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IFRA Skills

IFRA skill charts and descriptions



All skills with a * after them are skills that can be purchased more than once.
Race Skills
SkillFighterBrawlerRangerRogueTroubadorMerchantFighter MageMagusPrerequisites
+2 Strength2002002002002002002002001/2 Ogre, 1/2 Troll, Bear Feral
Base 2 claws6060606060606060Tiger Kin
Base 1 claws6060606060606060Bear Feral
Dodge7575757575757575Halfling, Fox feral
Flame Vorpal*2020202020020020200Fire Wolf
Gipsy Curse*6060606060606060Gipsy
Ice attack*3030303030303030Blade Dewin
Influence*4040404040404040Fae Kin
Regenerate6060606060606060Half Trolls
Resist Influenses*3030303030303030Elves
Resist Poison*3030303030303030Dwarves, Gnomes
Resist Sorcery*4040404040404040Nomads
Tracking by scent2020202020202020Fox feral, Blade Dewin, Tiger kin
Weapon Melt2020202020202020Fire Elf
Body Armor*1010101010101000Skaith
Detect magic*2020202020202020Silver Fox

+2 Strength
This skill grants +1 strength to each arm, which can also be added to your damage call. Both hands may be used on a weapon to give a +2 damage or strength. The +1 strength gives the character the ability to lift 250 extra pounds for each +1. With the strength skill, they can rip out of hold spells, taking 2 points of body damage. A character with +2 strength may also rip out of physical webs: this causes them no damage.
This is how a player uses the skill in game: whenever a player wishes to use the strength skill for any other reason than adding it to their damage call, they must announce what amount of strength they are using to the targeted player or a marshal. (A player may not call more strength than they have, and a Strength spell will do nothing for a character that already has the +2 Strength skill). Example: If S'rot wanted to pick up another player to carry them to safety, she would touch the player's shoulder and say "Plus two strength. I pick you up." Then the other player would get up, and follow S'rot as long as she had her hand on his or her shoulder. Once she let go of their shoulder, the player would stop moving since they are no longer being carried.

Base 2 claws
This skill allows a character to have and use base 2 claws. Claws cannot be disarmed or shattered. They may be severed.
This is how a player uses the skill in game: This skill grants a player the right to use two red claw physreps as weapons in combat.

Base 1 claws
This skill allows a character to have and use base 1 claws. Claws cannot be disarmed or shattered. They may be severed.
This is how a player uses the skill in game: This skill grants a player the right to use two red claw physreps as weapons in combat.

Dodge
This skill allows a character to dodge one attack per game day. Be it a spacket, weapon delivered, or some other targeted attack. An attack that is dodged does not affect the targeted character. A character may not dodge an area effect such as a trap, or Torment Living spell.
This is how a player uses the skill in game: They must announce loudly "Dodge" to any attack which they wish to dodge so that the attacking player can hear it. The skill recharges at the convergence.

Flame Vorpal
This skill allows a character to coat his weapon with his characters blood, which will then cause fire damage. That Vorpal adds +2 fire to the next damage call. If the weapon makes contact with any target, be it sword, or body the flame coating is consumed. Using this skill the player does 1 point of body damage to them self, and the weapon must be an edged weapon.
This is how a player uses the skill in game: To use this skill the player must announce that he is coating his weapon and must say "I coat the weapon one, I coat the weapon two, I coat the weapon three." The next attack with the weapon that contacts something (Be it weapon, person, or spell protective.) uses up the Flame Vorpal. The skill recharges at the convergence.

Gypsy curse
This is a leveled skill that allows a character to curse another character when direly offended. (Which means that your life must be in danger)

1st level curse Minor annoyance

Example: The target must trip and fall every day at sunset, for a day.

2nd level curse Minor uncontrollable act

Example: The target must slap him or herself every hour on the hour, for a day.

3rd level curse Major physical deformity

Example: The target grows a horn out of the center of their head.

4th level curse permanent annoyance

Example: The target must sneeze before ever word he says for the rest of his life.

5th level curse Permanent major physical, uncontrollable, and almost any thing

Example: The target becomes a goblin, for good.
This is how a player uses the skill in game: When a character wishes to use the Gypsy Curse they must announce repercussions should the curse fail, the actual curse, its effects, and durations. Example: may my hair wither and fall out if you do not get sick every time you see a worm, for the rest of your days. Then a player must get a plot marshal to OK the curse. Warning: if a curse is bestowed wrongly, it will back fire!!!!! A character may curse once per day, and the skill recharges at the convergence.

Ice attack
This skill allows a character to breath ice at a target. The attack does four points of ice damage. A character may do this one time for each time the character has purchased the skill.
This is how a player uses the skill in game: The player throws a spacket and says "Four Ice." The skill recharges at the convergence.

