Buying Skills: There are three types of skills, times per hour, passive, and leveled skills. Times per hour and passive skills must be bought at a standard experience point cost, and are indicated by the experience point cost noted in parenthesis next to the skill name. X/Day represents a times-per-day use skill. The day ends at sunset, which is logistically defined as 6 PM. P, indicates a passive skill. Some skills have prerequisites. For example, you must buy weapon blocking before weapon use. Leveled skills get more expensive each time you buy them and you may not buy them more than five times. These are indicated by the word ‘Leveled' written next to the skill name in parenthesis.
Level 1 costs 2 experience points
Level 2 costs 5 experience points
Level 3 costs 12 experience points
Level 4 costs 20 experience points
Level 5 costs 25 experience points
All skills are divided into Paths, also called Skill Trees. These represent what kind of knowledge the skill falls under.
-Everyone may choose one primary path which they may buy at the listed cost. Lost Souls may select two primary skill trees. To buy a skill outside of your primary skill tree, you must pay 1.5 times the listed cost. This means that for someone with Warrior as their primary path, the skill Weapon Blocking costs 4 XP to learn. For someone who is not a warrior, it costs 6 to learn. In the case of a fraction, round up. The skill trees are: General Skills, Path of the Warrior, Path of the Shaman, Path of the Sorcerer, and Path of the Rogue.
General Skills
Health (4 XP, P) Every time you buy this skill, you gain one more additional health point above your maximum. This ability may not be bought by Dead Gods. Visions can choose whether the bonus point is Health or Essence, though both their maximum Health and Essence points must remain within 5 points of each other. This may not be bought by Dead Gods as Dead Gods use Faith instead of Health.
Energy (2 XP, P) Every time you buy this skill, you gain one more mana point above your maximum. 1 Mana Point (or MP) recharges every 10 minutes, on the tens. (for example, midnight, 12:10, 12:20, 12:30, 12:40.)This may not be bought by Dead Gods, as Dead Gods spend their Faith points as mana.
Faith Boost (5 XP, P) Raises the overall cap of faith a Dead God has by 5 points. This skill cannot be bought by any race other than Dead Gods.
Path of the Warrior
Break Door / Window (6 XP, X/Day) This skill allows you to bust open a locked door / window. To physically represent this, call a Cut, open the door or window, move through it if desired, and call Action. This skill will break a lock.
Endurance (8 XP, X/Day) -- Once per day for each time bought, you may call “Soak" in reply to a melee wound you receive. You take no damage from this attack.
Weapon Blocking (4 XP, Passive) - allows you to defend with a tagged, safety approved melee weapon. Without this skill, you take damage when someone hits a weapon you are holding. This also allows you to use a safety-approved shield.
Weapon Use (6 XP, Passive, Requires Weapon Blocking) Allows you to attack with a tagged, safety approved melee weapon. The damage is determined by the weapon. Any weapon over 47 inches is considered a two handed weapon. You must be gripping the hilt of the weapon with both hands when attacking with it.
Critical Attack (6 XP, X/Day) One weapon swing, hit or miss, is increased by 3 points of damage. Before this swing, you must announce “Critical Attack" Your next swing after this announcement is the critical attack. You must announce this within earshot of the person you are about to hit.
Roll (6 XP, passive) If you are physically rolling on the ground, you take 1 damage from melee weapons. To indicate this to the person hitting you, you must call "roll".
Dodge (10 XP, X/Day, requires Roll) This ability lets you fully sidestep one weapon or packet-attack per day for each time bought. In reply to the attack, you call “dodge" to indicate that you got out of the way.
Fall (Leveled, requires Roll) Jump from high heights without taking damage (call a cut, run downstairs, and “land". You may fall up to 10 feet for each level bought.
Path of the Shaman Please note that the full incantation must be spoken correctly before the spell is thrown or the target may call "blown incant" and your spell fails. You do lose mana in this case. The incant require is in quotes, you should specifiy whats in parenthesis if theres any confusion.
Break Circle (6 XP, X/Day) This spell lets you break and dispel a circle of protection, force, destruction, quiet, or banishment. To do this, you must touch the border of the circle and announce “By the power of the dreaming, I shatter this circle! Circle down."
