Skills

Skills Overview

The skill system allows players to simulate actions and abilities which aff ect the game world. Keep in mind that personal skill does not equate to character skill in this fantasy game setting. For example, in order to craft armor, you must possess the smithing skill. If a character has not purchased the smithing skill, you would not be able to forge armor as your character. This rule applies to all crafting skills.

Players will purchase abilities using Character Points (CP). The Character Point cost of a particular skill is defined in this section of the rules. Some skills have pre-requistes to be able to access and purchase them, while others may not. Be sure to read each rule associated with the skill. All players have access to General Skills Table and the Class Table they have chosen to play. Your allotted Character Points are a pool of points that you must choose to split between the tables that you have access to.

General Skills List

This section includes skills that all classes can learn from and any CP spent in this chart will count towards your chosen class.

Apothecary (Rank 1 - 5)

Cost: 5

Apothecary grants the ability to craft various alchemical potions, unguents and oils. Each type of crafted formulae has varied results that can resolve different combat effects, be used to mend wounds and even in some cases enhance a character's abilities during combat. Apothecary has 5 different ranks you can purchase.

Cover Tracks (Rank 1 - 5)

Cost: 5

Cover Tracks allows a player that wishes to not be tracked to evade those pesky trackers. To use Cover Tracks a player will find a Marshall and make a skill pull to try to Cover Tracks and see how well they can evade their pursuers. Rank 1 gives 4 failures and 5 sucesses into the pull bag. Each additional rank adds +1 success to the pull. Additional failure marbles can be added based on terrain and other modifiers.

Creature Lore

Cost: 5

Creature Lore shows the dedication of knowledge a player has of a specific creature type. blanket creature types, IE Goblin, Orc, Elf ECT. This skill will give the player a basic understanding of the race, any weaknesses and special behaviors. This skill can be purchased up to 10 times.

Available creature lore: Aldros, Balbaboon, Befallen, Chitter, Droloth, Elik, Flamizard, Formian, Goblin, Halinor, Kern, Lightspine, Lobstrosity, Mollak, Raulka, Shaleamander, Sundral, Vaden, Trikol, and Woruk.

Dedicated Crafter

Cost: 5

Dedicated Crafter grants the character +1 Success Marble when determining master crafting results. This skill must be purchased separately for each craft skill.

First Aid

Cost: 6

First Aid allows a player to bring a target back to 1 hit point who has gone to bleeding to death using a 2 minute First Aid count. The target stops their bleeding to death count while being first aided and must be within arms length of the target.

Fortitude

Cost: 1

Fortitude shows the natural endurance that a person has gained because of their physical lifestyle. Fortitude grants 2 HP per time purchased. A player may purchase this skill once every five levels.

Healing Arts

Cost: 4

Healing Arts allows the player to determine what kind of battlefield effects are afflicting a target, how many hit points they are down from their maximum health, and the targets current status. The target must be either willing or helpless and be within 5 feet.

Hearsay

Cost: 10

Hearsay allows a character to pick up small amounts of information off the street. The character gains access to basic bits of information on the activities around town. A player may gain additional information by doing extra service for the game. Every additional hour or Monster or Tavern Time grants additional info for Hearsay.

Artisan (Rank 1 - 5)

Cost: 5

Artisan shows a players capability of crafting with refined metals. This skill allows a player to craft jewlery, tinctures and accesories. Artisan can be purchased up to 5 times.

Know Direction

Cost: 3

Know Direction allows the player to observe their surroundings and determine which way is True North while above ground.

Smithing (Rank 1 - 5)

Cost: 5

Smithing shows a players ability to craft armor, weapons, and other weapon/armor maintenance items. Smithing can be purchased up to 5 times.

Subterranean Direction

Cost: 3

Subterranean Direaction allows the player to observe their surroundings and determine which way is True North and an approximate depth while underground.

Tracking (Rank 1-5)

Cost: 5

Tracking allows a player who wishes to find someone to try and follow their tracks. A player will find a Marshall and make a skill pull to see if they are able to track down their quarry. Rank 1 gives 4 failures and 5 successes into the pull bag. Each additional rank adds +1 success to the pull. Additional failure marbles can be added based on terrain and other modifiers.