Influence
This skill allows a character to influence another character after 10 seconds of eye contact. The effect is exactly like the spell Influence.
This is how a player uses the skill in game: To use this skill in game the player must maintain eye contact for 10 seconds. After that amount of time has passed the player can say "Innate Influence." Spell shields do not work against this innate affect. This skill may be used once per day for each time the skill is purchased, and it will recharge at the convergence.

Regenerate
This skill allows a character to regenerate one limb every fifteen minutes.
This is how a player uses the skill in game: This skill requires that the player keep track of time till his or her limbs regenerate.

Resist Influences
This skill allows a character to resist one influential substance or effect. These include: any command spells, alchemy Command, Amnesia, Berserk, Rage, Mind Numb, Hallucant, Love, Fear, monster Terror, monster Charm, Influence, Fae kin Influence, Taunts, and many others.
This is how a player uses the skill in game: When a character is the target of an influencing effect they may resist by saying loudly to the attacker "Resist Influence." This skill may be used once per day for each time the skill is purchased, and it will recharge at the convergence.

Resist Poison
This skill allows a character to resist one poison based attack, or effect. These include, any alchemy, the Poison Blood spell, similar monster affects, and many others.
This is how a player uses the skill in game: When a character is the target of a poison effect they may resist by saying loudly to the attacker "Resist poison." This skill may be used once per day for each time the skill is purchased, and it will recharge at the convergence.

Resist Sorcery
This skill allows a character to resist one sorcery attack or effect. These include all sorcery spells, sorcery monster effects, and many others.
This is how a player uses the skill in game: When a character is the target of a Sorcery effect they may resist by saying loudly to the attacker "Resist sorcery." This skill may be used once per day for each time the skill is purchased, and it will recharge at the convergence

Tracking by scent
This skill allows a character to track another character using their sense of smell. This skill also allows the character to tell if a substance has been poisoned, by smelling it for one minute. This will not tell them what kind, only if it is poisoned or not.
This is how a player uses the skill in game: This skill is used the same as the tracking skill but you must inform the Marshal that it is tracking by scent. This may give you other information that you may be privileged to. If you are using it to identify if food has been poisoned you must count the minute for smelling, and then ask a marshal.

Weapon Melt
This skill allows a character to cause one weapon per game day to melt. It must come into contact with their body to work, and be damaging their body, not armor. This does not apply to unshatterable weapons or those that are resistant, however it may use up a resist.
This is how a player uses the skill in game: When a weapon is damaging the characters Body he may say loudly "Weapon Melt." This will inform the attacking player that there weapon should be destroyed, if it not unshatterable, or resistant. This skill may be used once per day, and it will recharge at the convergence

Body Armor*
This skill gives the character one point of armor (that they do not need to wear a physrep for), for each time they purchase the skill.
A character with this skill need only wear the racial makeup to use this skill. Body Armor is healed back the same as normal body but acts like normal armor under all other circumstances. A character may not have more than double their body in Body Armor.

Detect magic*
This skill allows the character to use an innate ability to detect weather or not something is magic.
To use this skill in-game the player must either touch an item, or use a spacket to deliver the skills effects. The ability is exactly the same as the spell of the same name in Duration and effect (although it is not a spell). When used they player must say "innate detect magic", and ask a marshal for the effects information. This skill may be used once per day, and will recharge at the convergence

weapon Skills

SkillFighterBrawlerRangerRogueTroubadorMerchantFighter MageMagusPrerequisites
Dagger530101015201025
Short sword1530201530402050
Long sword2535302540653075
Bastard sword404545506011550125
Great sword35404045509040100
Short axe1530201530402050
Long axe2535302540653075
Bastard axe404545506011550125
Great axe35404045509040100
Short club, or hammer, or mace1025151025351545
long club, or hammer, or mace2030202035602570
Bastard club, or hammer, or mace354040455511045120
Great club, or hammer, or mace3035354045853595
Crossbow50705550659060100
Bow608060657811070120
Throwing rock, knife2040252030403040
Javelin3060353040503550
Staff2040253040703540
Naginata801208510015016095180
Pole arm9013095110160170105190
Spear2035252030452555
Bladed weapon50906050608070100
Great Bladed weapon80120909090110100130
Blunt weapon4080504050706090
Great blunt weapon7011080808010090120
Single hand weapon master80NANANA(120)NANANA
Great weapon Master140NANANA(180)NANANA
Weapons Master180NANANA(220)NANANA
Bow/thrown master100NANANA(140)NANANA
Weapon proficiency*150175150200200250150300A weapon skill
Second proficiency150175175200200250200300
Slay / Parry 3rd level7510075125125175752252 Proficiency's
Third proficiency150175175200200250200300
Fourth proficiency ect.150175175200200250200300
Slay / Parry 6th level7510075125125175752254 proficiency's
Slay skill, disarm20202020202020206th level slay
Slay skill, sever limb20202020202020206th level slay
Slay skill, break limb20202020202020206th level slay
Master Proficiency*170NANANA(220)NANANA
2nd Master proficiency ect.170NANANA(220)NANANA
Master Slay / Parry 3rd level*95NANANA(145)NANANA2 master proff's
Pugilism Proficiency*NA100NANANANANANA
2nd Pugilism ProficiencyNA100NANANANANANA
Pugilist Slay / ParryNA120NANANANANANA2 proff's in pugilism
Blade ChantingNANANANA250NA100NAVim
PugilismNA60NANANANANANA
Shield50805050809060110
Style Master100NANANA(140)NANANA
Florentine50805050809060110
Paired Weapons2555103050603080Florentine
WaylayNANANA7090NANANA
Back attack*200250225150200200200300
2nd Back Attack200250225150200200200300
Assassinate / Dodge 6th level125178150751251251252252 back attacks
1st Monster proffNANA50NANANANANASpecific monster Lore
2nd monster proffNANA50NANANANANANo slays with monster proff's

