Character Advancement (Skills and Experience)

Site Index > Rules > Character > Skills

Character Advancement (Skills and Experience)

Terminology

Term Name: Character Advancement

Description: Players earn experience points for helping the game, those points are assigned to characters and this earns levels and skill points. Skill points can then be spent to buy skills giving characters new abilities.

Abbreviation or Synonyms: Growth, Development

Rule Type: Character

Overtime characters improve, gaining new skills and learning new abilities. This page will discuss how that happens.

Experience Points

Characters in Kingdoms of Novitas do not earn experience. Players earn it. Experience in Kingdoms of Novitas is awarded for actions that help improve the game.

Whenever players donate money to the game or pay for things like event entry fees they get 1 experience point for every $10 donated or spent.

While money is one way to help the game, there are many others as well. Each shift a player NPCs earns them 1 experience point. Players who NPC 3 or more shifts get an extra experience point for the third and fourth shift they NPC. Helping with setting up and breaking down each event also earn experience, a point for every hour spent.

Work groups have a variety of positions that need to be filled every event, such as the make-up desk, game masters, and innkeepers. These typically get 2 experience for a shift.

Item donations to the game will earn experience when they are requested. Not every donation is acceptable, the Marshals will periodically post lists of the things they are currently looking for at that time.

Several times a year, the Boy Scouts host "Work Days" where volunteers work on improving the camp site for everyone's benefit. We award experience to players who participate and help at these work days.

Finally, Marshals will from time to time have special projects for improving the game, or maintaining our supplies. These include things like laundering the NPC garb, building new costuming, technical projects (such as working on this Wiki or the Web Portal), going to conventions to recruit new players, and writing projects.

Players can check how many experience points they have by going to the online experience look-up located here.

To get your player ID number or character ID numbers speak to the Logistics Marshal or Second (Frank Tamburrino and Taylor Dean).

Character Level and Skill Points

Players take the experience points they earn and assign them to their characters. All experience points go to one character until you speak to the Logistics Marshal or Second (Frank Tamburrino and Taylor Dean) to change who they are going to. The total number of experience points assigned will determine what level a character has. Characters begin at level 0 with 10 skill points. Each level after that earns a character 2 skill points. The first 20 levels require 5 experience points each. Every level after that requires 10 experience points.

That means you can calculate how many skill points a character has with these two formulas.

Then use this formula to determine skill points: (Level * 2 + 10).

Thankfully you never need to memorize these formulas, you can use the online character sheet.

Learning Skills

Characters can spend skill points to learn new skills. Each skill has a cost listed to learn it, and many have prerequisites of other skills that must be learned before you can learn that one. Other than role-playing skills and rare (or extremely rare) language skills you do not need permission to learn skills. Role-playing skills and rare (or extremely rare) language skills require permission from the Plot Marshal or Second (Ryan Green and Donald Tyson) to learn.

When you learn a skill simply mark them down on your character sheet to note that you've learned them. The online character sheet located at http://portal.kingdomsofnovitas.org/ can be used to track how you have spent your skill points or you can use the most current paper version of the character sheet.

Once you've entered play with a character sheet the skill points spent should remain spent the same way (unless a player is using the character amnesty rule). An exception to this is that when rules updates take place, they can cause a character sheet to cease to be accurate, legal, or it can cause a character to have skill points not spent as previously intended. If this happens the rules update will generally come with instructions on how to handle the situation (whatever it may be). In the event that still leaves issues be sure to speak to a 1st Marshal (Christina Mevec, James Vertucci, and Ryan Green) to figure out how to remedy the situation.

Players should have their most up-to-date character sheet on them when playing their player character at an event. The character creation portal does not give members of staff access to any information you put into it. You'll need to be sure to print out a copy of the sheet so you have that on hand.

Specialist Titles

When characters learn all the skills in certain segments of the character sheet they gain access to special bonus permanent abilities known as 'Specialist Titles'. These are permanent abilities and cost no skill points to learn (beyond those required to fill out that section of the character sheet).

Weapons Master

A character who has learned every Combat skill is awarded the title 'Weapons Master'. Twice per game day a weapons master may while make an attack with any weapon a 'master's strike'.

Furthermore, weapons masters are the only ones who may wield great javelins or great spears (a subtype of great weapons) with a second weapon or a shield. This counts as a type of dual wielding. While doing this you may only make stabbing attacks with the great javelin/ spear, never swinging attacks. A weapon in the off hand can be swung as normal.

