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Skills represent different talents a character has. They can allow a character to use better equipment in combat, aid in the creation of items to use or trade, assist in the casting of powerful magic, and help in daily activities with practical wisdom. Spells are also something that are learned like a skill, giving a character regular access to that magic.

Skills are purchased by characters by spending skill points.

Related Rules

Skill Points

Skill points are earned whenever a character gains a level. These points can be spent immediately to purchase skills or saved for later. Each skill lists how many skill points it costs to learn.

Characters should have a total number of skill points equal to their: (Character Level x 2) + 4

Combat Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Body One 1 None Have 1 body point total

Body Two 2 Body One Have 2 body points total

Body Three 3 Body Two Have 3 body points total

Body Four 4 Body Three Have 4 body points total.

Buckler Fighting 1 None Use a buckler

Shield Fighting 1 Buckler Fighting Use a shield

Melee Use 0 None Use non-martial weapons (under 35 inches long). Deal 1 damage in melee.

Melee Training 2 None Use martial weapons (35 - 45 inches long).

Great Weapon Training 2 Melee Training Use of great weapons (over 45 inches long)

Two Weapon Fighting 2 Melee Training Dual wield two non-martial weapons.

Two Weapon Expert 3 Two Weapon Fighting Dual wield one martial and one non-martial weapon.

Two Weapon Master 4 Two Weapon Expert Dual wield two martial weapons.

Melee Proficiency 3 Melee Training Deal 2 damage with melee weapons

Melee Expert 4 Melee Proficiency Deal 3 damage with melee weapons.

Melee Master 5 Melee Expert Deal 4 damage with melee weapons.

Missile Training 2 None Use missile weapons. Missile weapons deal 1 damage.

Missile Proficiency 2 Missile Training Missile weapons deal 2 damage or '1 pierce'.

Missile Expert 2 Missile Proficiency Missile weapons deal 3 damage or '1 pierce'.

Missile Master 2 Missile Expert Missile weapons deal 4 damage or '2 pierce'.

Thrown Weapon Training 2 None Use standard thrown weapons. Deal 1 damage with thrown weapons.

Thrown Weapon Master 3 Thrown Weapon Training Deal 2 damage with thrown weapons. Possibly use larger thrown weapons.

General and Knowledge Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Estimate Value 2 None Know monetary value of non-magical treasure

Identify Magic 2 None Know the function of magical treasure

First Aid 1 None Basic medical skills

Herbalist 2 None Safely handle and use poisons

Lore Skill 2 Lore Ask a setting question of the GMs between games

Advanced Lore 3 Lore Ask an additional question of GMs between games, for a total of 2

Racial Language 1 None Speak and be literate in one racial language, may be taken multiple times.

Read Magic 2 None Use magic scrolls

Production Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Production Points 1 None Gain 2 production points. May be taken up to ten times for a maximum total of 20 production points.

Alchemy One 1 Herbalist, 2 Production Points Produce level one alchemy compounds

Alchemy Two 2 Alchemy One Produce level two alchemy compounds

Alchemy Three 3 Alchemy Two Produce level three alchemy compounds.

Alchemy Four 4 Alchemy Three Produce level four alchemy compounds.

Alchemy Five 5 Alchemy Four Produce level five alchemy compounds.

Brew Potion 2 Any Level 1 Spell, 2 Production Points Produce a variety of potions and oils

Scribe Scroll 4 Any Level One Spell, 2 Production Points, Read Magic Produce magical scrolls

Crafting Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Craft Points 1 None Grants 2 craft points. May be taken up to ten times for a maximum of 20 total craft points.

