Magic Skills

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Magic Skills

Magic Skill

Magic skills allow characters to cast spells and preform rituals.

Description

Characters learn magic in various ways; some through personal tutors, some on accident, some through specialized schools, and some characters are just naturals. No matter how they learn, every character has the ability to cast and learn magic.

Power points determine how many spells characters can cast.

Ritual skills determine which rituals a character is able to perform. When a character first learns a ritual skill, they also gain some basic rituals.

List of all Magic Skills

Power Points

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Power Points

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

Ritual Skills

Skill Name

Skill Tree Prerequisite(s) Skill Point Cost Description

Rituals of Aegis

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Aegis Rituals.

Rituals of Battle

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Battle Rituals.

Rituals of Compulsion

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Compulsion Rituals.

Rituals of Enchantment

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Enchantment Rituals.

Rituals of Nature

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Nature Rituals.

Rituals of Necromancy

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Necromancy Rituals.

Rituals of Restoration

Magic School Mastery or Scholar Roleplaying Skill 1 You can cast Restoration Rituals.

List of all Spells

Aegis Spells

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Magic Armor

Aegis 1 Long (Game Day) Touch Character Grants the target 2 points of magic armor. None

Toughness

Aegis 1 Medium (10 Minutes) Touch Character Give the target 2 extra body points, or protect tougher targets against killing blows. None

Spirit Shield

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

Anti-Magic Shield

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

Sanctuary

Aegis 3 Medium (10 Minutes) Touch Focal Point Creates a Sanctuary Field around the caster. A level 2 Aegis spell

Improved Magic Armor

Aegis 3 Long (Game Day) Touch Character Grants the target 4 points of magic armor. A level 2 Aegis spell

Anti-Magic Aura

Aegis 4 Short (1 Minute) Touch Character Prevents all spells from effecting the target. A level 3 Aegis spell

Synchronize

Aegis 4 Special Touch Character Grants the target 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 the target against all poison, acid, and harmful alchemical effect calls. A level 4 Aegis spell

Aura of Reflection

Aegis 5 Long (Game Day) Touch Character Prevents offensive spells from affecting the target and lets them be cast back. A level 4 Aegis spell

Battle Spells

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 The target gains +1 Might. None

Magic Swarm

Battle 2 Instant Tag Bag Character(s) Hit Creates 4 tag bags that deal 4 Magic each. A level 1 Battle spell

Spellburst

Battle 2 Medium (10 Minutes) Touch Character The target's spells produce handfuls of tag bags. A level 1 Battle spell

Slaying Swarm

Battle 3 Instant Tag Bag Character(s) Hit Creates 4 tag bags that deal 4 Magic Slay damage each.. A level 2 Battle spell

Transcendence

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

Combat Prowess

Battle 4 Medium (10 Minutes) Touch Character Immediately give a target mastery of 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 The target is immune to Magic damage. A level 4 Battle spell

Devastation

Battle 5 Short (1 Minute) Tag Bag Character(s) Hit Throw an unlimited number of tag bags that each call for 4 Magic Slay. A level 4 Battle spell

Compulsion Spells

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Disengage

Compulsion 1 Short (1 Minute) Tag Bag Character(s) Hit Creates 4 tag bags that call for Disengage. None

Weaken

Compulsion 1 Medium (10 Minutes) Tag Bag Character(s) hit Creates 2 tag bags that call for Weaken. None

Charm

Compulsion 2 Medium (10 Minutes) Tag Bag Character(s) Hit Creates 2 tag bags that call for Charm. A level 1 Compulsion spell

Silence

Compulsion 2 Short (1 Minute) Tag Bag Character(s) Hit Creates 2 tag bags that call for Silence. A level 1 Compulsion spell

Pin

Compulsion 3 Medium (10 Minutes) Tag Bag Character(s) Hit Creates 2 tag bags that call for Pin. A level 2 Compulsion spell

Memory Loss

Compulsion 3 Special Tag Bag or Touch Character(s) Hit or Touched Causes or cures 2 instances of Memory Loss. A level 2 Compulsion spell

Heroism

Compulsion 4 Medium (10 Minutes) Touch Character Temporarily set a target's Body to 10, with some bonus consequences. A level 3 Compulsion spell

Terror

Compulsion 4 Medium (10 Minutes) Tag Bag Character(s) Hit Creates 2 tag bags that call for Terror. A level 3 Compulsion spell

Dominate

Compulsion 5 Medium (10 Minutes) Tag Bag Character(s) Hit Creates 2 tag bags that call for Dominate. A level 4 Compulsion spell

Mind Blank

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

Enchantment Spells

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 Physical Armor Increase a piece of physical 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 Spells

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 The target gains the Dissipated condition. 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 Spells

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 poison 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 Spells

Spell Name

School Spell Level Duration Range Target Spell Description Prerequisite

Heal Body

Restoration 1 Instant Touch Character Heal any body damage a target has. None

Diagnosis

Restoration 1 Instant Touch Character Learn about any ailments and conditions affecting a target. None

Restore Limb

Restoration 2 Instant Touch Character Cures all limb wounds on the target. A level 1 Restoration spell

Purify Spirit

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

Heal Mortal Wound

Restoration 3 Instant Touch Another Character Heals a target of their torso wound and stops them from bleeding out. A level 2 Restoration spell

Resilience

Restoration 3 Medium (10 Minutes) Touch Character Makes a target 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 target of all wounds and restore their body points. A level 3 Restoration spell

Triage

Restoration 4 Medium
(10 Minutes)
Touch Character Cast certain unlimited lesser Restoration spells for 10 minutes. A level 3 Restoration spell

Revive

Restoration 5 Instant Touch Character Heals a dead target, bringing them back to life. A level 4 Restoration spell

Second Breath

Restoration 5 Long (Game Day) Self Self The character is revived after taking a torso wound. A level 4 Restoration spell

References

Rituals

To learn a ritual skill a character must first either master a school of magic or learn the ritual skill through the Scholar Roleplaying skill. It costs 1 skill point to learn a ritual skill after mastering a school, or it is free when learned from being a Scholar. If you gain a level of Scholar and learn a ritual skill you had already gotten from skill points, the skill point is refunded.

Once a character has learned a ritual skill they can perform any ritual that requires that skills as long as they have the physical materials necessary to do so. Upon learning a ritual skill, they also gain access to some basic rituals based on which skill they learned. Pick these rituals up at the preproduction desk at check-in the event you gain the ritual skill.

Many players forget to pick up their basic rituals from the logistics desk when they first learn a ritual skill, and it is not uncommon for these rituals to get lost as well. When this happens, you can request new copies of the basic rituals at check-in. Note this is only for the basic rituals; loot rituals have to be earned again if they are lost.

Some rituals require additional skills to perform. They will be listed on the ritual itself.

Power Point Cap

Characters can never spend more than 20 magic power points in a single game day. Attempting to do so causes the character to gain an unpreventable Torso Wound condition as the magical energies tear the character apart. This will also cause the spell casting to fail. Abilities that grant characters power points that break cap do not count against this limit.

School Master

This title represents seven different titles at once, one for each school of magic. A character becomes a School Master (replacing "school" with the name of school you have mastery in, such as Aegis Master) when they:

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. You cannot change this spell after it is selected. Your selected spell costs you one less power point to cast (to a minimum of 1). This discount does not stack with other discounts you can obtain through the game, most notably with the Master's Staff, unless it is specifically stated otherwise.

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

Categories: Skills | Magic Skills


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