Finally, weapons masters are also the only characters who can take advantage of master's blades.

Master Crafter

A character who has taken the craft point skill ten times (for a total of 20 craft points), and has rank 5 Ornamenting is a 'Master Ornamentor'. If they have 20 craft points and rank 5 Tinkering they are a 'Master Tinkerer', and if they have 20 craft points and rank 5 Weaponsmithing they are a 'Master Weaponsmith. Having any combination of one or more of these three titles makes a character a 'Master Crafter'.

Master Crafters gain 4 additional craft points each event. When using these craft points they do not need to spend any coin.

Master Tinkerers have unique items only they can craft. Only someone who is a Master Ornamentor and a Master Tinkerer can craft an Alchemist's Laboratory. To craft the Master's Blade feature onto a weapon a character must be both a Master Weaponsmith and a Master Tinkerer. In order to craft the Master's Staff feature onto a weapon a character must be both a Master Weaponsmith and a Master Ornamenter.

Savant

A character earns the 'Savant' title after learning all production skills (20 production points, Alchemy Mastery, Brew Potion, Scribe Scroll), as well as the following knowledge skills: Estimate Value, First Aid, Herbalism, Read Magic, and at least one Common or Rare language.

Savants gain 5 production points that break cap. When producing Potions or Scrolls savants instead of being limited to only spells they know, they may also copy potions and scrolls they have on hand to determine which they can make. This cannot be used to copy scarce items.

Only savants can use an alchemist's laboratory.

School Master

This title represents seven different titles at once, one for each school of magic. When a character has learned all spells in a school, taken the power points skill 20 times, and learned the ritual skill for that school (either through Scholar or by paying a skill point to learn it) they are a Master of that school. Characters can become masters of every school they qualify for.

Upon becoming a Master of a school the character may choose one level two or higher spell to specialize in. To indicate which spell you selected circle it on the character sheet. At the time of this writing the portal does not have the ability to record your selection, you'll need to do it by hand on the printed copy of the character sheet. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts.

A Master of a school is the only one who can benefit from a Master's Staff.

References

Combat Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Accuracy Training

Combat None Free Deal 1 damage with ranged weapons

Accuracy Proficiency

Combat Accuracy Training 2 Deal 2 damage with ranged weapons

Accuracy Expertise

Combat Accuracy Proficiency 2 Deal 3 damage with ranged weapons

Accuracy Mastery

Combat Accuracy Expertise 2 Deal 4 damage with ranged weapons

Endurance Training

Combat None 1 Have 1 Body Point total

Endurance Proficiency

Combat Endurance Training 2 Have 2 Body Points total

Endurance Expertise

Combat Endurance Proficiency 3 Have 3 Body Points total

Endurance Mastery

Combat Endurance Expertise 4 Have 4 Body Points total

Might Training

Combat None Free Deal 1 damage with melee weapons.

Might Proficiency

Combat Might Training 3 Deal 2 damage with melee weapons.

Might Expertise

Combat Might Proficiency 4 Deal 3 damage with melee weapons.

Might Mastery

Combat Might Expertise 5 Deal 4 damage with melee weapons.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Melee Training

Combat None Free Use non-martial weapons.

Melee Proficiency

Combat None 2 Use martial weapons

Melee Expertise

Combat Melee Proficiency 2 Use great weapons

Off-Hand Training

Combat Melee Proficiency 2 Dual wield two non-martial weapons.

Off-Hand Proficiency

Combat Off-hand Training 3 Dual wield one martial and one non-martial weapon.

Off-Hand Expertise

Combat Off-hand Proficiency 4 Dual wield two martial weapons.

Projectile Training

Combat Accuracy Training 2 Use Bows and Crossbows

Throwing Training

Combat Accuracy Training 2 Use Thrown Weapons

Throwing Proficiency

Combat Throwning Training, Melee Proficiency 1 Use Javelins

Throwing Expertise

Combat Throwning Proficiency, Melee Expertise 2 Use Great Javelins

Buckler Training

Combat None 1 You may use bucklers.

Shield Training

Combat Buckler Training 1 You may use shields.

Crafting Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Craft Points

Crafting None 1 per 2 For each skill point up to 10 gain 2 craft points.

Ornamenting Basics

Crafting None 4 The character can craft accessories and rings.

Ornamenting Training

Crafting Ornamenting Basics 2 The character can craft necklaces, rods and wands.

Ornamenting Proficiency

Crafting Ornamenting Training 3 The character can craft bucklers, back items and waist items.