Ornamenter One 4 None Craft non-weapon magic items with up to 4 craft points

Ornamenter Two 2 Ornamenter One Create non-weapon magic items with up to 8 craft points

Ornamenter Three 3 Ornamenter Two Create non-weapon magic items with up to 12 craft points

Ornamenter Four 4 Ornamenter Three Create non-weapon magic items with up to 16 craft points

Ornamenter Five 5 Ornamenter Four Create non-weapon magic items with up to 20 craft points

Tinker One 4 None Can craft level 1 tinkering goods

Tinker Two 2 Tinker One Can craft level 2 tinkering goods

Tinker Three 3 Tinker Two Can craft level 3 tinkering goods

Tinker Four 4 Tinker Three Can craft level 4 tinkering goods

Tinker Five 5 Tinker Four Can craft level 5 tinkering goods

Weaponsmith One 4 None Craft weapons worth up to 4 Craft Points

Weaponsmith Two 2 Weaponsmith One Craft weapons worth up to 8 craft points

Weaponsmith Three 3 Weaponsmith Two Craft weapons worth up to 12 craft points

Weaponsmith Four 4 Weaponsmith Three Craft weapons worth up to 16 craft points

Weaponsmith Five 5 Weaponsmith Four Craft weapons worth up to 20 craft points

Chosen Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Chosen Level One 4 Game Master Approval Title. Create a semi-permanent shrine.

Chosen Level Two 4 Game Master Approval, Chosen One Pray at shrine 1/ gd to affect many with a single spell casting.

Chosen Level Three 4 Game Master Approval, Chosen Two Gain strength, toughness, or protection against one enemy 1/ gd.

Chosen Level Four 4 Game Master Approval, Chosen Three Cast an improved spell, gain bonus magic power 1/ gd

Chosen Level Five 4 Game Master Approval, Chosen Four Allows the character to mark a target with the 'Smite' ability.

Druid Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Druid Level One 4 Game Master Approval Title. Special druid communication.

Druid Level Two 4 Game Master Approval, Druid One Cast charm nature 1/ gd

Druid Level Three 4 Game Master Approval, Druid Two Choose from several spell like abilities.

Druid Level Four 4 Game Master Approval, Druid Three Can swing for Primal damage 1/ gd

Druid Level Five 4 Game Master Approval, Druid Four Create and gain a custom aspect of nature.

Medium Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Medium Level One 4 Game Master Approval Title. Can communicate with spirits. Can witness reaped sparks.

Medium Level Two 4 Game Master Approval, Medium One Cast Reap Spirit always with no incant and 1/ gd at will.

Medium Level Three 4 Game Master Approval, Medium Two Can carry an additional spark. May act as a conduit between a reaped corpse and the possessor of the corpses spark.

Medium Level Four 4 Game Master Approval, Medium Three Cast command spirit 1/ gd. Can trap spirits in gems.

Medium Level Five 4 Game Master Approval, Medium Four Can speak with dead characters and force them to answer truthfully.

Merchant Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Merchant Level One 4 Game Master Approval Title. Can trade consumables for other consumables. Sell goods.

Merchant Level Two 4 Game Master Approval, Merchant One At sign-in trade 9 copper for 1 silver repeatably.

Merchant Level Three 4 Game Master Approval, Merchant Two Gain a safe box that others can't steal from.

Merchant Level Four 4 Game Master Approval, Merchant Three Can exchange magic items for another item.

Merchant Level Five 4 Game Master Approval, Merchant Four Once a year may purchase a 36 craft point epic item.

Status Roleplaying Skill
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Status Level One 4 Game Master Approval Title. Gain a coin stipend each event.

Status Level Two 4 Game Master Approval, Status One Throw 'disengage' tag bags 4/ gd at will.

Status Level Three 4 Game Master Approval, Status Two Charm aura on NPC's from nation/organization.

Status Level Four 4 Game Master Approval, Status Three Call 'command nation/ organization' 1/ gd at will.

Status Level Five 4 Game Master Approval, Status Four Grants immunity to various mind effects.

Magic Skills
Skill Name Skill Point Cost Prerequisite(s) Brief Description

Magic Power Points 1 None Gain one power point. This skill may be taken up to twenty times.