Weapon Specific skill
This skill is purchased when a character wishes to use only one weapon type. (I.e. long sword) They may only use that particular weapon, until another weapon skill is purchased.
This is how a player uses the skill in game: This skill allows a character to wield a weapon. The player must be able to fight "Boffe style" safely with it.

Bladed Weapons
This skill allows a character to use all on handed bladed weapons from dagger to bastard sword as a one handed weapon. This skill includes axes.
This is how a player uses the skill in game: This skill allows a character to wield bladed one hand weapons. The player must be able to fight "Boffe style" safely with it.

Great Bladed Weapons
This skill allows a character to use bladed weapons used with two hands from bastard sword to great sword. This skill includes axes.
This is how a player uses the skill in game: This skill allows a character to wield two handed blade weapons. The player must be able to fight "Boffe style" safely with it.

Blunt Weapon
This skill allows a character to use all one handed blunt weapons, from small club to bastard club as a one handed weapon. This skill includes maces and hammers.
This is how a player uses the skill in game: This skill allows a character to wield one hand blunt weapons. The player must be able to fight "Boffe style" safely with it.

Great Blunt Weapons
This skill allows a character to use blunt weapons used with two hands, from bastard blunt to great blunt. This skill includes maces and hammers.
This is how a player uses the skill in game: This skill allows a character to wield two handed blunt weapons. The player must be able to fight "Boffe style" safely with it.

Single Weapon Master
This skill allows a character to use all weapons used in one hand, excluding ranged weapons.
This is how a player uses the skill in game: This skill allows a character to wield all one handed weapons. The player must be able to fight "Boffe style" safely with it.

Great Weapon Master
This skill allows a character to use all two handed weapons, excluding ranged weapons.
This is how a player uses the skill in game: This skill allows a character to wield all two handed weapons. The player must be able to fight "Boffe style" safely with it.

Weapons Master
This skill allows a character to use all weapons, but can only be purchased by fighters.
This is how a player uses the skill in game: This skill allows a character to wield any weapon for the base amount of damage. Weapon damage can be found on PG ## in the weapon measurement section of the rule book. The player must be able to fight "Boffe style" safely with it.

Bow and Thrown Master
This skill grants the character use in all ranged weapons. This includes, Crossbow, Bow, Throwing weapons, and Javelins.
This is how a player uses the skill in game: This skill allows a character to wield ranged weapons. The player must be able to fight "Boffe style" safely with it.

Weapon Proficiency
This skill adds a +1 to a characters damage call with a specific weapon. It must be designated to your right or left hand, and it must have a designated weapon.
This is how a player uses the skill in game: This skill allows a character to call one more point of damage in combat.

3rd level Slay / Parry
Once a character has purchased 2 weapon proficiencies in a specific weapon he may then buy a Slay. The first Slay purchased is a "3rd level slay" the second a "6th level slay" the third a "9th level slay" etc. You must have 2 weapon proficiencies for each slay you wish to purchase. All slays are active for ten minutes until used. When using a slay the character will use his slay level as his damage call. Example: A character with a 3rd level Slay will call "3rd level Slay." A 3rd level Slay will kill any character level 1-3 and do 30 points of damage to anything that is 4th level and above or has no level. A 6th level slay will kill any character level 1-6 and do 60 points of damage to anything that is 7th level and above or has no level. Once the Slay connects it cannot be used again during that game day but it is active until it does.
A Parry allows a character to perfectly block one hit against them regardless of weather or not the player actually did. The character must also have a weapon in hand to Parry. A Parry may even be used for another character provided that the person you are Parrying for is within weapons reach. To use the skill the player announces "Parry." No level is pronounced with the use of the Parry skill, and using the Parry part of the Slay skill uses up the Slay skill for that day.