Ornamenting Expert

Crafting Ornamenting Proficiency 4 The character can craft leg items, head items and arm items.

Ornamenting Master

Crafting Ornamenting Expert 5 The character can craft feet items, torso items and shields.

Tinkering Basics

Crafting None 4 Create level 1 tinkering items. Produce level 1 trap tags. Alter non-martial weapons, accessories, and rings..

Tinkering Training

Crafting Tinkering Basics 2 Create level 2 tinkering items. Produce level 2 trap tags. Alter thrown weapons, projectiles, necklaces, rods, and wands.

Tinkering Proficiency

Crafting Tinkering Training 3 Create level 3 tinkering items. Produce level 3 trap tags. Alter martial weapons, bucklers, back items, and waist items.

Tinkering Expertise

Crafting Tinkering Proficiency 4 Create level 4 tinkering items. Produce level 4 trap tags. Alter javelins, projectile weapons, leg items, head items and arm items.

Tinkering Mastery

Crafting Tinkering Expertise 5 Create level 5 tinkering items. Produce level 5 trap tags. Alter great weapons, great javelins, foot items, torso items, and shields.

Weaponsmithing Basics

Crafting None 4 Create non-martial weapons made of special materials and/ or magical weapons

Weaponsmithing Training

Crafting Weaponsmithing Basics 2 Create basic thrown weapons and projectiles made of special materials and/ or magical weapons

Weaponsmithing Proficiency

Crafting Weaponsmithing Training 3 Create martial weapons made of special materials and/ or magical weapons

Weaponsmithing Expertise

Crafting Weaponsmithing Proficiency 4 Create javelins and projectile weapons made of special materials and/ or magical weapons

Weaponsmithing Mastery

Crafting Weaponsmithing Expert 5 Create great weapons and great javelins made of special materials and/ or magical weapons

Knowledge Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Estimate Value

Knowledge None 2 Know the monetary value of non-magical treasures.

First Aid

Knowledge None 1 Prevent bleeding out. Feed others potions. Heal blunt torso wounds. Learn about injuries.

Herbalism

Knowledge None 2 Allows a character to use poisonous alchemical compounds.

Identify Magic

Knowledge None 2 Know the details for magical treasures

Read Magic

Knowledge None 2 Allows you to use scrolls.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Andaranian Language

Knowledge Scholar - Speak the language of Vargainen and ancient Novitas. Characters from Vargainen get this as a free language instead of getting a language based on species.

Apian Language

Knowledge Roleplaying Skills - Speak the language of Insects. Verdurans get this language for free.

Black Speech Language

Knowledge Plot Marshal Approval 1 Speak the language of Sky Beasts

Canine Language

Knowledge Roleplaying Skills - Speak the language of Kazvaks and some Lycanthropes

Common

Knowledge None Free Speak the Common language.

Diabolic Language

Knowledge Roleplaying Skills - Speak the language of the Dark Fae. Faekin may choose this as their one free language.

Draconic Language

Knowledge Roleplaying Skills - Speak the language of piscenes, reptilians and drakes. Drakes gain this as a free language.

Elemental Language

Knowledge Plot Marshal Approval 1 Speak the language of the Elementals. Druids get this skill for free. Scholars gain 1 rare language at level 4.

Elvish

Knowledge None 1 Speak the Elvish language. Elves gain this for free.

Gershan

Knowledge None 1 Speak the Gershan language. Snow goblins gain this for free.

Goblinoid Language

Knowledge Plot Marshal Approval 1 Speak the language of the Orc hordes. Scholars gain 1 rare language at level 4.

Immortal Language

Knowledge Plot Marshal Approval 1 Speak the language of the Illuminated

Ratfolk Language

Knowledge Plot Marshal Approval 1 Speak the language of the Ratfolk. Scholars gain 1 rare language at level 4.

Sylvan Language

Knowledge Roleplaying Skills - Speak the language of the Light Fae. Faekin may choose this as their one free language.

Terran

Knowledge None 1 Speak the Terran language. Earthkin gain this for free.

Thieves' Cant Language

Knowledge Plot Marshal Approval 1 Understand the codewords of the Thieves Guild. Scholars gain 1 rare language at level 4.

Magic Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Power

Magic None 1 Gain 1 power point per game day. May be taken twenty (20) times.

Rituals of Aegis

Magic School Mastery 1 You can cast Aegis Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.

Rituals of Battle

Magic School Mastery 1 You can cast Battle Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.

Rituals of Compulsion

Magic School Mastery 1 You can cast Compulsion Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.