Rituals of Protection 1 1 Power Point Participate in Aegis Rituals

Battle Rituals 1 1 Power Point Participate in Battle Rituals

Rituals of Compulsion 1 1 Power Point Participate in Compulsion Rituals

Enchantment Rituals 1 1 Power Point Participate in Enchantment Rituals

Rituals of Nature 1 1 Power Point Participate in Nature Rituals

Necromantic Rituals 1 1 Power Point Participate in Necromancy Rituals

Rituals of Restoration 1 1 Power Point Participate in Restoration Rituals

Aegis Magic School
Spell Cost/Level Prerequisite Brief Description

Magic Armor 1 1 Magic Power Point Target touched gains 2 points of magic armor

Toughness 1 1 Magic Power Point Target touched gains 2 body points

Spirit Shield 2 Level 1 Aegis Spell Prevents next poison or acid effect against target.

Anti-Magic Shield 2 Level 1 Aegis Spell Prevents the next spell, or attack with the 'strike' call to hit the target

Sanctuary 3 Level 2 Aegis Spell Creates a 20 foot protective bubble around caster

Improved Magic Armor 3 Level 2 Aegis Spell Target touched gains 4 points of magic armor

Anti-Magic Aura 4 Level 3 Aegis Spell Target is protected against all spells, or weapon hits with the 'strike' call

Synchronize 4 Level 3 Aegis Spell Target gains the effects of all Aegis spells up to level 3

Poison Immunity 5 Level 4 Aegis Spell Target is immune to all poison and acid attacks.

Aura of Reflection 5 Level 4 Aegis Spell Reflects the next 2 spells, or weapon hits with the 'strike' call that hit the target.

Battle Magic School
Spell Cost/Level Prerequisite Brief Description

Magic Strike 1 1 Magic Power Point Melee weapon's next hit deals '4 magic strike'

Strength 1 1 Magic Power Point Target inflcits +1 melee damage

Magic Swarm 2 Level 1 Battle Spell Creates four darts dealing 4 'magic' damage

Mageblade 2 Level 1 Battle Spell Enchanted weapon functions as a mageblade.

Slaying Swarm 3 Level 2 Battle Spell Creates four tag bags that deal 4 'magic slay' damage.

Spellstore 3 Level 2 Battle Spell Stores a spell in a weapon to be cast later.

Maelstrom 4 Level 3 Battle Spell Throw unlimited tag bags for 1 minute dealing 4 'magic' each.

Ruin 4 Level 3 Battle Spell Creates four darts dealing 4 acid damage

Battle Mastery 5 Level 4 Battle Spell You may use any weapon or shield, and are immune to all magic damage.

Devastation 5 Level 4 Battle Spell Throw unlimited tag bags for one minute dealing 4 magic slay damage each

Compulsion School of Magic
Spell Cost/Level Prerequisite Brief Description

Disengage 1 1 Magic Power Point Creates four darts that cause 'disengage'

Weaken 1 1 Magic Power Point Creates a dart that inflicts weaken.

Charm 2 Level 1 Compulsion Spell Creates a dart that causes 'charm'

Silence 2 Level 1 Compulsion Spell Creates a dart that causes 'silence'

Pin 3 Level 2 Compulsion Spell Creates a dart that causes 'pin'.

Memory Loss 3 Level 2 Compulsion Spell Creates a dart that causes 'memory loss'.

Fear 4 Level 3 Compulsion Spell Creates a dart that causes 'fear'

Stun 4 Level 3 Compulsion Spell Creates a dart that inflicts 'stun'

Dominate 5 Level 4 Compulsion Spell Creates two darts that cause 'dominate'

Mind Blank 5 Level 4 Compulsion Spell Target is immune to all compulsion spells

Enchantment School of Magic
Spell Cost/Level Prerequisite Brief Description

Magic Lock 1 1 Magic Power Point Magically hold a door or container closed

Enhance Armor 1 1 Magic Power Point Armor's protection increases by +1 point

Enchant Shield 2 Level 1 Enchantment Spell Shield touched absorbs next magical dart

Silvershine 2 Level 1 Enchantment Spell Weapon touched deals 'silver'

Enchant Weapon 3 Level 2 Enchantment Spell Weapon touched deals 'elven steel' damage

Spellburst 3 Level 2 Enchantment Spell Multiple tag bags from the same spell can be thrown at the same time.