Circle of Protection (10 XP, P) Draw a circle on the ground up to 10 feet in diameter. Touch the circle with a spell packet and say “By the power of the dreaming, may this circle protect me." While standing in this circle, you do not take any damage. If you leave the circle at any time, the spell is broken. This costs 5 Mana.
Circle of Force (16 XP, P, Requires Circle of Protection) Draw a circle on the ground up to 10 feet in diameter. While standing inside the circle, touch the circle with a spell packet and call “By the power of the dreaming, may this circle shield me, circle up." No one but the caster may cross the border of the circle - it is as if an invisible wall emanates up from the border of the circle. The caster of the circle may "recognize" people in and out of the circle by reaching through the circle and touching them, saying "I recognize you," or "you are recognized". When this happens you the recognized person may either exit or enter the circle once. In order to exit or enter the circle again the caster must rerecognize them. The wall extends straight upwards into infinity or until it hits a ceiling. If someone is standing on the border of the circle when the circle is cast, the person may choose which side of the circle they are on and must step to either side immediately. This circle will last for one hour or until the caster lowers it. To announce that the circle is dispelled, the caster calls “circle down." If the caster loses consciousness or phases out, the circle lowers automatically. You cannot attack or cast spells outside of a circle of force. The caster must be within 10 feet of the circle or it dispels and the caster must call “circle down”. This costs 6 Mana.
Circle of Destruction (8 XP, P) Draw a circle on the ground up to 10 feet in diameter. While standing inside the circle, touch the circle with a spell packet and say “By the power of the dreaming, may this circle destroy my enemies." Anyone except the caster standing within the circle when it is created takes 1 magic. Visions take 1 point of essence damage. Every 30 seconds, anyone within the circle takes another point of magic damage. Visions take 1 point of essence damage. The border to this circle can still be crossed, so anyone being negatively affected by this spell must be somehow restrained to keep them from escaping. (note that this spell can be coupled with a Circle of Force for maximum effectiveness). The caster may at any time announce “circle down" and it is dispelled. The circle stays active for up to ten minutes after the caster leaves it. This costs 4 Mana.
Circle of Banishment (10 XP, P, requires Circle of Destruction) - Draw a circle on the ground up to 10 feet in diameter. While standing inside the circle, touch the circle with a spell packet and say “By the power of the dreaming, I create a circle of banishment." Anyone except the caster who remains in the circle for 10 seconds after its casting is banished from the dreaming and must phase out as if they were reduced to zero essence, faith, and health. The border to this circle can still be crossed, so anyone being negatively affected by this spell must be somehow restrained to keep them from escaping. (This can be coupled with a Circle of Force.) If multiple circles of banishment are cast on top of each other, the period of banishment will be increased by 36 hours for each additional circle. The caster may at any time announce “circle down" and it is dispelled. The circle stays active for up to ten minutes after the caster leaves it. This costs 10 Mana.
Circle of Quiet (16 XP, P, requires Blessing) Draw a circle on the ground up to 10 feet in diameter. While standing inside the circle, touch the circle with a spell packet and say “By the power of the dreaming, may this circle heal the body and quiet the mind." Anyone who sits in the circle regains one health and one essence point of damage every 60 seconds. Faith points lost through combat in the last 30 minutes may also be healed. If any noise is made within the circle, all timing of healing pauses for a full 60 seconds. The border to this circle can still be crossed. If the caster leaves the circle, he announces “circle down" and it is dispelled. The caster must, therefore, remain within the circle at all times. This costs 7 Mana.
Dream Walk (10 XP, P) You may shape and create a vision, which your target will experience within the next day. In order to do this you must write an email and send it to your target. You should subject the email “Dreamwalk”. A copy of this email should also be sent to Staff for our records. This dream can be of any length, and can be as descriptive or as bland as you choose. If you wish to remain anonymous to the person you are sending the email to you may email you’re dream to Staff with the instruction that you wish to remain anonymous. You must go in game and roleplaying the casting of this spell for 60 seconds. If you take any damage or use any skills during this time the casting of dreamwalk is disrupted. Upon completion you may go out of game and send your dreamwalk. This spell costs 5 mana.