Tier 1 High Magic (Rank 1 - 3)

Cost: 4

Tier 1 High Magic grants the character access to advanced magical understanding, artforms and more powerful magics. Requires Class (Warrior, Scoundrel, Reaver, Elementalist or Cleric) High Magic Theory to purchase. When a player purchases this high magic skill they must designate which path they will choose to follow.

  • Abjuration - Those who choose to harness the power of Abjuration will uncover the secrets of protection and banishment.

  • Conjuration - Those who walk the path of Conjuration are reinforced by calling on aid that is of their own making.

  • Enchantment - Enchanters are known for their powers to beguile their foes and empower their allies.

Tier 2 High Magic (Rank 1 - 3)

Cost: 4

Tier 2 High Magic grants advanced access to a players chosen high magic path. In order to purchase this skill a player will need their Class Theory, 3 ranks of Class High Magic and 3 ranks of Tier 1 High Magic.

Tinkering (Rank 1 - 5)

Cost: 5

Tinkering shows a players skill in crafting unique devices and tools that can assist a player in Combat as well as day to day life. Tinkering can be purchased up to 5 times.

**Warrior Skills List **

All skills contained in the list below are specific to the Warrior class.

Armored Defender

Cost: 15

When a Warrior is wearing enough armor to equal 100 armor points, Armored Defender grants an active threshold of 5 vs all attacks. Armor granted from spells does not apply to the 100 armor point total.

Combat Proficiency

Cost: 10

This skill shows that you are trained in wielding weapons with trained prowess and effectiveness. Combat Proficiency grants the Warrior the ability to call +1 base damage for every time Combat Proficiency is purchased..

Critical Strike

Cost: 10

Critical Strike allows the Warrior to add an additional 50 points of damage to their next weapon strike. The Warrior must say “Critical Strike X!” X is the Warrior's normal weapon damage + 50 (Weapon Base, Strength, and Profs, +50 damage). A Critical Strike can only be dodged, no other defensive skill such as riposte or parry can be used. Critical Strike can be bought every 2 Smites.

Disarm

Cost: 5

This skill allows your character to knock a weapon from the hands of an opponent. This is done by hitting the body (not the weapons) of the target and saying "Disarm _____!" where _____ is the name of the weapon the opponent is using. If the opponent is wielding the same weapon in both hands, indicate which hand you want disarmed as well. You may not disarm shields. This skill can be bought once for every 2 Combat Proficiencies your character possesses.

Giants Grasp

Cost: 2

Resist Disarm skill. Giants Grasp can be purchased for every 2 combat profs.

Hated Foe

Cost: 3

Hated Foe allows the Warrior to call +2 damage versus a specific creature type chosen at purchase. Hated Foe may be purchased up to 5 times. Each time this skill is purchased a new creature must be chosen.

Last Stand

Cost: 5

Last Stand shows that the Warrior is the veteran of many battles. This skill allows the Warrior to ignore the damage from the last weapon swing that would drop them to bleeding to death. Can be used once a day.

Parry

Cost: 2

Parry allows the Warrior to deflect any non-special attack weapon swing or thrown weapon attack by saying "Parry!" This skill can be bought once for every Combat Proficiency the Warrior possesses. This skill can only be used while wielding a dagger or greater sized weapon. Cannot be used on attacks from behind.

Riposte

Cost: 5

Riposte allows the Warrior to deflect a smite or any normal attack from an enemy and turn the attack against back against the enemy, automatically hitting the Warrior's enemy with their damage. Ex. Opponent – "Smite! 30 Normal Damage" Player – "Riposte! 30 Normal Damage." Riposte may be purchased once for every 2 Combat Profiencies the Warrior posseses. Riposte cannoted be used against a riposted attack. Riposte skill can only be used while wielding a 12 inch or greater weapon. Riposte cannot be used on attacks from behind.

Runic Power

Cost: 3

Runes are an ancient spoken language of Terra, that can be molded by a Warrior into a weapon. This ancient artform is passed down from one Warrior to the next. The sacred words when channeled can form stored forms of magical force. Runes have a multitude of applications ranging from weapon enhancing powers, combat resistances, and other special effects. Purchasing this skill grants the Warrior 1 Runic power per purchase. Runic Power can be purchased once every 2 Combat Proficiencies.