Rituals of Enchantment

Magic School Mastery 1 You can cast Enchantment Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.

Rituals of Nature

Magic School Mastery 1 You can cast Nature Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.

Rituals of Necromancy

Magic School Mastery 1 You can cast Necromancy Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.

Rituals of Restoration

Magic School Mastery 1 You can cast Restoration Rituals, gain 2 basic ones. Scholars gain ritual skills at each level.

Production Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Production Points

Production None 1 per 2 Gain 2 production points per event. This can be taken up to 10 times for a total of 20 production points.

Alchemy Basics

Production Herbalism 1 Produce level 1 alchemical items with production points

Alchemy Training

Production Alchemy Basics 2 Produce level 2 alchemical items with production points

Alchemy Proficiency

Production Alchemy Training 3 Produce level 3 alchemical items with production points

Alchemy Expertise

Production Alchemy Proficiency 4 Produce level 4 alchemical items with production points

Alchemy Mastery

Production Alchemy Expertise 5 Produce level 5 alchemical items with production points

Brew Potion

Production None 2 Allows a character to create potions using production points at check-in.

Scribe Scroll

Production Read Magic 4 Allows a character to produce scrolls at check-in using production points.

Role-Playing Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Chosen of the Craftsman 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Gain 4 additional craft points each event

Chosen of the Craftsman 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast a level 2 Enchantment spell at no power point cost once per event.

Chosen of the Craftsman 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Gain 48 craft points to use for tinkering alterations, no skills needed.

Chosen of the Craftsman 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any 2 level 4 Enchantment spells at no power point cost each event.

Chosen of the Craftsman 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to design a custom ability.

Chosen of Darkness 1 (Beginner)

Role-Playing Plot Marshal Permission 4 May ignore 'Detect!' calls twice per event.

Chosen of Darkness 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Compulsion spell with no power point cost once per event.

Chosen of Darkness 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Become immune to the Truthful condition for 10 minutes twice per event.

Chosen of Darkness 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Compulsion spell at no power point cost twice per event

Chosen of Darkness 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of Draconus 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Gain access to any level 1 spell, or gain a signature spell if you know them all.

Chosen of Draconus 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 Select 1 level 2 spell. For each rank of chosen cast that spell with no power point cost once per event.

Chosen of Draconus 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Gain a power point cost discount one spell at the cost of the ability to cast another.

Chosen of Draconus 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any one level 4 spell at no power point cost each event

Chosen of Draconus 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of the Elemental 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Throw 8 'Grounding!' tag bags each event.

Chosen of the Elemental 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Nature spell with no power point cost once per event.

Chosen of the Elemental 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Gain a rank in the Druid skill

Chosen of the Elemental 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Nature spell at no power point cost twice per event

Chosen of the Elemental 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of Grak 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Twice per event you may call for 2 slay (or more with a great weapon) while wielding any weapon.

Chosen of Grak 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 battle spell with no power point cost once per event.

Chosen of Grak 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 You may replace an attack or throw a tag bag for 'Smite!'

Chosen of Grak 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 battle spell at no power point cost twice per event

Chosen of Grak 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of the Knight 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Apply a base paste to a shield twice per event.

Chosen of the Knight 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Aegis spell with no power point cost once per event.

Chosen of the Knight 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Gain 4 Monstrous Magic Armor twice per event. This does not stack with any other source of Magic Armor

Chosen of the Knight 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Aegis spell at no power point cost twice per event

Chosen of the Knight 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of the Mother 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Remove the Bleeding Out condition from another character four times per event.

Chosen of the Mother 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Restoration spell with no power point cost once per event.

Chosen of the Mother 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Once per event you may cast Triage with no power point cost, can cast Heal Mortal Wound with that Triage.

Chosen of the Mother 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Restoration spell at no power point cost twice per event

Chosen of the Mother 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of Nox 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Gain 4 production points that can be used each event to create up to level 2 alchemical poisons, with no skill requirements.

Chosen of Nox 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Necromancy spell with no power point cost once per event.

Chosen of Nox 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Any time you use a poison you may use that item a second time within the next 10 minutes.

Chosen of Nox 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Necromancy spell at no power point cost twice per event

Chosen of Nox 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of the Scholar 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Learn an uncommon language and either the Goblinoid or Skaven language.

Chosen of the Scholar 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Compulsion spell with no power point cost once per event.

Chosen of the Scholar 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Exchange ritual intents for other ritual intents, write custom incants.

