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Magic Skills | |
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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
Skill Name | Skill Tree | Prerequisite(s) | Skill Point Cost | Description |
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Power | Magic | None | 1 | Gain 1 power point per game day. May be taken twenty (20) times.
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Rituals of Aegis
| Magic | School Mastery, Scholar Roleplaying Skill | 1 | You can cast Aegis Rituals
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Rituals of Battle
| Magic | School Mastery, Scholar Roleplaying Skill | 1 | You can cast Battle Rituals
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Rituals of Compulsion
| Magic | School Mastery, Scholar Roleplaying Skill | 1 | You can cast Compulsion Rituals
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Rituals of Enchantment
| Magic | School Mastery, Scholar Roleplaying Skill | 1 | You can cast Enchantment Rituals.
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Rituals of Nature
| Magic | School Mastery, Scholar Roleplaying Skill | 1 | You can cast Nature Rituals.
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Rituals of Necromancy
| Magic | School Mastery, Scholar Roleplaying Skill | 1 | You can cast Necromancy Rituals.
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Rituals of Restoration
| Magic | School Mastery, 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
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Magic Armor | Aegis | 1 | Long (Game Day) | Touch | Character | Grants 2 points of Magic Armor | None
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Toughness
| Aegis | 1 | Medium (10 Minutes) | Touch | Character | Give a character 2 extra body points, or protect against killing blows. | None
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Spirit Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next poison or acid effect against the target. | A level 1 Aegis spell
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Anti-Magic Shield
| Aegis | 2 | Long (Game Day) | Touch | Character | Prevents the next spell that hits the target. | A level 1 Aegis spell
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Sanctuary
| Aegis | 3 | Medium (10 Minutes) | Touch | Focal Point | Creates a 20 foot diameter bubble around the caster | A level 2 Aegis spell
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Improved Magic Armor
| Aegis | 3 | Long (Game Day) | Touch | Character | Grants 4 points of Magic Armor | A level 2 Aegis spell
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Anti-Magic Aura
| Aegis | 4 | Short (1 Minute) | Touch | Character | Prevents ALL magic effects against a target. | A level 3 Aegis spell
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Synchronize
| Aegis | 4 | Special | Touch | Character | Grants Toughness, Spirit Shield, Anti-Magic Shield and Improved Magic Armor. | A level 3 Aegis spell
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Poison Immunity
| Aegis | 5 | Long (Game Day) | Touch | Character | Protects against ALL poisons, acids and harmful alchemy effects. | A level 4 Aegis spell
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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 Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Magic Strike
| Battle | 1 | Medium (10 Minutes) | Touch | Melee Weapon | Weapon's next hit is deals 4 damage. | None
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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
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Magic Swarm
| Battle | 2 | Instant | Tag Bag | Character(s) Hit | Throw four tag bags for '4 Magic' each. | A level 1 Battle spell
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Spellburst
| Battle | 2 | Medium (10 Minutes) | Touch | Character | Your spells produce handfuls of tag bags and not just one. | A level 1 Battle spell
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Slaying Swarm
| Battle | 3 | Instant | Tag Bag | Character(s) Hit | Throw four tag bags for 4 'Magic Slay' each. | A level 2 Battle spell
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Transcendence
| Battle | 3 | Long (Game Day) | Touch | Character | Causes spells to generate extra tag bags. | A level 2 Battle spell
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Combat Prowess
| Battle | 4 | Medium (10 Minutes) | Touch | Character | Grant a character all combat skills | A level 3 Battle spell
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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
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Battle Mastery
| Battle | 5 | Long (Game Day) | Touch | Character | Become immune to magic damage and wield any weapon. | A level 4 Battle spell
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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 Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Disengage
| Compulsion | 1 | Short (1 Minute) | Tag Bag | Character(s) Hit | Cause foes to ignore you. | None
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Weaken
| Compulsion | 1 | Medium (10 Minutes) | Tag Bag | Character(s) hit | Make enemies less strong. | None
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Charm
| Compulsion | 2 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Convince others that you are their friend. | A level 1 Compulsion spell
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Silence
| Compulsion | 2 | Short (1 Minute) | Tag Bag | Character(s) Hit | Prevent others from speaking. | A level 1 Compulsion spell
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Pin
| Compulsion | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Stop enemies from moving their feet. | A level 2 Compulsion spell
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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
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Heroism
| Compulsion | 4 | Medium (10 Minutes) | Touch | Character | Gain extra body, with consequences after the battle | A level 3 Compulsion spell
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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
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Dominate
| Compulsion | 5 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Control up to two subjects actions | A level 4 Compulsion spell
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Mind Blank
| Compulsion | 5 | Long (Game Day) | Touch | Character | Make a target immune to compulsion effects | A level 4 Compulsion spell |
Enchantment Spells
Spell Name
| School | Spell Level | Duration | Range | Target | Spell Description | Prerequisite