Runic High Magic Theory

Cost: 4

Runic High Magic Theory is the knowledge and research about the greater mysteries of magic that the Warrior has discovered. The Warrior will be provided a seperate knowledge packet upon purchase. The Warrior must have spent at least 125 cp in order to purchase Runic High Magic Theory.

Rugged

Cost: 5

Rugged shows that the Warrior a veteran of many battles and allows them to ignore the damage from a single normal weapon damage swing of combat, once per day, per time purchsed. When a Warrior takes damage they will state "Rugged!" and not take the damage from the normal weapon swing. Rugged may be purchased once every 3 Combat Proficiencies.

Sacrifice

Cost: 3

Sacrifice allows the Warrior to jump in front of any attack that hits another person within 5 feet of them. The Warrior then takes the effect of the attack and cannot use any other skill to make it miss them afterward. To use Sacrifice the Warrior says, “Sacrifice!” after the nearby person is hit then takes whatever effect or damage that player would have taken. If a Warrior uses sacrifice when an ally takes a Devastating Strike for instance the Warrior takes the damage, and if they sacrifice a Wallop, the player takes an Unconscious effect. A Warrior may buy this skill once per every Critical Strike.

Smite

Cost: 5

Smite allows the Warrior to add an additional 25 points of damage to their next weapon strike. The Warrior must say “Smite X Normal Damage!” X is the Warrior's normal weapon damage + 25 (Weapon Base, Strength, and Profs, +25 damage). A Smite can only be Dodged or Riposted, no other defensive skills will like parry can be used. Smite can be bought every 3 Combat Proficiencies.

Strength

Cost: 10

Strength shows that the Warrior is significantly stronger than most. It gives the Warrior +1 when they are attempting feats of strength. Strength can be purchased a maximum of 2 times.

Style, Shield

Cost: 10

Style, Shield shows that the Warrior can wield a shield correctly enough to protect themself from attacks. Spear cannot be wielded with Shield. If a Warrior wishes to utilize a shield, they must take this skill.

Style, Thrown

Cost: 10

Style, Thrown allows the Warrior to throw weapons in a proficient way, allowing Combat Proficiencies to be applied to thrown weapon damage. Combat Proficiencies applied to thrown weapons applies 2 damage per Combat Proficiency.

Style, Two-Hand

Cost: 10

Style, Two-Hand allows the Warrior to maximize the potential of the two handed weapon, allowing Combat Proficiencies to be applied to Two-Handed weapon damage. Combat Proficiencies applied to Two-Handed weapons applies 2 damage per Combat Proficiency.

Style, Two Weapon

Cost: 10

Style, Two Weapon allows the Warrior to wield two one-handed weapons at the same time. Only one weapon in each hand may be used. NOTE: This skill does allow you to call your combat proficiencies in each hand. Note: illegal two weapon combinations - spear/anything (you may not use two-weapon style with a spear).

Runic High Magic (Rank 1 - 3)

Cost: 4

Runic High Magic grants the Warrior access to advanced Warrior abilities, artforms and more powerful sigils. Requires Runic High Magic Theory to purchase.

Scoundrel Skills

All skills contained in the list below are specific to the Scoundrel class.

Back Alley

Cost: 5

Back Alley allows a scoundrel to sell and buy in play items to the black market. These items will generally be sold at a reduced cost. To use Back Alley a player will find a plot member and state they would like use this skill.

Detect Traps

Cost: 3

Detect Traps shows the Scoundrels ability to detect traps. This skill allows a player to see if there are any traps on something by saying "Detect Trap". A Plot member or Marshal will respond “Yes/No”. This will not reveal the rank or type of Trap.

Devastating Strike

Cost: 10

Devastating Strike allows the players next weapon swing from behind to call an additional 100 points of damage. The scoundrel has to strike the target in the upper back and say “Devastating Strike X Normal Damage!” X is the total damage of the strike (Weapon Base, Strength, and Precisions +100 damage). Devastating Strike can be purchased 1 time for every 2 Piercing Strikes they have bought.

