Class Descriptions
SP total 250
Pre Reqs
1 5th level Universal Spell
Assassinate +2
Waylay +5
Dodge +2
Hide
Medicine +1
Restriction
Cannot cast Arcane
Can only use 1-handed weapons
Cannot wear chain or plate
Cannot have more than 3 schools of magic
Advantages
250 Base 20 x2 duration on Invisibility (self-cast scrolls and spells, not items)
+1 Base dagger damage
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275 Mind 10 Resist Mind control 1/day/7 sp
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300 Dagger 10 +2 Base dagger damage
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325 Assassinate 20 Invisibility does not drop when Assassinate is used
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350 Waylay 20 Invisibility does not drop when Waylay is used
SP total 100
Pre Reqs
1 4th Level Mystic spell
Medicine +1
Weapon +2 - Blunt Weapons
Armorsmith Base
Restriction
Cannot use Ranged Weapons
Cannot use Slashing weapons; may only use 1 handed, 1 and a half handed and/or two handed blunt
Cannot cast Arcane, Necromancy, or Elemental
Code of Lightwalker
Cannot Dual Wield or Slay offensively
Advantages
100 Base 10 Swings spells 1/battle. 1/battle/3 sp, capped at level of Battle Healer
(ie, max 3/battle for lvl 3
Can cast up to 9th level spells in chain, 6th level in plate
Prolong Life - Prolongs life as long as the Healer is concentrating-Must be holding/touching them with at least one otherwise empty-hand; can move and walk but no skills; but can use while being hit until dead
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115 Sunray 5 Sunray - Fear for undead based on skill point total; 1/day/3sp
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110 1st Aid 10 First Aid 1/2 Time with bandages or first aid salve
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130 Plate 15 Can cast up to 9th level spells in plate
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140 Banish 20 Swing for Banish 1/day/3 sp
2 Packet Mystic spells become 3 Packet
SP total 100
Pre reqs
Rage 1/battle
Min. damage of 7 with primary weapon
Restrictions
Cannot wear plate mail
Cannot cast 4th or higher
Cannot cast while berserking
Cannot dodge or sidestep in a berserker
When berserk, all Beneficial Duration Alchemy is purged from system
Beneficial duration Alchemy does not effect the berserker while berserk.
Advantages
100 Berserk 15 They call Berserk instead of Rage-no negative to rage
Vigor 1/Battle
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115 Disease 10 Immune to Disease while Berserk (effect takes place afterwards)
(All effects takes place after berserk ends as if just hit-by the Disease at that point)
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130 Berserk 15 Gain +4 damage instead of 2
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145 Poison 15 Immune to Poison (Not Necreather) while Berserk
(All effects takes place after berserk ends as if just hit by the poison(s) at that point)
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160 Berserk 15 Vigor 3/Battle (total). Acts as an 'Anticipate Blow.'
If used once, drops to 1 health after Berserk.
If used twice, goes into bleeding count.
If used thrice, 1 min DEATH COUNT
SP total 175
Pre Reqs
slay +1
Assassinate +1
R/W
Armor Smith Base
Weapon Smith Base
Alchemy Base
Restrictions
Cannot cast Mystic
Can only use slashing weapons
Cannot use ranged weapons
Cannot wear Leather Armor
Must follow the Code of the Night-Walker
Cannot cast 4th or higher in any school
Advantages
175 Fear 15-Fear (through weapon) at Caster’s Points (one
per
2 skill points per fear/day after the first one (Battleable)
Immune to Fear and Terror
215 Demon Taint 15 -Immune to Siphon, Health costs -1 per level (3 skill point Minimum) and 1 regenerate per day as per spell
195 True Knight 10 Player undergoes ritual by head of order (no one else can train this level), during this ritual player loses a life,
Can swing for 1 obliterate a day, Adds 20 points to Fear per 100 skill points spent on character
255 Harm touch 15 Can swing for their second obliterate a day, Resist Mind-Control 1/day,
Can purchase Resist Mind Control 1/day/7sp
275 Demon 10 Transform into Demon, 1/day/10sp (First Free) +1 Force Obliterate/Day, Only useable in Demon Form
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Demonic attributes: PC gains true vision, Requires a Magic killing blow to cause death count, otherwise goes to 0 at end of bleeding count, gains supernatural strength, Terror at will up to skill points of character, swings for Magic Shadow. Lasts 10 Minutes, Raise/Drop on a 5 count, dropped by a Force Negate Magic
SP total 250
Pre Reqs
1 9th level Necromancy spell
1 Slay
Restrictions
Cannot cast 5th and above level Elemental or Arcane
Cannot cast Mystic
Cannot pick locks or pockets
May not have more than 1 Production skill
Advantages
250 Base 20 Swings spells 1/battle. 1/battle/7 sp, capped at level of Death Lord
(ie, max 3/battle for lvl 3 Death Lord).