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Magic Lock
| Enchantment | 1 | Long (Game Day) | Touch | An entryway or container | Hold a door or container magically closed. | None
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Enhance Armor
| Enchantment | 1 | Long (Game Day) | Touch | Physical Armor | Increase a piece of physical armor's protective value by 1. | None
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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
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Silvershine
| Enchantment | 2 | Medium (10 Minutes) | Touch | Weapon | A weapon can deal silver damage | A level 1 Enchantment spell
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Enchant Weapon
| Enchantment | 3 | Medium (10 Minutes) | Touch | Weapon | A weapon can deal Elven Steel damage. | A level 2 Enchantment spell
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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
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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
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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
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Shadowskin
| Enchantment | 5 | Medium (10 Minutes) | Touch | Character | Make a target temporarily immune to all regular damage. | A level 4 Enchantment spell
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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
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Conjure Stones
| Nature | 1 | Short (1 Minute) | Tag Bag | Character(s) Hit | Throw unlimited 1 damage tag bags for 1 minute. | none
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Mend Armor
| Nature | 1 | Instant | Touch | Character or Object | The primary means of repairing armor of all varieties. | None
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Dissipate
| Nature | 2 | Medium (10 Minutes) | Touch | Character | Vanish from sight safe from most harm. | A level 1 Nature spell
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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
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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
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Stoneskin
| Nature | 3 | Long (Game Day) | Touch | Character | Gives 2 natural armor to provide extra protection. | A level 2 Nature spell
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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
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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
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Leylines
| Nature | 5 | Instant | Self | Self | Flee from any situation travelling to what is ideally a safe location. | A level 4 Nature spell
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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
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---|---|---|---|---|---|---|---|
Ghastly Visage
| Necromancy | 1 | Medium (10 Minutes) | Touch | Character | Mindless undead think you are one of them. Enter unhallowed areas. | None
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Reap Spirit
| Necromancy | 1 | Special | Touch | Dead or Unconscious Character | Take another persons spark or permanently kill most undead. | None
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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
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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
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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
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Curse
| Necromancy | 3 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Set an enemies total body to 1. | A level 2 Necromancy spell
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Enfeeble
| Necromancy | 4 | Medium (10 Minutes) | Tag Bag | Character(s) Hit | Prevent targets from casting spells. | A level 3 Necromancy spell
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Grim Sight
| Necromancy | 4 | Medium (10 Minutes) | Touch | Character | Finds the presence of living or undead around the target. | A level 3 Necromancy spell
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Abomination
| Necromancy | 5 | Medium (10 Minutes) | Touch | Character | The target grows into a huge monster and gains monstrous characteristics. | A level 4 Necromancy spell
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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
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Heal Body
| Restoration | 1 | Instant | Touch | Character | Heal any body damage on a subject | None
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Diagnosis
| Restoration | 1 | Instant | Touch | Character | Learn about any ailments and conditions on a subject | None
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Restore Limb
| Restoration | 2 | Instant | Touch | Character | Cures all limb wounds on a subject. | A level 1 Restoration spell
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Purify Spirit
| Restoration | 2 | Instant | Touch | Character | Cures a subject of all poisons in their body. | A level 1 Restoration spell
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Heal Mortal Wound
| Restoration | 3 | Instant | Touch | Another Character | Heal a torso wound on a subject. | A level 2 Restoration spell
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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
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Panacea
| Restoration | 4 | Instant | Touch | Character | Heal a subject of all wounds and body points. | A level 3 Restoration spell
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Triage
| Restoration | 4 | Medium (10 Minutes) | Touch | Character | For the spells duration cast unlimited lesser healing spells. | A level 3 Restoration spell
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Revive
| Restoration | 5 | Instant | Touch | Character | Heals a dead character even if they are poisoned. | A level 4 Restoration spell
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Second Breath
| Restoration | 5 | Long (Game Day) | Self | Self | After taking a torso wound you will get revived. | 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:
- Have obtained all 20 power points.
- Learned all spells in a school.
- Upon learning all the spells in a school, learned the ritual skill for that school (or gained it via the Scholar RP Skill.
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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