Blessing (6 XP, P)- You may spend two mana points to magically heal one point of essence damage. To do this, you must perform a ritual on the target that takes at least one minute for each point healed.
Heal (6 XP, P)- You may spend two mana points to magically heal one point of health damage. To do this, you must role play the treatment of their wounds with bandages and magical words.
Alchemyrequires level 1 talisman craft (10 XP,P)- Allows you to combine in game components to make currency and other in game items. When you combine 2 items see an Alchemy Marshall, and they will tell you the effect.
Conjure Talisman (Leveled) - This creates a defensive talisman which can be used to protect the user from harm. Talisman Creation Chart.
Path of Sorceror Please note that the full incantation must be spoken correctly before the spell is thrown or the target may call "blown incant" and your spell fails. You do lose mana in this case. The incant require is in quotes, you should specifiy whats in parenthesis if theres any confusion.
Meditate (15 XP, P) You may channel your energies to regenerate mana faster. In order to do this you may not take damage, use and in-game skills, or run. Mana regenerates on the 5's and the 10's. Faith may not be regenerated in this way. You must call "meditate" once you begin using this skill.
Mana Storm (15 XP, P) As a caster you must plant both of you feet on the ground. Then you call “I call forth a Mana Storm!” You may throw unlimited “3 magic” packets, until to run out of aura. This is broken once you speak anything (other than than the damage call) move your feet, or use any other in game skills or take damage. At this time call “mana storm end." You may pick up aura already thrown or have people bring your aura back. To end the mana storm call “I quiet the mana storm. The use of the target skill may only be used on one packet per target skill bought. This costs 10 mana.
Hecatomb (6 XP, P, requires Meditate) You may channel your energies to regenerate mana faster but are hurt in the process. In order to do this you may not take damage or use in-game skills, attack or block with a weapon, or run. You regenerate two points of mana every minute, but lose a point of health. At the moment that the health is lost, you must roleplay cutting yourself, or somehow injuring yourself. Faith may not be regenerated in this way. You must call "hecatomb" once you begin using this skill. Note that this may not be coupled with Meditate as meditation is an in-game skill.
Target (10 XP, X/Day.) At the beginning of any incant you may call “Aim” then call the incant and release. This spell may not be "dodged" or "sidestepped". This refers to the skills dodge and sidestep, you can still physically dodge the packet.
Flame Bolt (10 XP, P) You may throw a bolt of flame, delivered by spell packet. The incantation is “I call forth a flame bolt!" (2 flame). This costs 2 mana.
Flame Blast (15 XP, P requires Flame Bolt) You may throw a blast of flame, delivered by spell packet. The incantation is “I call forth a flame blast!" (6 flame). This costs 4 mana.
Stone Bolt (10 XP, P, Requires Flame Bolt) You may throw a bolt of stone, delivered by spell packet. The incantation is “I call forth a stone bolt!" (4 stone). This costs 3 mana.
Chill Wind (10 XP, P) You may throw a chilling blast of ice, delivered by spell packet. The incantation is “I call forth a chill wind" (1 ice, can't run for 1 minute.) This costs 2 mana.
Ice Wind (15 XP, P requires Chill Wind) You may throw a chilling blast of ice, delivered by spell packet. The incantation is “I call forth a ice wind!" (3 ice, can't run for 2 minutes.) This costs 3 mana.
Shocking Grasp (10 XP, P) You may channel lightning through your touch. Touch a spell packet to your target and say, “I shock you!" (3 shock). This costs 2 mana.
Lighting Bolt (15 XP, P requires Shocking Grasp) You may channel lightning through your touch. Touch a spell packet to your target and say, “I bolt you!" (5 shock). This costs 3 mana.
Essence Strike (15 XP, P) You may channel spiritual energy which will damage visions and Gods, delivered by spell packet. The incantation is “I bleed your spirit!" (2 Essence). This costs 4 mana.
Item Lock (15 XP, P) You pick an object that your target currently has on his person. You must spend five minutes casting this spell during which time you must be role playing the casting and may not stray more than 5 feet from the target. The item you have chosen must stay on him at all times. The target cannot lose contact with the item; it is stuck to him. If he accidentally drops it or it is stolen, he must call a Cut and pick it back up. This spell lasts for 1 hour for every 4 mana spent on it.