Chosen of the Scholar 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Compulsion spell at no power point cost twice per event

Chosen of the Scholar 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of the Soldier 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Twice per event may call for '2 Slay!' with any weapon (or more with a great wepaon)

Chosen of the Soldier 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Battle spell with no power point cost once per event.

Chosen of the Soldier 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 You may replace an attack or throw a tag bag for 'Smite!' once per event.

Chosen of the Soldier 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Battle spell at no power point cost twice per event

Chosen of the Soldier 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Chosen of the Stranger 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Throw any combination of 8 'Disengage! or 'Disengage Undead!' tag bags each event.

Chosen of the Stranger 2 (Trained)

Role-Playing Plot Marshal Permission and Chosen 1 (Beginner) 4 For each rank of chosen cast any level 2 Necromancy spell with no power point cost once per event.

Chosen of the Stranger 3 (Proficient)

Role-Playing Plot Marshal Permission and Chosen 2 (Trained) 4 Gain one rank in the Medium role-playing skill.

Chosen of the Stranger 4 (Expert)

Role-Playing Plot Marshal Permission and Chosen 3 (Proficient) 4 Cast any level 4 Necromancy spell at no power point cost twice per event

Chosen of the Stranger 5 (Master)

Role-Playing Plot Marshal Permission and Chosen 4 (Expert) 4 Work with Rules Staff to create a custom ability.

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Druid 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Gain the Elemental language skill, and gain the choice of Apian, Canine, Sylvan, or Diabolic languages.

Druid 2 (Trained)

Role-Playing Plot Marshal Permission and Druid 1 (Beginner) 4 Throw a no incant 'Charm Wild!' 2/event/ druid rank.

Druid 3 (Proficient)

Role-Playing Plot Marshal Permission and Druid 2 (Trained) 4 Perform a special seasonal ritual that gives you different bonuses depending on the month.

Druid 4 (Expert)

Role-Playing Plot Marshal Permission and Druid 3 (Proficient) 4 Gain one (sometimes more) scarce plant component each month at check in.

Druid 5 (Master)

Role-Playing Plot Marshal Permission and Druid 4 (Expert) 4 Work with the rules workgroup to create a custom ability.

Medium 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Speak to and hear spirits.

Medium 2 (Trained)

Role-Playing Plot Marshal Permission and Medium 1 (Beginner) 4 Take sparks with more easily or return them to their owners.

Medium 3 (Proficient)

Role-Playing Plot Marshal Permission and Medium 2 (Trained) 4 Hold a seance, allowing others to see spirits. Protect yourself from spirits.

Medium 4 (Expert)

Role-Playing Plot Marshal Permission and Medium 3 (Proficient) 4 Compel spirits with spells that wouldn't normally affect them.

Medium 5 (Master)

Role-Playing Plot Marshal Permission and Medium 4 (Expert) 4 Work with rules to create a custom ability.

Merchant 1 (Beginner)

Role-Playing Plot Marshal Permission 4 May pay trade in up to 100 coin of valuable items for coin, and trade in additional valuable items to pay for crafting/ production check-in costs.

Merchant 2 (Trained)

Role-Playing Plot Marshal Permission and Merchant 1 (Beginner) 4 May exchange consumables at check-in

Merchant 3 (Proficient)

Role-Playing Plot Marshal Permission and Merchant 2 (Trained) 4 No limit on coin gained from valuable items at check-in. May have one personal vault.

Merchant 4 (Expert)

Role-Playing Plot Marshal Permission and Merchant 3 (Proficient) 4 Gain random scarce items at check-in

Merchant 5 (Master)

Role-Playing Plot Marshal Permission and Merchant 4 (Expert) 4 Work with rules to create a custom ability

Scholar 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Learn lore of the world between events. Speak an uncommon language. Learn one ritual skill.

Scholar 2 (Trained)

Role-Playing Plot Marshal Permission and Scholar 1 (Beginner) 4 Speak one more uncommon language. Learn two new ritual skills. Substitute basic ritual components 1/event/scholar level.

Scholar 3 (Proficient)

Role-Playing Plot Marshal Permission and Scholar 4 Speak two more uncommon languages. Learn two new ritual skills. May craft tomes.

Scholar 4 (Expert)

Role-Playing Plot Marshal Permission and Scholar 4 Learn one uncommon language and a rare language. Learn two more ritual skills. Learn a signature spell.

Scholar 5 (Master)

Role-Playing Plot Marshal Permission and Scholar 4 Work with Rules Staff to create a custom ability.