Slay skills
In order to be able to have a Slay skill, you must have a 6th level slay.
Slay skills may be bought in addition to parry's, and when you use a Slay skill, you use up that Slay for the day. (as with a parry) Slay skills may be countered with a parry. You may have multiple slay skills for each 6th level slay, but each one still must be bought. Example: Sheena has two 6th level slays. She bought the extra slay skill disarm. When attacked by two large club wielding Troll's, she disarms them both. Using up both of her slays for the day, but successfully defeating the Trolls.

Slay skill, Disarm
To activate this skill you must announce "slay disarm ??????." Where ?????? is the weapon, or item you are disarming them of. You must also have a weapon in hand. This skill when used on a target, (you must hit them with your weapon, any wear) forces them to throw their weapon away from them.

Slay skill, Sever Limb
To activate this skill you must announce "slay sever ??????." Where ?????? is the limb that you are severing from them. You must also have a edged weapon in hand. This skill when used on a target, (you must hit them with your weapon, any wear) cuts off one of their designated limbs. NOT THE HEAD. When a characters limb is severed they must drop any thing held on by that limb, and if it was a leg they may not walk, or run away.

Slay skill, break Limb
To activate this skill you must announce "slay break ??????." Where ?????? is the limb that you are breaking. You must also have a weapon in hand. This skill when used on a target, (you must hit them with your weapon, any wear) breaks a desired limb. That limb becomes useless, until a healer can fix it properly.

Master Proficiency
This skill adds a +1 to a characters damage call with any weapon they are skilled in. This skill must be designated to either the right or left hand, however it needs not have a specified weapon.

Master Slay
This skill must be purchased the same way as a normal Slay only it can be used with any weapon the character is skilled in.

Blade Chanting
Once a Fighter Mage has purchased Vim, he may then channel his vim into his weapon making his damage call a "magic" damage call and adding a +1 for each vim spent. (i.e. if a character uses two vim who normally has a damage call of "4 silver" for the next hit, the call will be "6 magic")

Pugilism
This skill allows a character to use two yellow claw physreps, these represent his characters bare hands. The down side is, that any time you fight a person using an edged weapon you take the damage even if you block it. Pugilist's claws start at a base damage of 1.

Shield
This skill allows a character to use a shield. A shield may not completely cover the user.

Style Master
This skill allows a character to use his weapons in any combination provided that he is skilled in those weapons. (I.e. shield and sword, Florentine, or Paired weapon.)

Florentine
This skill allows a character to use two weapons at the same time. One must be a small weapon. (I.e. small club or a dagger) He must be skilled in the use of both.

Paired Weapons
This skill allows a character to use weapons in pairs. (I.e. Two short swords, two long swords.)

Waylay
This skill allows a character to render another character unconscious for ten minutes by gently tapping the target on the shoulder with the pommel of his weapon and calling "1 waylay." You may not use great weapons to waylay, this also includes bastard weapons. For each back attack a character has, he may add a +1 to his waylay call. The number of the waylay that is called is also the amount of body damage that the waylay inflicts to the victim. This is considered a surprise attack and another character may not dodge this attack.

Back attack
This skill allows a character to add a +2 to their damage call when their target when their back can be clearly seen and hit. This skill must be designated to your left or right hand and to a weapon type.

Assassinate/Dodge
This skill works the same way as a Slay except you must hit the person from behind and it is instantaneous once it is used, Hit or miss it, it is used up. And Assassinate levels start at sixth and go up by six each time. A character may not dodge this attack.

Monster proficiency
This skill allows a ranger to get a proff that will only be useable when fighting a specific monster.

Learned Skills

SkillFighterBrawlerRangerRogueTroubadorMerchantFighter MageMagusPrerequisites
Lore4050403020303020
2nd level Lore801008060406060401st level Lore & Teacher
3rd level Lore16020016012080120120802nd level Lore & Teacher
Read Write5060504040404030
Read Write (other)7080706060606050

Lore
This is a leveled skill that goes up to 3rd level. This skill gives a character knowledge about a topic of their choosing, 1st level being general and 3rd being in depth. A character cannot come into game with higher than a 1st level lore in any topic and must be taught each additional level by someone with that level of the same lore. Rare tombs can also sometimes provide lore levels.

Read/Write
This skill allows a character to read and write the common language.

Read/Write (other language)
This skill allows a character to read and write a language other than common. A character cannot enter game with this skill unless it is their racial language. If this skill is purchased, a translation will be provided.