Disarm Traps (Rank 1 - 5)

Cost: 3

Disarm Traps allows a player to attempt to disable a trap they have found without setting it off. When a player wishes to Disarm Traps, the player will find a Marshall and pull his Disarm Traps to see if he successfully disables the trap. Rank 1 of Disarm Traps will add 4 failure marbles and 5 success marbles into the pull bag. Each additional rank adds +1 success to the pull. Additional failure and success marbles can be added based on special tools and how difficult the trap is to disarm.

Dodge

Cost: 5

Dodge allows the Scoundrel to move out of the way of any one attack. Dodge may only be used if the attack comes from where the player can see it, not from behind, and the Scoundrel may not jump into an attack to protect another and then call dodge. If the attack is spell or packet delivered attack then the Dodge skill is lost for the day as well as the spell or attack. Dodge may only be purchased 1 time for every 2 Precisions that the Scoundrel has purchased. Dodge cannot be used to avoid any Innate effect. See the Combat Section regarding Innates for details.

Eyes of the Night

Cost: 5

Eyes of the Night grants the Scoundrel the ability to detect magic from objects ONLY. Can be used once every hour.

Fast Hands (Rank 1 - 5)

Cost: 2

Fast Hands reduces the players searching count by 1 second for each purchase of this skill. This skill may be purchased up to 5 imes. If maxed out this would reduce a players search count from 10 to 5 seconds "Searching 1, Search 2, etc..."

Florentine

Cost: 10

Florentine allows a player to wield two one-handed weapons, one weapon in each hand. This skill does allow the Scoundrel to call their Precisons in each hand. NOTE: illegal two weapon combinations - spear/anything (you may not use two-weapon style with a spear).

Hamstring

Cost: 2

Hamstring allows the Scoundrel to strike an opponent and make it so the target cannot run. To use Hamstring a player will swing their weapon and say "Hamstring". If this makes contact with the targets body the target cannot run for 1 minute. Hamstring can be purchased 1 time for every 3 Precisions the player has purchased.

Hide

Cost: 5

Hide allows a Scoundrel to hide behind objects and not be seen by anyone as long as they remain motionless. The character must be at least three feet in the woods, and if no one is watching, the character may do a 5 hiding count and place their hands on top of their heads as if they were phased out. Then, you are hidden so well that even if someone looks at you, they cannot see you. This skill cannot be used if someone is watching you.

Instant Kill

Cost: 2

Instant Kill allows a scoundrel to reduce an unconcious or incapacitated target to dissipating instantly. Instead of doing the normal, “Death blow 1, Death blow 2, Death blow 3” the Scoundrel will place their weapon on the target and say, “Instant Kill.” The target will then begin their dissipation count.

Pick Locks (Rank 1 - 5)

Cost: 2

PIck Locks allows a Scoundrel to disable most locks that they run into. To disable a lock it first requires the player to have a lock pick. A player wishes to Pick Locks, the player will find a Marshall and pull his Pick Locks to see if he successfully opens the lock. Rank 1 of Pick Locks will add 4 failure marbles and 5 success marbles into the pull bag. Each additional rank adds +1 success to the pull. Additional failure and success marbles can be added based on special tools and how difficult the lock is to unlock. If a failure occurs while attempting to pick a lock a charge will be removed from the players lock pick. After all charges are gone the lock pick breaks.

Piercing Strike

Cost: 5

Piercing Strike allows the players next weapon swing from behind to call an additional 50 points of damage. The scoundrel has to strike the target in the upper back and say “Piercing Strike X Normal Damage!” X is the total damage of the strike (Weapon Base, Strength, and Precisions +100 damage). Piercing Strike can be purchased 1 time for every 3 Precisions that they have bought.

Precision

Cost: 10

Precision allows for a scoundrel to call +2 extra damage from behind for every time this skill is purchased. It must be clearly from the back to call this extra damage, and the player may not reach around an opponent and hit the target in the back. Must be performed with a one handed weapon.