Roots (8 XP, P) You may summon roots from the ground that will hold the target’s feet in place. To do this, you incant “I root your feet for X minute(s)" (X is equal to 2 minutes on natural soil or 1 on non natural surface.) Throw a spell packet at your target. If the target is standing on dirt, grass, or other natural surfaces (outdoors), the duration is 2 minutes instead of one minute. This costs 3 mana.
Spiritual Binding (8 XP, P) You may create an invisible lasso that will hold your target’s arms to his side. To do this, you throw a spell packet with the incantation “I bind your arms!" (they are to be kept to your side for a minute). This costs 3 mana. The target may still walk or run, but may not use his arms or anything held in them.
Paralysis (10 XP, P) You may paralyze your victim with a magical force. To do this, you throw a spell packet with the incantation “I summon a force paralyze you by my sight" (You may not take in game actions, use skills move or speak will the caster is in line of sight). A paralyzed person may be searched and dragged. This costs 9 mana.
Fear (4 XP, P) You may cause your target to fear you and run away. To do this, you throw a spell packet at your target with the incantation, “I charm you to fear my sight". The target instantly fears the caster and will attempt to flee them. While in this state a feared person may take no aggressive actions against the caster. If the target takes 4 damage while feared they will snap out of the fear effect. The target may also break line of sight from the caster for 10 seconds in order to break this effect. This spell costs 4 mana.
Confuse (6 XP, P, Requires Fear) You may cause your target to be confused. To do this, you throw a spell packet at your target with the incantation, “I charm you to be confused by my sight" (you cannot use in game skills, speak or run while the caster is within line of sight.) You cannot search a confused person. Someone who is confused may not take aggressive actions against anyone while in a confused state. Taking damage will ‘wake up' your victim. This costs 5 Mana.
Sleep (6 XP, P, Requires Fear) You may cause your target to fall asleep. To do this, you throw a spell packet at your target with the incantation, “I charm you to sleep." (The target drops to their knees and cannot take in game actions for 1 minute. Taking damage will wake up your target). This costs 6 Mana.
Amnesia (10 XP, P, Requires Sleep) You may cause your target to forget the last 10 minutes of his memory. To do this, you must role play the casting of this spell for sixty seconds, during which time you must not leave 5 feet from the target. This costs 10 Mana.
Coma (10 XP, P, Requires Sleep, Confuse.) You may cause your target to fall into a deep comatose sleep. To do this, you throw a spell packet at your target with the incantation, “I charm you to into a coma!" (The target drops to their knees and cannot take in game actions for 30 minute. Nothing can awake your target.) This costs 10 Mana.
Path of the Rogue
Dagger Blocking (4 XP, Passive) - allows you to defend with a tagged, safety approved melee weapon not exceding 24 inches. Without this skill, you take damage when someone hits a weapon you are holding.
Dagger Use (6 XP, Passive, Requires Dagger Blocking) Allows you to attack with a tagged, safety approved melee weapon not exceding 24 inches. The damage is determined by the weapon.
Bow Use (6 XP, P) You may use a bow to fire arrows. A physical representation of this bow must still be forged (for 4 currency of any kind) as well as arrows to shoot. A quiver of 15 arrows may be forged for 1 quicksilver (for silver arrows), one cold iron (for iron arrows) or one spirit-silk (for essence arrows) Arrows are represented by spell packets and do 3 damage of whatever material the arrows were forged from. You must be holding the bow in you hand to use. Bows do not need to be safety approved, though it is encouraged for you to pad it anyway. You may not block attacks with a bow.
Black Jack (leveled, requires dagger use or weapon use.) You may use the butt-end of your sword to cause non-lethal damage. Your hand must be within six inches of the butt-end and it must be safety-approved. The blow must be delivered to the target's shoulder blade. You must be able to see both shoulder blades to deliver the attack.
lvl 1: 4 flat [weapon type]
lvl 2: 6 flat [weapon type]
lvl 3: 10 flat [weapon type]
lvl 4: 20 flat [weapon type]
lvl 5: opponent is at 0 health and is automatically knocked out. Call [weapon type]"knockout." This cannot be soaked.