May Cast/Swing 9th while wearing Plate
+10 health at night
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275 Strong Will 7 Immune to Terror/Fear
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300 Enslave 10 Cast enslave 1 day per 7 skill points
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325 Resist 15 Resist Life/Death incant 1/day/3 sp(1-8th level Mystic or Necro)
Requires a Magic Killing Blow at night and silver during the Day
Otherwise they go to 0 and wake up 5 minutes later with one health
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350 Obliterate 20 Immune to Enslave
Force Obliterate You is now a 2 Packet spell
SP total 175
Pre Reqs
6th level Elemental
6th level Mystic
Medicine Base
Animal Lore +3
Plant Lore +3
Restrictions
Cannot use metal armor or weapons. (Phys rep must appear non metal,
Can not use NPC weapons taken from fallen NPC, etc unless specified by Marshal as not metallic)
Cannot cast have necromancy - lose it when gaining the class
Druidic Code
Cannot cast Arcane
Advantages
175 Base 15 Can call upon Nature
Speak with
Befriend
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195 Hide 12 Negate Entrap or Restrain 1 day per 1 skill point
Hide Other 1 day per 4 skill points, magic - instant (battleable)
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215 Entangle 10 Entangle 1/day/3 sp, battlable, can be thrown as a-
restrain or a freeze your X foot
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235 Animals 10 Purify Food/Drink 3/day/sp (Removes poisons, disease or other-
effects as determined by the marshal from food and/or drinks)
Heal 5 on animal/plant 1/battle/sp (including selves as Bear form)
Cure Disease on animal/plant 1/battle/sp
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255 Bear Form 15 Transform into Kodiak Bear, See below
1/day/15 sp Lasts 10 min
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Kodiak Bear
+25 Health
Large or Medium Claws, Swing for 9 Magic
(always 9 Magic regardless of other effects)
Can't Cast
+4 Strength
Force Negate Magic reverts to normal form
SP total 175
Pre Req
Disguise +4
Pick Locks +2
Pick Pockets +1
R/W
Concealment +2
Restrictions
Cannot cast 4th and higher
Cannot have weapon +4 or higher
Advantages
175 Base 15 Make a record 1/Day/1sp (First one Free)
Can use pick pocket skill to slip poison in food or drink-
one sticker per poison slipped in
Disguise (not base) is -3/lvl, is retro
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195 Hide 15 Can hide in a building/worked structure
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215 Mind 15 Resist Mind Control; 1/day per 7 skill points (Given 1 stick per-
resist, breaks the stick to use resist, does not have to call resist)
Can Disguise cross Race
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235 Disguise 10 Can change their disguise in as little as 30 seconds to-
take one off and 5 minutes to put one on-
they actually have to change their disguise
MUST HAVE ALL PHYS REPS APPLIED WELL.
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255 Scroll 15 Can use any scroll (Not ritual magic)
SP total 250
Pre Reqs
3 Schools of Magic
Weapon Master (Advanced)
3 Production Skills
Pick Pockets
Waylay
Backstab
Restrictions
Must have 20%-35% of total (non per-day class) SP in Thief, Fighter, Merchant, and Mage skills
Advantages
250 Base 20 -1 sp/lvl to Craft/Lore
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195 Thief 10 Pick Locks is 30 sec (regardless of lvl of lock), Concealment is -3/lvl
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235 Merchant 15 +1 pp/lvl all Production skills
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215 Fighter 20 +1 to base weapon damage
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255 Mage 20 builds 1 pyramid
SP total 175
Pre Reqs
Medicine 5
Alchemy 4
Read/Write
Strength 1
Craft/Lore Anatomy 2
Restrictions
Cannot Assassinate, Backstab, or Rage
May not Slay offensively
May not cast Arcane/Elemental
May not cast Death Incant Necro except Force Obliterate You
May not cause hit point damage/death to a living creature with magic or Poison
Cannot killing blow a living creature
Advantages
175 Base 15 Pay 2 less/lvl for Medicine (retro)
May treat 1 additional person with Medicine
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195 Stabilize 10 Gain Advanced Stabilize (5 count, 20 bdgs, extends bleed/death-
count indefinitely, only 1 person at a time)
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215 Quick Heal 10 May treat 1 additional person with Medicine.