Sigil High Magic (Rank 1 - 3)

Cost: 4

Sigil High Magic grants the player access to advanced Scoundrel abilities, artforms and more powerful sigils. Requires High Magic Sigil Theory to purchase.

Sigil Power

Cost: 3

Sigil Power grants the Scoundrel access to an ancient written language of Terra, that can be molded into a weapon called Sigils. This ancient artform is passed down from one scoundrel to the next. The sacred words when channeled can form stored forms of magical force known as sigils. These sigils have a multitude of applications ranging from weapon enhancing powers, combat resistances, and other special effects. Purchasing this skill grants the scoundrel 1 Sigil power per purchase. This skill can be purchased once every 2 Precisions.

High Magic Sigil Theory

Cost: 4

High Magic Sigil Theory is the knowledge and research about the greater mysteries of magic that the Scoundrel has discovered. The Scoundrel will be provided a seperate knowledge packet upon purchase. The Scoundrel must have spent at least 125 cp in order to purchase High Magic Sigil Theory.

Sleight of Hand

Cost: 5

Sleight of Hand allows the character to receive 1 piece of loot from a Module or Field Battle before anyone get a chance to see the loot table. To use Sleight of Hand the Scoundrel notifies a plot member before the end of the MOD that they wish to use Sleight of Hand. This gives the player a blind pull or item from the list before loot is distributed to the party. This skill can be utilized 1 time per reset. It can only be purchased 1 time.

Wallop

Cost: 5

Wallop allows a player to use any hilt padded maximum-length short sword sized weapon (or smaller) or claw to render an opponent unconscious. The player must hit their target from behind, between the shoulder blades with the Wallop pommel of their weapon and say, “Wallop 1!” The target takes 1 health damage. If the target does not negate the damage through threshold and say “No Effect!” then they are dropped to the ground with the Sleep Effect. If a player has any increased Strength then they add that amount to the base 1 damage. For Example you have +2 Strength from an Earth Elementalist strength buff then the Scoundrel would say, “Wallop 3!” The target would then take 3 points of damage instead of 1.

Elementalist Skills

All skills contained in the list below are specific to the Elementalist class.

Comprehend Text

Cost: 3

The elemental caster can read one page of text that is written in any language. This skill may be used one time per day. In other words if you bought it three times you could read three pages a day. It takes ten minutes to read one page. This skill can be purchased up to 10 times.

Detect Affinity

Cost: 2

This can be used once per day per purchase. Target creature can be “sensed” for magic capabilities. This ability allows a elementalist to detect what type of magic a person or creature can cast and how powerful that magic is. This skill takes 2 minutes of
concentration.

Elemental Alignment

Cost: 10

This skill allows the elementalist to only take ½ damage from their respective element. The elementalist must be able to cast that particular type of element.

Elemental Fortitude

Cost: 5

The elementalist can resist 1 magic damage spell per reset with the purchase of the skill. And can be purchased every 10 levels. To use this skill the Elementalist says, “Resist!”

Elemental Lore

Cost: 5

This skill allows a Elementalist to have general knowledge about your respective element. (Example: Air Elementalist would have Air Elemental Lore which would tell you how to correctly kill Air elementals and their general stats).

Elemental Theory

Cost: 4

You must have at least 125cp spent in Elementalist to buy this skill. When you buy this skill, you will be provided with a separate packet of knowledge that will go into detail about what your character has discovered about your element.

Fast Cast

Cost: 15

This skill allows an elementalist to cast the same spell a second time, immediately after the first. Two spells are consumed, as you did in fact cast two spells. Fast Casting must be purchased, with each new Elemental casting class you attain before you can use it with your new casting class.

Planar Sight

Cost: 5

Player can observe through any portal, gate, or Elemental Bridge they can physically see what’s on the other side. Player must concentrate up to a 10 count (“Planar Sight 1, Planar Sight 2, etc…) and then inform closest plot member that Planar Sight has been used. This skill can be used once an hour.

Recall (1 - 10)

Cost: 2

This skill allows a elementalist once per day per time purchased to throw two beneficial elementalist spells one after the other, by using the Recall in place of expending a second spell.
Example: Player uses 1 spell and 1 Recall. To use this skill the Elementalist says, “Recall! after casting the spell.” This skill can be purchased up to 10 times but may only be used 1 time per spell cast.