Dark Arrows (3 XP, P, requires bow use) This spell creates a magic arrow for use with a bow. The arrow must be shot immediately and does "2 magic" damage. This spell costs 1 mana.
Venom Dagger (6 XP, X/day, requires dagger use) Allows you to poison your blade with anit-magic. You must hold the blade of your weapon and call the incant “I coat my blade with poison”. The next swing's damage call is +2 poison. For example if you swing a 4 iron weapon. Once you coat you blade, you swing 6 poision. After that the damage call would return to 4 iron. If Venom dagger is not used it expires in 15 minutes. The inflicted person may not use magic for ten minutes. You may only deliver this attack with a dagger.
Eye of the Cobra (8 XP, P, requires Venom Dagger) If you make eye contact with someone for five seconds you can call “By my gaze I paralyze you for 10 seconds”. For the next 10 seconds neither you or the victim may move. This spell cost 6 mana.
Strategic Hit (5 XP, X/Day, requires Blackjack) This skill disarms a target of their weapon. You must hit the arm that is holding the weapon with an arrow or weapon. The person must drop it to the ground and cannot pick it up for 5 seconds. Before you strike the person you must say “attempt to disarm”. Upon a successfully connection you say. "No damage drop your weapon for five seconds". Cannot be used with Dark arrows.
Sniper (6 XP, X/day) This allows one arrow to do additional damage. To snipe someone, you must call "activate sniper" aiming 1, aiming 2 aiming 3" this arrow hit or miss does +3 damage. You can snipe with elemental arrows as well as dark arrow.
Climb (leveled) This skill allows you to climb sheer surfaces. (call a cut, run upstairs, and call Action). If you cannot reach the area out-of-game (for example, climbing to the roof of a building you cannot actually access), then the surface is too difficult for you to climb. You may climb up to 10 feet for each level bought.
Side Step (8 XP, X/Day) -- Once per day for each time bought, you may call “sidestep" in reply to a packet attack you receive. You take no effect from this attack.
Bullseye (10 XP, X/Day, requires sniper, Dark Arrows) this allows one arrow to do additional damage. To use bullseye on someone, you must call "activate bullseye" aiming 1, aiming 2 aiming 3" this arrow hit or miss does +7 damage. It also knocks the target out for 10 minutes as if they were flated out. You can use bullseye with elemental arrows as well as dark arrow.
Backstab (6 XP, P Requires Dagger Use) This attack allows you to do +3 damage to the back of an opponnent. You must be able to see both of your target's shoulder's to deliver this attack. You only get this bonus when attacking with a Dagger.
Pick Pocket (10XP, P) This skill allows the user to pick pocket someone for an in game item. In order to do this you must physically clip a binder clip or clothes pin below the belt and above the knee. If you are unnoticed and sucessful you must find a impartial person, and tell them the item you are searching for. Any in-game item can be taken except for a weapon. If the item is not on the person the user of this skill gets nothing.
Called Shot (10XP, X/Day, requires Dagger Use or Bow Use) When this skill is used, "Aim" is added to the beginning of a weapon call. This one weapon call cannot be dodged. This refers to the in-game skill Dodge, you must still physically hit the target with your weapon. Note that though any length weapon (or any kind of arrow) can be used with this skill, you must still possess the skill Dagger Use or Bow Use to buy it.
Path of Astral Mage
This legendary path of magic must be learned in-game. It cannot be chosen as a primary skill tree. Astral Magic has the power to banish someone from the Dreaming, obliterate and permanently kill someone, enchant unique items, the likes of which have never been seen, or even alter reality, changing the laws of physics. Astral Magic has huge effects on the world and is immensely powerful. Some spells, as mentioned above, can change the way the universe itself works. As such, astral magic is taboo in many places. When casting astral magic, it is not require that you have all of the components for the spell to be cast successfully. See Astral Magic Marshall Dan Comstock for more info. You may not choose this path as your primary skill tree. Further information about Astral Magic must be learned in-game.