Development Skills

SkillFighterBrawlerRangerRogueTroubadorMerchantFighter MageMagusPrerequisites
Wear Extra Armor*1010101010101010
Endurance*1010101010101010

Wear Extra Armor
This skill allows a character to purchase 1 additional point of armor beyond their class limitation for each 10 skill points spent.

Endurance
With this skill a character may purchase 1 additional body point for the cost of 10 skill points. They can have a maximum of up to 1/2 of their current body rating in endurance.

Development Skills

SkillFighterBrawlerRangerRogueTroubadorMerchantFighter MageMagusPrerequisites
Alchemy*7071503050306040Herbalism & read write
Appraising6060503540304550Read Write
Armor Smithing*50906060705060100
Artisan*5555454530205560
Black Smithing2565403545254070
Brewing5060404030305050
Forgery8080903045406050Appraising
Herbalism6070403050306040
Hunting / Gathering*3030303030303030Tracking
Jeweler8080703040306565
Leather Working*4050304050304060
Lock Picking5050602030305060
Mining3045304045505080
Navigator3040203030405050
Occupational skill*3030303020203030
Pick Pocket100100100607070100100
Potion Making*8090605560504030A school of magic
Riding2020102020202020
Scroll Making*8080706050303020Vim
Teaching4040404040404040
Tracking4045203035404550
Tradesman skill*NANANANA1510NANA
Trap Making*7575453060507080
Weapon Smithing*50906060705060100

Alchemy*
This is a leveled skill that allows a character to use his knowledge of herbs to create helpful or harmful elixirs and gases.

Appraising
This skill allows a character to evaluate a items true worth

Armor smith*
This is a leveled skill which allows a character to create and repair armor, and shields through the expenditure of time and raw materials. A character can fix breaches in armor by spending an amount of time necessary to repair the number of points breached. When a suit of armor breaches it is worth two less points when refitted. A character with Armor Smithing may not fix a breach on a suit of a type they cannot make. (Chart on PG ##)

Artisan*
This skill allows a character to earn 2 silver per game day for performing a craft chosen by the player. (i.e. potter or cobbler)

Black Smithing
This skill allows a character to create utilitarian items through the expenditure of time and raw materials. (i.e. forks, locks, shovels)

Brewing
This skill allows a character to create drinks that are intoxicating. Drinks made by brewing cannot be added to food or other drinks and still retain the intoxicating effects.

Forgery
This skill allows a character to pass of forged items as if they were authentic. (i.e. writs, script and gems) To learn Forgery you must first have the skill Read Write.

Herbalism
This skill gives a character a general knowledge of herbs, including how to apply herbs and collect them.

Hunting / Gathering*
This skill represents the amount of time a character spends hunting for or planting food. You must also have tracking skill to purchase this skill. Each level of this skill will provide you with one food ration an event.

Jeweler
This skill allows a character to create jewelry through the expenditure of time and raw materials.

Leather Working*
This is a leveled skill that allows a character to create leather armor and treat raw leather. (see chart)

Locks Picking
This skill allows a character to attempt to pick an in game lock, if he has or can make the tools.

Mining
This gives a character the knowledge of mining procedures, including how to create mines, identify mineral deposits, and retrieve metals and gems from mines.

Navigator
This skill allows a character to find his position on a map: know which direction are north, south, east and west, and judge the distance between points.

Occupational skill*
This skill allows a character to earn 2 silver per game day for performing a service of his choice. (I.e. bounty hunter or farmer)

Picking Pocket
This skill allows a character to attempt to steal an item from another character by placing a clip on the item.

Potion Making*
This is a leveled skill that allows a character to use his knowledge of magic to create potions that have a magic effect.

Riding
This skill gives the character the ability to ride horses, and other land-ridden creatures. This skill can only be used during down time.

Scroll making*
This skill allows a character to copy scrolls. The character must have magic ink, blank scroll paper, and the ability to cast the spell that they wish to copy.

Teaching
This skill allows a character to teach any skill he knows to another character.

Tracking
This skill allows a character to follow the trail left by another character or creature. By announcing loudly to a marshal that you intend to track a individual, you will be given directions to follow. Tracking will not work if the tracker dose not follow within 5 minutes of the targets departure.

Tradesman*
This is a leveled skill that allows a character to acquire items from the merchant list. This skill can only be purchased by merchants and must be bought in a pyramid fashion. Each level allows you to purchase one item from the merchant list.