Dispel Magic 4 Level 3 Enchantment Spell Creates a dart which causes 'dispels magic'.

Ablative Armor 4 Level 3 Enchantment Spell Gives worn armor 2 points of monstrous armor.

Shadow Skin 5 Level 4 Enchantment Spell Target touched is immune to normal damage.

Wraithbane 5 Level 4 Enchantment Spell A weapon deals +1 'elven steel' damage

Nature School of Magic
Spell Cost/Level Prerequisite Brief Description

Mend Armor 1 1 Magic Power Point Repairs physical armor.

Grounding 1 1 Magic Power Point Create a dart that deals 'grounding'.

Dissipate 2 Level 1 Nature Spell Target dissipates.

Natural Repulsion 2 Level 1 Nature Spell Creates four tag bags which repel nature creatures

Elemental Dart 3 Level 2 Nature Spell Creates either two darts of 4 'nature' damage, or one dart of 4 'primal' damage.

Elemental Weapon 3 Level 2 Nature Spell Weapon touched deals nature damage.

Banish 4 Level 3 Nature Spell Creates a dart which inflicts 'banish'

Nature's Command 4 Level 3 Nature Spell Creates two darts that call 'command nature'

Ley Lines 5 Level 4 Nature Spell Allows the caster to magically move to their designated home

Primal Form 5 Level 4 Nature Spell Target touched is immune to nature damage, and their weapons hit for primal damage

Necromancy School of Magic
Spell Cost/Level Prerequisite Brief Description

Ghastly Visage 1 1 Magic Power Point Target may call 'ghastly visage'.

Reap Spirit 1 1 Magic Power Point Steal a target's spark.

Repel Undead 2 Level 1 Necromancy Spell Creates four darts which 'repel lesser undead'.

Creeping Rot 2 Level 1 Necromancy Spell Enhance a weapon or create two darts to deal 4 Poison damage

Sanctify 3 Level 2 Necromancy Spell Prevents undead from entering a building.

Curse 3 Level 2 Necromancy Spell Creates a dart which inflicts 'curse'

Lesser Command Undead 4 Level 3 Necromancy Spell Creates four darts which cause 'command lesser undead'

Unhallow 4 Level 3 Necromancy Spell Prevents living beings from entering a structure

Abomination 5 Level 4 Necromancy Spell Target touched gains monstous body and armor

Greater Command Undead 5 Level 4 Necromancy Spell Creates two tag bags which call 'Command Greater Undead'

Restoration School of Magic
Spell Cost/ Level Prerequisite Brief Description

Heal Body 1 1 Magic Power Point Target heals all lost body.

Diagnosis 1 1 Magic Power Point Reveals all non-magical ailments, presence of a spark.

Restore Limb 2 Level 1 Restoration Spell Target heals all limb wounds.

Purify Spirit 2 Level 1 Restoration Spell Cures target of poisons and physical afflictions.

Heal Mortal Wound 3 Level 2 Restoration Spell Target heals a torso wound.

Resilience 3 Level 2 Restoration Spell All damage dealt to target is converted to 'blunt'

Panacea 4 Level 3 Restoration Spell Heals all body and torso & limb wounds of target.

Triage 4 Level 3 Restoration Spell For one minute the caster may cast level 1 & 2 restoration spells with no cost.

Revive 5 Level 4 Restoration Spell Brings a willing target touched, back from the dead.

Second Breath 5 Level 4 Restoration Spell Caster receives a revive after dying.

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