Status 1 (Beginner)

Role-Playing Plot Marshal Permission 4 Can gain a variety of effects after talking for a minute.

Status 2 (Trained)

Role-Playing Plot Marshal Permission and Status 1 (Beginner) 4 Can throw 2 no incant Charm or Silence humanoid tag bags/ event/ Status rank

Status 3 (Proficient)

Role-Playing Plot Marshal Permission and Status 2 (Trained) 4 Gain additional uses of the rank 1 ability and another option.

Status 4 (Expert)

Role-Playing Plot Marshal Permission and Status 3 (Proficient) 4 Can cast any level 4 Compulsion spell 2/ event.

Status 5 (Master)

Role-Playing Plot Marshal Permission and Status 4 (Expert) 4 Work with Rules to design a custom ability.

Aegis Spells

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Magic Armor

Aegis 1 Long (Game Day) Touch Character Grants 2 points of Magic Armor None

Toughness

Aegis 1 Medium (10 Minutes) Touch Character Give a character 2 extra body points, or protect against killing blows. None

Spirit Shield

Aegis 2 Long (Game Day) Touch Character Prevents the next poison or acid effect against the target. A level 1 Aegis spell

Anti-Magic Shield

Aegis 2 Long
(Game Day)
Touch Character Prevents the next spell that hits the target. A level 1 Aegis spell

Sanctuary

Aegis 3 Medium (10 Minutes) Touch Focal Point Creates a 20 foot diameter bubble around the caster A level 2 Aegis spell

Improved Magic Armor

Aegis 3 Long (Game Day) Touch Character Grants 4 points of Magic Armor A level 2 Aegis spell

Anti-Magic Aura

Aegis 4 Short (1 Minute) Touch Character Prevents ALL magic effects against a target. A level 3 Aegis spell

Synchronize

Aegis 4 Special Touch Character Grants Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. A level 3 Aegis spell

Poison Immunity

Aegis 5 Long (Game Day) Touch Character Protects against ALL poisons, acids and harmful alchemy effects. A level 4 Aegis spell

Aura of Reflection

Aegis 5 Long (Game Day) Touch Character Prevents spells from affecting you and lets you cast them back again. A level 4 Aegis spell

Battle

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Magic Strike

Battle 1 Medium (10 Minutes) Touch Melee Weapon Weapon's next hit is deals 4 damage. None

Strength

Battle 1 Medium (10 Minutes) Touch Character A target gains +1 might. For some characters, may make an attack for '2 Slay!' (4 with a great weapon) None

Magic Swarm

Battle 2 Instant Tag Bag Character(s) Hit Throw four tag bags for '4 Magic' each. A level 1 Battle spell

Spellburst

Battle 2 Medium (10 Minutes) Touch Character Your spells produce handfuls of tag bags and not just one. A level 1 Battle spell

Slaying Swarm

Battle 3 Instant Tag Bag Character(s) Hit Throw four tag bags for 4 'Magic Slay' each. A level 2 Battle spell

Transcendence

Battle 3 Long (Game Day) Touch Character Causes spells to generate extra tag bags. A level 2 Battle spell

Combat Prowess

Battle 4 Medium (10 Minutes) Touch Character Grant a character all combat skills A level 3 Battle spell

Maelstrom

Battle 4 Short (1 Minute) Tag Bag Character(s) Hit For the next minute throw unlimited tag bags that call for 4 'magic' each A level 3 Battle spell

Battle Mastery

Battle 5 Long
(Game Day)
Touch Character Become immune to magic damage and wield any weapon. A level 4 Battle spell

Devastation

Battle 5 Short (1 Minute) Tag Bag Character(s) Hit For the next minute throw unlimited tag bags that call for 4 'magic slay' each. A level 4 Battle spell

Compulsion

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Disengage

Compulsion 1 Short (1 Minute) Tag Bag Character(s) Hit Cause foes to ignore you. None

Weaken

Compulsion 1 Medium (10 Minutes) Tag Bag Character(s) hit Make enemies less strong. None

Charm

Compulsion 2 Medium (10 Minutes) Tag Bag Character(s) Hit Convince others that you are their friend. A level 1 Compulsion spell

Silence

Compulsion 2 Short (1 Minute) Tag Bag Character(s) Hit Prevent others from speaking. A level 1 Compulsion spell

Pin

Compulsion 3 Medium (10 Minutes) Tag Bag Character(s) Hit Stop enemies from moving their feet. A level 2 Compulsion spell