Trap Making*
This is a leveled skill that gives characters the ability to make and disarm traps. (see chart)

Weapon Smithing*
This is a leveled skill, which allows a character to create weapons through the expenditure of time and raw materials. (See chart on PG ##)

Magic Skills

SkillFighterBrawlerRangerRogueTroubadorMerchantFighter MageMagusPrerequisites
Read Magic(kinetic)7080705050504040Read write
Chirurgery6070404045402020
Necromancy60705040454020204th lv Vim slot, Chirurgery
Nature60703040454020204th lv Vim slot, Chirurgery
Eldritch Science6070504045402020Read write, 4th lv Vim slot
Sorcery1201408080858040404th lv Vim slot, Eldritch science
Elementalism60704040454020204th lv Vim slot
2ndary NecromancyNANANANA(110)NANA709th lv Vim slot
2ndary NatureNANANANA(110)NANA709th lv Vim slot
2ndary SorceryNANANANA(220)NANA1409th lv Vim slot
2ndary ElementalismNANANANA(110)NANA709th lv Vim slot
WeavingNature, Necromancy, Sorcery
Vim 1st lv slot15201010151555Read magic
2nd lv slot15201010151555
3rd lv slot15201010151555
4th level15201010151555
5th level2530202025251515
6th level2530202025251515
7th level2530202025251515
8th level2530202025252015
9th level3035252530302020
10th level3035252530302020
11th level3035252530303020
12th level3035252530303020
13th level4045353540403030
14th level4045353540403530
15th level4045353540403535
Necromancy ritual*NANANANA(120)NA60309th lv Vim slot
Nature ritual*NANANANA(120)NA60309th lv Vim slot
Sorcery ritual*NANANANA(240)NA120409th lv Vim slot
Elementalism ritual*NANANANA(120)NA60309th lv Vim slot
2ndary Necromancy ritual*NANANANA(240)NANA6015th lv Vim slot
2ndary Nature ritual*NANANANA(240)NANA6015th lv Vim slot
2ndary Sorcery ritual*NANANANA(480)NANA12015th lv Vim slot
2ndary Elementalism ritual*NANANANA(240)NANA6015th lv Vim slot
Spell Crafting8090707080804040School higher than Kinetic

The seven schools of magic
Magic is compiled into seven commonly known schools. Each school grants its practitioner different elements of magic to draw upon. Higher schools of magic grant the practitioner the knowledge to cast spells that require multiple elements to produce their effects. The seven schools of magic are Kinetic, Necromancy, Nature, Prime, Elementalism, Sorcery, and Weaving. I will now describe each school of magic and show you a diagram of the magic system.

Read Magic & the Kinetic school
This is the most basic school of magic and it is gained when the character first learns the skill Read Magic. A character must learn this before any other school. One cannot run without first learning to stand on one's feet.
This skill allows a character to read magic scrolls from the Kinetic school of magic. Once the character has Vim they may then cast from these scrolls. Kinetic spells cost from 1 Vim to 15 Vim to cast.
The Kinetic school of magic teaches its students to limitedly draw upon the elements of magic. Thus, they are only capable of casting from a scroll of this school, and are unable to release its magic, as in the case of "burning" scrolls. "Burning scrolls" is casting from the scroll's stored magical energies, and costs no personal Vim. However, this exhausts the scroll, and ruins it from any future use. This may not be done until a character has learned a higher school of magic than Kinetic. This school is similar to Weaving, except that the practitioner does not have the expertise to cast spells that require a stronger use of individual elements. Kinetic magic uses a little bit of each element to perform its feats. However, it is incapable of drawing larger amounts of power from individual elements. This makes the Kinetic school of magic one of the weakest, but also one of the most versatile.

The two sides of magic
Once a character has gained greater expertise in the school of Kinetic magic, he or she is now capable of moving forward. There are two sides of magic from which he or she may chose: Prime or Sorcery. Each is a separate theory of magic, very different from the other. Prime magic draws off of the elements of Life, Death, Order, and Chaos. Either school (Necromancy or Nature), may be learned first.
Sorcery magic draws upon the elements of Earth, Water, Air, and Fire. Like Prime, Sorcery can be gained by learning Elementalism or Sorcery first. However, if the school of Sorcery is learned first, the Sorcerer can never learn the school of Elementalism.
After one side is learned, a character may choose to learn a secondary side. This secondary side is much harder to learn, and may not be purchased unless your class allows it(Magus). It takes a very dedicated individual, and many find that they do not have the dedication to perform such a task.

Chirurgery
Chirurgery is a prerequisite for anyone who wishes to learn ether Nature magic or Necromancy. It is a course of saving lives through non-magical medicine. It teaches a character how to stop someone from bleeding to death, as well as letting the character know if the person is alive or dead. This is not the same as the skill Healing Arts. For a character to use the skill First Aid (Which is the particular part of chirurgery which allows the character to stop a person from bleeding to death), the character must have a hand on the target player's upper torso. The character performing First Aid must then count up to sixty seconds. If his or her hand is removed or knocked away during the count, he or she must start his or her count over again. When he or she has finished his or her count, the target player is stable at 0 body, and in 10 minutes will awake at 1 body. This skill does not give the character the ability to diagnose any other conditions of the body.