Sense Planar Travel

Cost: 2

Once per day player can use this skill to reveal if the target has traveled to another plane, and if so, which plane they traveled to.

Harvest Red Mana

Cost: 2

A player receieves 3 Red Mana per purchase of the harvest skill. Level 1 spells will require one Red Mana, while Level 2 spells will require two Red Mana

Harvest Blue Mana

Cost: 4

A player receieves 3 Blue Mana per purchase of the harvest skill. Level 3 spells will require one Blue Mana, while Level 4 spells will require two Blue Mana.

Harvest Green Mana

Cost: 6

A player receieves 3 Green Mana per purchase of the harvest skill. Level 5 spells will require one Green Mana, while Level 6 spells will require two Green Mana.

Harvest Yellow Mana

Cost: 8

A player receieves 3 Yellow Mana per purchase of the harvest skill. Level 7 spells will require one Yellow Mana, while Level 8 spells will require two Yellow Mana.

Harvest Silver Mana

Cost: 5

A player receieves 1 Silver Mana per purchase of the harvest skill. Level 9 spells will require one Silver Mana.

Elemental High Magic (Rank 1 - 3)

Cost: 4

This skill grants the character access to higher levels of elemental magic and powerful rituals. Requires Elemental Theory

Cleric Skills

All skills contained in the list below are specific to the Cleric class.

Accuracy

Cost: 2

Every time this skill is purchased it allows the Cleric to correct a missed Cleric spell packet delivered effect once a day. After the effect is thrown, if it misses the intended opponent or if the opponent uses the dodge skill, you may say, "Accuracy! [name of effect]" expending the accuracy for the second spell. You may not use this skill more than once on any one spell effect. You may use this to hit a different target and the original target does not take the effect. Can be purchased up to ten times.

Assessment

Cost: 5

Modifies the Healing Arts skill allowing the Cleric to examine the target to determine how far into their dissipation/bleeding count they are and the duration of any status effect on the target. Requies Healing Arts skill

Diagnosis

Cost: 10

Spend 10 minutes examining the person. They must be a willing target. After 10 minutes you must reveal all status effects including formal effects on the person. (Body, Mind, Soul)

Doctor

Cost: 5

Reduce the count of first aid by 1 minute

Empowered Light

Cost: 15

All healing spells are increased by +5 hp.

Light’s Blessing

Cost: 2

Prevents the Cleric from being Possessed.

Obfuscate

Cost: 5

Cannot be sensed by battle magic detection effects

Planar Sight

Cost: 5

Player can observe through any portal, gate, or Elemental Bridge they can physically see what’s on the other side. Player must concentrate up to a 10 count (“Planar Sight 1, Planar Sight 2, etc…) and then inform closest plot member that Planar Sight has been used. This skill can be used once an hour.

Resolve

Cost: 7

Cleric’s are trained to endure tremendous amounts of pain and suffering. Grants the Cleric +1 Minute to all Bleeding to Death counts.

Resuscitate

Cost: 10

This skill allows a Cleric to heal someone who has died and requires a two minute count and restores the target to 1 Hit Point upon completion.. If the count is interrupted the cleric must start over.

Shrouded Will

Cost: 10

Resist 1 status effect per reset. This skill can only be purchased once.

Harvest Red Mana

Cost: 2

A player receieves 3 Red Mana per purchase of the harvest skill. Level 1 spells will require one Red Mana, while Level 2 spells will require two Red Mana

Harvest Blue Mana

Cost: 4

A player receieves 3 Blue Mana per purchase of the harvest skill. Level 3 spells will require one Blue Mana, while Level 4 spells will require two Blue Mana.

Harvest Green Mana

Cost: 6

A player receieves 3 Green Mana per purchase of the harvest skill. Level 5 spells will require one Green Mana, while Level 6 spells will require two Green Mana.

Harvest Yellow Mana

Cost: 8

A player receieves 3 Yellow Mana per purchase of the harvest skill. Level 7 spells will require one Yellow Mana, while Level 8 spells will require two Yellow Mana.