Medicine at 1/2 time
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235 Self Heal 10 Improved self-heal (healing self counts as 3 people)
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255 Restore 20 Double Medicine production points
Use 1/2 bandages for non-healing Medicine abilities
Bandages heal 10 per bandage
Gain Restore the Fallen (5 Min, 40 Bandages (uses 20)-
can not be used while using any other skill or medicine ability-
only useable on one person at one time)
Costs: 1/Day/8sp Limited to as many as you have levels of medicine
Acts as a Force Restore Spirit as appropriate to subjects race-
(ie, Force Obliterate if undead) Does not cure Dracovenom
SP total 250
Pre Reqs
2 9th level Elemental spell
Weapon +1
Scroll Make: Elemental +5
Restrictions
Can only use Slashing Weapons
Cannot wear armor
Double damage from Water
Cannot Cast Water Spells
Cannot cast Earth or Air above 5th level
Cannot Cast Arcane
No alchemical blade enhancements; ONLY magic enhancements of your element
(no light blade, magic blade, etc)
Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)
If a Master of Flame has Weapon +2, their damage cap is x3, not x2
Advantages
175 Base 15 Transforms permanently into a Fire Elemental type; Tabard
Immune to Maim (except Ice), Restrain, and Freeze Your X Foot
Swing for Flame
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195 Immune 10 Immune to Fire/Flame Damage
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215 Healed 15 Burn Spells heal equal to damage, not Battle spells
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235 Flame 15 Swings for +4 Flame, Over Cap
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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Greater Fire Elemental - 10 min.
Immune to Alchemical effects, except Necreather (current duration effects wear off)
Immune to Waylay and Assassinate (except by opposite element)
Change back to normal after 1 minute into Bleeding/Death Count
While in Greater Elemental Form, can only cast Fire/Universal
Innate Shatter Your Weapon +2 by swing
Innate Destroy Your Shield/Armor +2 by swing
Innate Flame Sheath 3 3/Battle
Force Negate Magic reverts to normal form
Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.
SP total 250
Pre Reqs
2 9th level Elemental spell
Weapon +1
Scroll Make: Elemental +5
Restrictions
Can only use Blunt Weapons
Cannot wear armor
Double damage from Air
Cannot Cast Air Spells
Cannot cast Fire or Water above 5th level
Can only cast 4 Schools
No alchemical blade enhancements; ONLY magic enhancements of your element
(no light blade, magic blade, etc)
Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)
If a Master of Mountains has Weapon +2, their damage cap is x3, not x2
Advantages
175 Base 15 Transforms permanently into a Earth Elemental type; Tabard
Immune to Maim (except Air), Restrain, and Freeze Your X Foot
Swing for Earth
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195 Immune 10 Immune to Earth/Stone Damage
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215 Healed
15 Stone Spells heal equal
to damage, not
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235 Health 15 +10 health
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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Greater Earth Elemental - 10 min.
Immune to Alchemical effects, except Necreather (current duration effects wear off)
Immune to Waylay and Assassinate (except by opposite element)
Change back to normal after 1 minute into Bleeding/Death Count
While in Greater Elemental Form, can only cast Earth/Universal
+1 Magic, goes over cap
+15 Health
+4 Strength (Not for Damage purposes or Health, but includes Shield Break and-
General Strength)
Force Negate Magic reverts to normal form
Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.
SP total 250
Pre Reqs
2 9th level Elemental spell
Weapon +1
Scroll Make: Elemental +5
Restrictions
Can only use Slashing Weapons
Cannot wear armor
Double damage from Fire
Cannot Cast Fire Spells
Cannot cast Earth or Air above 5th level
Can only cast 4 Schools
No alchemical blade enhancements; ONLY magic enhancements of your element
(no light blade, magic blade, etc)
Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)
If a Master of Sea has Weapon +2, their damage cap is x3, not x2
Advantages
175 Base 15 Transforms permanently into a Water Elemental type; Tabard
Immune to Maim (except Flame), Restrain, and Freeze Your X Foot
Swing for Ice
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195 Immune 10 Immune to Water/Ice Damage
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215 Healed 15 Ice Spells heal equal to damage, Not battle Spells
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235 Slide 15 2 point NPC slide and Immune to Waylay (except by Fire)
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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Greater Water Elemental - 10 min.
Immune to Alchemical effects, except Necreather (current duration effects wear off)
Immune to Assassinate (except by opposite element)
Change back to normal after 1 minute into Bleeding/Death Count
While in Greater Elemental Form, can only cast Water/Universal
Regenerate at will on a 5 count (not while taking damage or moving)
2 Point PC Slide
Force Negate Magic reverts to normal form
Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.