Necromancy
The school of Necromancy magic also requires a basic understanding of the workings of the body to master correctly. A character must first gain experience in the skill Chirurgery before delving into Necromancy. Necromancy magic draws off of the elements of Death and Chaos, and primarily deals with the destruction of living tissue. It also excels in inflicting ailments and other hindrances to the body. The school is also famous for its ability to reanimate dead tissue or Create Undead.
Necromancy allows a character to cast and read scrolls from the Necromancy school of magic, as well as Command and Stricken spells. Necromancy spells cost from 1 Vim to 15 Vim to cast.
Using the magical knowledge that a character learns from this school, he or she can perform an examination upon his or herself or another player. This examination will inform them of any foreign substances or irregular effects that are hindering or helping the individual. This examination ability is known as Healing Arts. Healing Arts allows a character to check on another individual for the presence and type of metabolism, foreign substances in the blood, the presence of disease, and the general status of the body (i.e. paralyzed, weakened, decomposing, etc.). The caster can also tell how wounded a character is. The character must touch the target player in order to examine him or her, and announce that they are doing so. The examined character must inform the Necromancer the correct answer to his queries. A Necromancer can tell what is affecting a person, as long as it has physical effects on the body. They cannot tell mental disturbances, or other disturbances of the psyche. It is important to keep track of the specific race and character on which you have performed Healing Arts. It may be useful in later diagnoses.

Nature
The school of Nature magic requires a basic understanding of the workings of the body to master correctly. A character must first gain experience in the skill of Chirurgery before delving into Nature. Nature magic draws off of the elements of Life and Order, and primarily deals with the reconstruction of living tissue. It also excels in removing toxins and other hindrances from the body. The school also excels in destroying reanimated dead tissue, or Destroying Undead.
Nature allows a character to cast and read scrolls from the Nature school of magic, as well as Command and Stricken spells. Nature spells cost from 1 Vim to 15 Vim to cast.
Using the magical knowledge that a character learns from this school, he or she can perform an examination upon his or herself or another player. This examination will inform them of any foreign substances or irregular effects that are hindering or helping the individual. This examination ability is known as Healing Arts. Healing Arts allows a character to check on another individual for the presence and type of metabolism, foreign substances in the blood, the presence of disease, and the general status of the body (i.e. paralyzed, weakened, decomposing, etc.). The caster can also tell how wounded a character is. The character must touch the target player in order to examine him or her, and announce that they are doing so. The examined character must inform the Necromancer the correct answer to his queries. A Necromancer can tell what is affecting a person, as long as it has physical effects on the body. They cannot tell mental disturbances, or other disturbances of the psyche. It is important to keep track of the specific race and character on which you have performed Healing Arts. It may be useful in later diagnoses.

Eldritch Science
The study of Eldritch Science verses the character in the exact sciences of calling the elements of sorcery called "Scrying". Loosely put, it teaches the character how the elements of sorcery are aligned: how to balance one by using the opposite, and which elements can be called to best perform a service. Unlike Chirurgery, not every class may learn this. A character need not be a Sorcerer to scry, but must be able to learn the school.
Scrying is the ability to call the elements of sorcery and glean an answer from them. These answers are often cryptic, and it is up to the character performing the scry to decipher them. Scrying can be done in a ritually created, or spell-cast circle. To scry, a player must place him or herself in an appropriate circle, and get a marshal. He or she must then inform the marshal that he or she is beginning to scry, and ask the marshal the question that he or she wishes to have answered by the elements. The marshal will then have the player perform an out-of-game pick to determine the success or failure of the scry. The character may not leave the circle by his or her free will until the marshal returns with the answer. The marshal will then inform a Plot marshal of the outcome and will return with the answer.

Sorcery
The school of Sorcery requires a basic understanding of the elements from which it draws upon. A character that wishes to learn the school of Sorcery must first learn Eldritch Science. Sorcery magic draws off of the elements of fire, water, earth, and air. The school primarily deals with the mastering of those elements for destructive purposes. However, it is also capable of controlling them to perform many other feats.
This skill allows a character to cast and read scrolls from the Sorcery school of magic, as well as Command spells. Sorcery spells cost from 1 Vim to 15 Vim to cast.