Memory Loss

Compulsion 3 Special Tag Bag or Touch Character(s) Hit or Touched Cause or cure 2 instances of 'memory loss' A level 2 Compulsion spell

Heroism

Compulsion 4 Medium (10 Minutes) Touch Character Gain extra body, with consequences after the battle A level 3 Compulsion spell

Terror

Compulsion 4 Medium (10 Minutes) Tag Bag Character(s) Hit Inflict paralysis and lesser compulsion effects all at once A level 3 Compulsion spell

Dominate

Compulsion 5 Medium (10 Minutes) Tag Bag Character(s) Hit Control up to two subjects actions A level 4 Compulsion spell

Mind Blank

Compulsion 5 Long (Game Day) Touch Character Make a target immune to compulsion effects A level 4 Compulsion spell

Enchantment

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Magic Lock

Enchantment 1 Long (Game Day) Touch An entryway or container Hold a door or container magically closed. None

Enhance Armor

Enchantment 1 Long (Game Day) Touch Armor Increase an armor's protective value by 1. None

Enchant Shield

Enchantment 2 Long (Game Day) Touch Shield The enchanted shield prevents the next acid or spell call to hit it. A level 1 Enchantment spell

Silvershine

Enchantment 2 Medium (10 Minutes) Touch Weapon A weapon can deal silver damage A level 1 Enchantment spell

Enchant Weapon

Enchantment 3 Medium (10 Minutes) Touch Weapon A weapon can deal Elven Steel damage. A level 2 Enchantment spell

Spellstore

Enchantment 3 Longest (Event) or until expended Touch Weapon Store the magic of another spell in your weapon to draw upon it later. A level 2 Enchantment spell

Dispel Magic

Enchantment 4 Instant Tag Bag or Touch Character(s) Hit or Touched Remove all magical effects beneficial or harmful from a target. A level 3 Enchantment spell

Ablative Armor

Enchantment 4 Long
(Game Day)
Touch Armor Enchance armor to prevent the next two hits without 'Pierce!' that hit it A level 3 Enchantment spell

Shadowskin

Enchantment 5 Medium (10 Minutes) Touch Character Make a target temporarily immune to all regular damage. A level 4 Enchantment spell

Wraithbane

Enchantment 5 Long (Game Day) Touch Weapon A weapon can deal Elven Steel damage and it does increased damage. A level 4 Enchantment spell

Nature

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Conjure Stones

Nature 1 Short (1 Minute) Tag Bag Character(s) Hit Throw unlimited 1 damage tag bags for 1 minute. none

Mend Armor

Nature 1 Instant Touch Character or Object The primary means of repairing armor of all varieties. None

Dissipate

Nature 2 Medium (10 Minutes) Touch Character Vanish from sight safe from most harm. A level 1 Nature spell

Pin Wild

Nature 2 Medium (10 Minutes) Tag Bag Character(s) Hit Keep nature creatures, such as fae and animals, from moving, effectively removing them from combat. A level 1 Nature spell

Elemental Weapon

Nature 3 Medium (10 Minutes) Touch Character Either allow a persons entire arsenal to deal nature damage or throw four '4 nature' tag bags or throw two '4 primal' tag bags. A level 2 Nature spell

Stoneskin

Nature 3 Long (Game Day) Touch Character Gives 2 natural armor to provide extra protection. A level 2 Nature spell

Banish

Nature 4 Medium (10 Minutes) Tag Bag Character(s) Hit For when you absolutely need to remove a foe from a fight, making them not able to impact it at all. A level 3 Nature spell

Ruin

Nature 4 Short (1 Minute) Tag Bag or Touch Character(s) Hit or Weapon The best way to deal with a shield wall. Enchant a weapon to deal acid damage or throw infinite acid tag bags. A level 3 Nature spell

Leylines

Nature 5 Instant Self Self Flee from any situation travelling to what is ideally a safe location. A level 4 Nature spell

Primal Form

Nature 5 Medium (10 Minutes) Touch Character A character takes on characteristics of an elemental and can order natural creatures around. A level 4 Nature spell

Necromancy

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Ghastly Visage

Necromancy 1 Medium (10 Minutes) Touch Character Mindless undead think you are one of them. Enter unhallowed areas. None

Reap Spirit

Necromancy 1 Special Touch Dead or Unconscious Character Take another persons spark or permanently kill most undead. None

Pin Undead

Necromancy 2 Medium (10 Minutes) Tag Bag Character(s) Hit Hold undead in their place effectively removing them from combat. A level 1 Necromancy spell