SP total 250
Pre Reqs
2 9th level Elemental spell
Weapon +1
Scroll Make: Elemental +5
Restrictions
Can only use Blunt Weapons
Cannot wear armor
Double damage from Earth
Cannot Cast Earth Spells
Cannot cast Fire or Water above 5th level
Can only cast 4 Schools
No alchemical blade enhancements; ONLY magic enhancements of your element
(no light blade, magic blade, etc)
Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)
If a Master of the Wind has Weapon +2, their damage cap is x3, not x2
Advantages
175 Base 15 Transforms permanently into a Air Elemental type; Tabard
Immune to Maim (except Earth), Restrain, and Freeze Your X Foot
Swing for Air
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195 Immune 10 Immune to Air/Shock Damage
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215 Healed 15 Air Spells heal equal to damage, Not battle spells
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235 Dodge 15 +1 Dodge/Battle, +2 Dodges/Day
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255 Greater 10 Can transform back into non elemental form;
Greater Elemental Form 1/Day10sp (First Free)
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Greater Air Elemental - 10 min.
Immune to Alchemical effects, except Necreather (current duration effects wear off)
Immune to Waylay and Assassinate (except by opposite element)
Change back to normal after 1 minute into Bleeding/Death Count
While in Greater Elemental Form, can only cast Air/Universal
+2 Air, Goes over Cap
2 Sidesteps
Avoidance 5/Battle
Invisibility 5 once
Force Negate Magic reverts to normal form
Requires a bright yellow sash with 'Greater Elemental'; min 6" wide.
SP total 250
Pre Reqs
Smithing (any) lvl 7
Minimum of 15 levels in smithing
Strength 2
Restrictions
Cannot cast magic lvl 4 or higher
Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)
If a Master Smith has Weapon +2, their damage cap is x3, not x2
Advantages
250 Base 20 Smithing skills cost -1/lvl, is retro (No bonus for a Hrungnor)
Can repair weapons/armor in 1/2 time
May repair one additional weapon/armor at a time, +1/10sp-
Max # additional suits equals levels of Master Smith
May imbue items per Hrungnor
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195 Production 15 +1 pp/lvl of smithing
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235 Weapon 15 15 pp, resist Disarm 2/battle
Armor 15 pp, immune to Destroy Armor/Shield
Lock 15 pp, double bar lvl
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215 Armor 15 When wearing armor they crafted, bonus points-
(not imbued, not slide) are doubled
Weapon When wielding a weapon they crafted, bonus parries-
may used, even without parries
Lock May pick locks at a level equal to Lock Smith skill -1
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255 Production 20 May combine Smithing PPs
Innate Force ID Ritual 1/day + 1/3 sp, weapons/armor/locks only
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Lvl 3 Special abilities require Smithing lvl 5 in the appropriate area.
Lvl 3 Special abilities last for 1 logistics each, similar to the Hrungnor's abilities
SP total 250
Pre Reqs
3 9th level Necromancy spells
Weapon Skill +1 - Dagger or Staff only
1 4th level Mystic
Restrictions
Cannot cast Arcane and Elemental
Can only use a Dagger or Staff
Can not cast 5th or higher in mystic
Cannot Backstab (or use as a prerequisite)
Cannot wear any armor
Advantages
250 Base 15 Transforms permanently into a Shade; Tabard, Healed by Corpse
Immune to heal and drain spells, Damaged from cleanse
Restore spirit slays them; Obliterate restores them
+10 health
Immune to Fear effects/spells
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275 Control 10 Control undead (by SP) 1/day/5 skill points for 30 min, battleable
Acts as an Enslave
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300 Raise 15 Immune to Pass/Siphon Spells or effects
Raise Undead becomes a 2 Packet Spell
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325 Pass 15 May Swing for Pass (Max Cap 9 while swinging Pass)
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350 Lich 15 Transform and Control; Can transform back into non shade form
Can undergo ritual to become a Lich
SP total 100
Pre Reqs
Weapon +2
Hide Skill
Create/Disarm Traps +2
Dual Weapon Base
Backstab +1
Restrictions
Code for Rangers
Cannot wear plate mail
Cannot Cast Necromancy
Advantages
100 Animal 10 Speak with Animal at will (spell packet). Cannot be dodged, etc.
Immune to Entrap and restrain spells or spell like effects
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115 Befriend 7 Befriend animals 1/day/2 skill points - normal animal only(touch)
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130 Hide 7 Hide Others 1/day/2 skill points (Just like Knockmilna)
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145 Freeze Foot 10 Swing for Freeze Your X Foot 1/day/2 skill points.