Elementalism
The school of Elementalism is a special school of Sorcery. The practitioners of this school choose one of the four Sorcery elements to cast from. They do not spend their time learning the other three, and as such gain an affinity their chosen element. However, it has its drawbacks. If and when a Magus of this school learns Sorcery, spells of the opposite element than that in which they are specialized are harder to cast. Elementalism allows a character to specialize in spells of one element (i.e. fire, water, earth or air). These spells cost one less Vim for that character, and he or she may not cast spells that draw upon any other sorcery elements. They can cast Command spells in addition to spells of their particular specialization. When he or she does learn Sorcery spells with the opposing element, they cost him or her one additional Vim.

Secondary Necromancy
This skill grants a character that already has chosen Sorcery as their first side of magic the ability to learn Necromancy.

Secondary Nature
This skill grants a character that already has chosen Sorcery as their first side of magic the ability to learn Nature magic.

Secondary Sorcery
This skill grants a character that already has chosen Prime as their first side of magic the ability to learn Sorcery magic.

Secondary Elementalism
This skill grants a character that already has chosen Prime as their first side of magic the ability to learn Elementalism magic.

Weaving
The school of Weaving is a separate school but not a separate skill, and there is no cost to learn it. Weaving is a school of magic that is gained when a character has learned the schools that grant him or her access to all of the Sorcery and Prime elements. Spells of the school of Weaving cost from 15 Vim to 30 Vim.

Vim
This is a skill that represents the amount of magical energy a character can channel through their body to power spells. Each spell costs an amount of Vim per casting to use, that number is also the level of the spell. Vim is purchased in a pyramid fashion, and it is impossible to have more higher level slots than lower. The cost listing gives the skill points it takes to buy one Vim of that level. As a character gains more Vim they are able to cast higher level spells. The level of spells that a character can cast is explained after the example of a Vim pyramid in the Spell Restrictions section of this chapter.
Example of a Vim pyramid
4th level Vim slot 1
3rd level Vim slot 1 1
2nd level Vim slot 1 1 1
1st level Vim slot 1 1 1 1

Total Vim = 10
Spell restrictions
A character is restricted to the level of spells that they may cast based on their class, and what their highest-level Vim slot is. This basically means that a character of the fighter class will have to study much more to cast a Dragon's Breath spell than a character of the Magus class. To figure out the highest spell your character may cast, multiply your highest level Vim slot by the listed multiplier and round up.

Fighter: 1.5

Brawler: 1

Ranger: 2

Rouges: 2

Troubadours: 1.5

Merchant: 1.5

Fighter Mage: 2.5

Magus: 3
Example: A merchant with a fourth level Vim slot would be able to cast up to 6th level spells

Ritual
A player that wishes to have his or her character learn ritual magic must learn the same school from which his or her character first learned to cast. A character that learned Sorcery magic first could not learn Nature ritual first.
Ritual is a leveled skill that allows a character to read and cast ritual magic. To cast a ritual, the character must have four things: the skill to cast the ritual, the ritual components, the Vis component, and the scroll.
Note: A character with ritual may read any level ritual scroll of that school. Also, a character with Ritual may attempt to cast any level of ritual, even if he or she does not posses it. However casting a ritual above your level greatly increases the chance for backlash (Backlash is described at the end of this section).
Components: ritual casting requires one primary component and four secondary components to cast. These components are used to summon the correct elements and stabilize the ritual. A ritual may be cast without secondary components, but never without the primary. It is recommended to have some if not all of the secondary components before casting.
Ritual components can be recognized at the game as a Popsicle stick with a tag taped onto it. Any character may recognize a ritual component, as it shines, or tingles at the touch. Only identification will reveal what the component actually is. If the Popsicle stick is broken, the component becomes useless.
Vis Components: the Vis component of a ritual powers its casting, and a ritual cannot be cast without it. The Vis component of a ritual can be doubled during the casting to gain a better chance of success. However if the ritual backlashes, it will be more powerful.
Any character with Vim can recognize Vis components. A Vis component will be a physrep with a small tag tied to it. The tag rates the Vis from one to ten points, and what elements it represents.
The Scroll: the ritual scroll describes how the ritual is performed, what components are needed, what type and how much Vis is needed, and the level of ritual suggested to cast. If the ritual is not performed exactly the way the scroll describes, the ritual will backlash.
Backlash
A backlash is when magic flows the wrong way "messes up". The result is the magic becoming distorted, and more often than not, returning to the caster to release its energy. This is not a good thing, and many casters have had strange and horrible things happen to them from backlashes. It is impossible to say what will happen when magic backlashes, or how strong its effects will be, but the stronger the magic used, the stronger the backlash.

Spell crafting
This skill allows a character to create new spells. You may create a spell equal to your highest-level Vim slot. Creation of a spell takes one month of research per level of the spell. You must also be able to cast from the school of magic in which you wish to create the spell. Creation time may be reduced by Plot if in-game research is being done. All spell proposals must be turned in to the Plot committee for approval before they may be used in game.


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