Creeping Rot

Necromancy 2 Medium (10 Minutes) Touch or Tag Bag Weapon or Character(s) Hit A weapon can deal poison damage or generate four tag bags that inflict 4 poison. A level 1 Necromancy spell

Brackish Boon

Necromancy 3 Medium (10 Minutes) Touch Character Protect a target from harmful alchemical effects causing them to become healed instead. A level 2 Necromancy spell

Curse

Necromancy 3 Medium (10 Minutes) Tag Bag Character(s) Hit Set an enemies total body to 1. A level 2 Necromancy spell

Enfeeble

Necromancy 4 Medium (10 Minutes) Tag Bag Character(s) Hit Prevent targets from casting spells. A level 3 Necromancy spell

Grim Sight

Necromancy 4 Medium (10 Minutes) Touch Character Finds the presence of living or undead around the target. A level 3 Necromancy spell

Abomination

Necromancy 5 Medium (10 Minutes) Touch Character The target grows into a huge monster and gains monstrous characteristics. A level 4 Necromancy spell

Dreadlord

Necromancy 5 Medium (10 Minutes) Self Self Take on characteristics of the undead and gain the ability to control them. A level 4 Necromancy spell

Restoration

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Heal Body

Restoration 1 Instant Touch Character Heal any body damage on a subject None

Diagnosis

Restoration 1 Instant Touch Character Learn about any ailments and conditions on a subject None

Restore Limb

Restoration 2 Instant Touch Character Cures all limb wounds on a subject. A level 1 Restoration spell

Purify Spirit

Restoration 2 Instant Touch Character Cures a subject of all poisons in their body. A level 1 Restoration spell

Heal Mortal Wound

Restoration 3 Instant Touch Another Character Heal a torso wound on a subject. A level 2 Restoration spell

Resilience

Restoration 3 Medium (10 Minutes) Touch Character Make a subject immune to killing blows, and turns all damage against them to blunt. A level 2 Restoration spell

Panacea

Restoration 4 Instant Touch Character Heal a subject of all wounds and body points. A level 3 Restoration spell

Triage

Restoration 4 Medium
(10 Minutes)
Touch Character For the spells duration cast unlimited lesser healing spells. A level 3 Restoration spell

Revive

Restoration 5 Instant Touch Character Heals a dead character even if they are poisoned. A level 4 Restoration spell

Second Breath

Restoration 5 Long (Game Day) Self Self After taking a torso wound you will get revived. A level 4 Restoration spell

Master's Strikes

A master's strike is a type of modifier call granted by some abilities and items. When used a master's strike modifies the characters next successful hit. Using a master strike a character can add either the 'Slay!' call or the 'Pierce' call to a weapon attack (for the purposes of this ability a projectile weapon delivering a tag bag spell does not count as a weapon attack). Additionally when using a masters strike Might is capped at 4 while dual wielding or with a sword and shield, instead of the normal cap of 2. Remember, only one modifier can be applied to a call at a time. If a modifer is already present, no additional modifiers can be added.

Example: A character is using a great weapon and they attack for half damage to apply the slay call to the attack. They may not then apply a master's strike to that attack to also add the pierce call.

Master's Blade

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Master's Blade

No Master Weaponsmith and Master Tinkerer 8 If the wielder of this weapon is a weapon master they gain an additional master's strike each game day. Can only be taken by a weapon once. A character can only benefit from one additional master's strike from a master's blade each game day.

Alchemist's Lab

A Savant with an Alchemist's Laboratory gains 5 additional production points which break cap. These points stack with the bonus points gained from the Savant title for a total of 30 points.

Multiple character's in a party can each have their own Alchemist's Laboratory.

An Alchemist's Laboratory can only be created by a Master Crafter with both the Ornamenting Five and Tinkering Five skills.

Master's Staff

Option Name

Ornamenting Craftable Weaponsmithing Craftable Craft Point Cost Description

Master's Staff

No Master Weaponsmith and Master Ornamentor 8 When crafted onto a weapon, select a school of magic it will be associated with. When used by a master of that school the weapon reduces the cost of casting any spell from that school by 1 (to a minimum of 1). This does not stack with other effects. This feature must be put on a great weapon. The feature can only be taken once. The weapon counts as a Master's Staff. A character can only benefit from one item that counts as a Master's Staff per event.

Categories: Character Rules | Skills


Site Index About Us Event Calendar Novitas Linktree Contact Us
Page last modified on March 19, 2024, at 03:57 PM
Powered by PmWiki