the Dread Knight to obtain the skill. Once purchased, the Dread Knight will receive (in one form or another) a clue or hint to its location. There is one Harbinger’s Blade designed for every Dread Knight but it is up them to find it. The Dread Knight must now undergo a personal quest. They may take their allies and minions along for aid but the final challenge must be done alone. If successful, the Dread Knight will have found the weapon of a type that they most desire. It begins with some very basic abilities, but as the Dread Knight grows in wisdom and experience, so to shall the weapon. The weapon’s skills, abilities and intelligence are based on the current level of experience of the Dread Knight. As they reach a level that will unlock a new ability, the weapon will first request from them a quest or favour. If they succeed, the weapon will grow in strength. If they fail, they may try again in 2 months time but the abilities will remain locked.
Dread Knight Level 1
• Weapon is of a type the Dread Knight desires
• It is Master Crafted
• It is linked to the Dread Knight’s spirit. Should the weapon be removed from within 5 feet of the Dread Knight, it will disappear and then immediately reappear on their person. Should the Dread Knight die and resurrect, the weapon will resurrect with them.
• The Weapon can never be ritually enchanted
Dread Knight Level 4
• The Weapon must be named by the Dread Knight. Failure to do so within 5 days will cause its destruction
• It is Master Crafted
• Base damage increases +1
• The Weapon can never be ritually enchanted
• Weapon thirsts for blood and conveys emotions of anger and hated when days pass without a kill
Dread Knight Level 7
• The weapon now has a permanent Magic Aura and will allow the Dread Knight to swing it for Magic damage
• The weapon has hardened and is now considered Legendary.
• The Weapon has gained basic intelligence and can now relay emotion and simple words to the Dread Knight. It calls for blood and death
Dread Knight Level 10
• Base Damage +1
• Spellstrike 1 Infliction at will
• Can engage in complex conversations. It speaks its wants and needs and grows violent when they are not fulfilled
Dread Knight Level 13
Intelligence: Equal to the Dread Knight
• 2 per day Dark Bolts
• Dread Knight is immune to fire attacks
• The weapon is capable of complex thoughts and strategies. It requires death more frequently
Dread Knight Level 16
• 1 per day Spellstrike Death
• At times it feels as if you are the weapon.
As the weapon grows in intelligence so does its demand for blood and death. Upon reaching 7th level, it begins to require blood. Once per event the Dread Knight must actively killing blow one of the following: an unarmed defenceless foe, a Hobling, a child, a Celestial creature, a Wood Fae or any creature that has cast from the healing sphere in the last hour. It this does not happen, then the weapon will demand recourse. It will cease its greater functions and revert back to that of its 7th level abilities. This will continue until the sacrifice is made. After it has fed once more, and after 30 days have passed, it will return to the next higher level. So long as it’s fed, this process will repeat up to its maximum level. Should the weapon somehow be destroyed, it, being of spirit, will travel to the closest resurrection circle. Unfortunately for the
Dread Knight, the spirit link works both ways. The Dread Knight’s body will dissipate the moment the weapon is destroyed. It will follow the weapon to the nearest circle and resurrect as if they had just taken the death. Following this, the Dread Knight will find their weapon no long bound to them and that they has lost all access to the weapon’s abilities. The Occupational Ability “Harbinger’s Blade” will have been permanently removed from the player’s character card. They must repurchase Harbinger’s Blade again for the weapon to bind to their spirit. Weapons repurchased in this way will start at the level it last left off on. A Dread Knight may only have one Harbinger’s Blade active at a time.
This ability allows the Dread Knight a certain degree of necromantic control over Lesser Undead. To use this class ability, the Dread Knight declares: “Magic Control Lesser Undead Voice”. The Lesser Undead must be within hearing distance of the Dread Knight, although it is not required to be able to physical hear in-game. If multiple Undead are in the area, it is up to the Dread Knight to identify which Undead s/he is attempting to control. The control is as complete as if the Dread Knight had created the Undead themselves, no commands will be refused, including suicide. All commands given to the Undead must be first prefixed with “Control Lesser Undead Voice .” There is no way for the Undead to resist this once the original control has been obtained. Control over the Undead will last for one hour, until control is taken away or until the Lesser Undead is destroyed, whichever comes first. It will have no effect upon Greater Undead.
An Occupational Ability for Dread Knights, this ability allows the Dread Knight to fashion a vile and cursed magical item out of the bone taken from a fresh victim. Once fashioned, this item will serve as both a healing device to the Undead, and as a torturous device to the living. To craft this item, the Dread Knight first needs a large straight bone at least 1’ in length that has been harvested from a corpse granted its finalled death within the past 24 hours. The bone needs to be fresh from the corpse and cannot be stored outside of a body for later use. Once obtained, the Dread Knight first declares: “Innate Rod of Infliction”, then must spend the next ten minutes deep in prayer, with their eyes closed. During this time, should the Dread Knight become interrupted, break concentration or take damage into Body, this ability will fail and be considered used for the day. After 10 minutes of prayer the Dread Knight must cut (or to have someone cut) their own flesh and bleed 1 Body point’s worth of blood onto the bone. Undead with this ability must carve 1 Body point worth of flesh or rot from their corpse and smear it over the bone After this step is complete, the blood or flesh turns to unusable dust and the Bone becomes transformed into a long slender black rod. Finally, the Dread Knight must destroy 3 Catalysts of any type or 1 Discord Catalyst, then speak the activation word they wish the object to have. Upon speaking that word, the catalysts are consumed and the Rod of Infliction is complete.
This device is now capable of casting powerful Infliction Magic. The Dread Knight (or anyone who is in possession of the device and aware of the activation word) can active the item by incanting “Active Rod of 1Infliction: 10 Infliction!” Infliction in this form will heal the Undead and cause double damage to the living. This rod has 5 charges, after its 5th use the rod dissolves into dust. The rod will last 5 days. A Dread Knight is expected to provide their own Rod of Infliction rep for this ability. Rod of Infliction will sense as both Dark and Necromantic Magic. This skill is usable once per day per purchase.
An Occupational Ability for Dread Knight, this skill transforms the Dread Knight into a destructive force of horrific darkness. Once activated, shadowy black energy, pulsating with Necromantic Magic, will rise from the ground and envelop them. In this form, the Dread Knight has access to the following abilities and effects:
• They take ½ damage from all sources and ½ damage from healing if they are Undead.
• They may Shadowstep once per day. Shadowstepping must be done in a shadow that is large enough to cover the Dread Knight. By incanting “Step into the shadows 1, 2, 3” the Dread Knight will become one with the shadow. They are now able to place their hand on their head and walk OOG amongst the shadows. If the Dread Knight crosses the path of any bright light or if another character lights up the area, the Dread Knight is in, the Dread knight will immediately be rejected from the shadows. They must spend next 3 seconds Incanting “Step from the shadows 1, 2, 3” During this time they are vulnerable to attack. This skill does not grant the Dread Knight any degree of silence. Any use of any skill or ability will automatically eject them from the shadows and that ability or skill will fail. This is usable once per casting as long as the Scion of Darkness is active.
• The Dread Knight no longer senses as living but instead as Undead while Scion of Darkness isactive.
• If the Dread Knight dies and resurrects while Scion of Darkness is active, there is a 25% chancethey will return as a greater Undead.
Scion of Darkness has a 1 hour duration and can be ended at will by the Dread Knight. It is usable once per day per purchase.