Harvest Silver Mana

Cost: 5

A player receieves 1 Silver Mana per purchase of the harvest skill. Level 9 spells will require one Silver Mana.

Cleric High Magic (Rank 1 - 3)

Cost: 4

This skill grants the character access to higher levels of clerical magic and powerful rituals. Requires Light Theory to purchase.

Light Theory

Cost: 4

You must have at least 125cp spent in Cleric to buy this skill. When you buy this skill, you will be provided with a separate packet of knowledge that will go into detail about what your character has discovered about the powers of Light.

Reaver Skills

All skills contained in the list below are specific to the Reaver class.

Adapt

Cost: 10

With this skill you are able to throw small amounts of shadow damage based on your level of spell access. Adapt grants you “1 Shadow Damage” per 3 levels of Reaver Spell access. Example: If you have access to 6th level spells, you can throw “2 shadow damage” packets indefinitely.)

Autopsy

Cost: 3

After 10 minutes of observation, you know how someone died, what race they were, and roughly how long ago they died

Dark Mark

Cost: 5

You may store an additional copy of Armor of Darkness spell as a stored casting effect. This skill can only be active with 1 copy of Armor of Darkness.

Iron Resolve

Cost: 10

Gain a Resist Status effect once per day. Can only be purchased 1 time. To use this skill the Reaver must say, “Resist!”

Planar Sight

Cost: 5

Player can observe through any portal, gate, or Elemental Bridge they can physically see what’s on the other side. Player must concentrate up to a 10 count (“Planar Sight 1, Planar Sight 2, etc…) and then inform closest plot member that Planar Sight has been used. This skill can be used once an hour.

Shadow Aura

Cost: 3

This skill allows the Reaver to walk among minor shadow elemental creatures. When encountering lesser shadow creatures, raise your arm and declare "Shadow Aura" to alert the creatures. You may lower your arm after.

Shadows Embrace

Cost: 5

Any time you are reduced to dissipation a Slow Soul spell is immediately cast upon you. This is not pulled from your column.

Summon Power

Cost: 5

This skill allows a Reaver to strengthen any shadow spell they can throw causing it to do x2 damage rounded down. To use this skill the player must say, "Summoning Power One, Summoning Power Two, Summoning Power Three!" after this count the Reaver must say the verbal as normal and throw the spell, and then call new damage. This can only be used with reaver battle magic spells. It does not apply to Adapt. Caster must stand still with both feet planted in order to utilize this skill.

Masterful Summon Power

Cost: 10

Caster can now run when utilizing the Summon Power skill.

Unyielding Will

Cost: 2

This grants the the Reaver a resist to Exile. This can be purchased up to 5 times. To use this skill the Reaver must say, “Resist!”

Whispers of Shadow

Cost: 10

All self healing spells are increased by +5 hp

Harvest Red Mana

Cost: 2

A player receieves 3 Red Mana per purchase of the harvest skill. Level 1 spells will require one Red Mana, while Level 2 spells will require two Red Mana

Harvest Blue Mana

Cost: 4

A player receieves 3 Blue Mana per purchase of the harvest skill. Level 3 spells will require one Blue Mana, while Level 4 spells will require two Blue Mana.

Harvest Green Mana

Cost: 6

A player receieves 3 Green Mana per purchase of the harvest skill. Level 5 spells will require one Green Mana, while Level 6 spells will require two Green Mana.

Harvest Yellow Mana

Cost: 8

A player receieves 3 Yellow Mana per purchase of the harvest skill. Level 7 spells will require one Yellow Mana, while Level 8 spells will require two Yellow Mana.

Harvest Silver Mana

Cost: 5

A player receieves 1 Silver Mana per purchase of the harvest skill. Level 9 spells will require one Silver Mana.

Reaver High Magic (Rank 1 - 3)

Cost: 4

This skill grants the character access to higher levels of reaver magic and powerful rituals. Requires Shadow Theory to purchase.

Shadow Theory

Cost: 4

You must have at least 125cp spent in Reaver to buy this skill. When you buy this skill, you will be provided with a separate packet of knowledge that will go into detail about what your character has discovered about the powers of Shadow.