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160 Weapon 10 +1 to Weapon Base while dual wielding Blades
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Befriend is just like a charm acts like an innate spell…
Speak with animal requires a spell packet but can be thrown through a ward, phase etc…
SP total 175
Pre Reqs
Bow +2
Hide
Slay +1
Waylay +1
Restrictions
Leather only
Cannot Assassinate
Advantages
175 Base 15 See through Hide; as long as you can physically see-
them you see through their hide
Maim and Disarm with a bow type; hit normally-
and call which limb is maimed or weapon disarmed
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195 Rear Attack 5 Backstab is +3 damage a level Does not work with ranged
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235 Hide 10 Hide at Night
May Parry without a weapon in hand
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215 Disappear 10 Innate Force Teleport 1/Day/5sp (First Free) Doesn't lose
Hide or Stealth, Comes out hidden when you appear
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255 Stealth 15 Stealth Movement; May take one step per 5 seconds
Requires Blue and Green headband
SP total 175
Pre Reqs
Weapon Base
Alchemy +6
1 4th level mystic spell
Animal Lore 2
Rage 2
Medicine 3
Restrictions
Cannot wear chain or plate
Can not cast above 5th level in Necromancy and Elemental
Cannot cast Universal and Arcane
Can only use small weapons or staff
Advantages
175 Base 15 Do not need read/write to pick up Elemental or Necromancy
Spell Book is a Totem (Phys rep is an animal. This is a shaman
item which is not useable except by another shaman)
Create Shaman Spell/totem page; 1 per logistics
Normal components required
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195 Claws 10 Aspect of the Claw; Gains retractable claws (short) base damage 2
cannot hold a weapon for defense or offense - 5 count
May purchase claw skill
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215 Potions 10 Creation of Cure potions (5,15,full) requires 1/2 production points
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235 Pelt 10 Aspect of Pelt; +10 health
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255 Innate 15 Do not call incants when throwing spells, they call Innate
Can use Innates while taking health Damage, Silenced
SP total 175
Pre reqs
Dodge +1 battle
Parry +1 battle
Weapons Master Base
Shield
Maim +2
Restrictions
Cannot wear armor
Can use only Medium or Small Slashing
Cannot use ranged weapons
Cannot cast 4th level or higher spells
May not have more than 4 Dodges, Parries, Maims Sidesteps, or Disarms per day.
As soon as the 5th, 10th, etc is purchased then must be traded in for per battle (4th, 8th, etc at lvl 4)
At level 4 this becomes more then 3, must battle at 4th, 8th, etc.
Cannot wear a helm
May not have higher then Weapon +3
Advantages
175 Base 15 Dodge are -3 per level (Parthan do not change,-4 Total) (Is retro)
Disarms are -2 per level (Is retro)
Sidestep are -3 per level (Parthan do not change,-4 Total) (Is retro)
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195 Maim 7 Maim is -2 per level (Is retro)
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215 Evade 20 Acts as a dodge a battle versus melee and ranged weapons only
1/Battle/15sp, Max 1/Level of Swashbuckler
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235 Battlable 10 Trades in Dodge, Parry, Maim, Disarm, and Sidestep at 4/1
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255 Shield 10 Their small shield cannot be destroyed via shield bash
SP total 175
Pre Reqs
1 6th level Elemental spell
Weapon +2
Strength + 2
Maim +1
Restriction
Cannot Cast Arcane, Mystic, or Necromancy
Cannot use Ranged Weapons
No alchemical blade enhancements; ONLY magic enhancements of your element
(no light blade, magic blade, etc)
Cannot use Shields
Advantages
175 Base 15 Swings spells 1/battle. 1/battle/7 sp, capped at level of Thane
(ie, max 3/battle for lvl 3 Thane).
Chooses 1 element. CAN swing for that element dmg.
May Cast/Swing 9th while wearing Chain
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195 Lesser Aura 10 Fire - Immune to Destroy Armor/Shield
Earth - Immune to Heat Weapon
Air - Immune to Silence Gas, Suppress Magic and Restrain
Water - Immune to Freeze your Foot
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215 Resist 10 1/day/3 sp Resist chosen element (can be battlable).
1st-8th Level Spells/Effects only
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235 Weapon 15 May Cast/Swing 9th while wearing Plate
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255 Greater Aura 20 Aura of Earth - +15 Health
Aura of Air - +2 Dodges, +1 Sidestep
Aura of Water - 2 point slide
Aura of Fire - +3 damage, over cap
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Must choose which element they will represent that day at Logistics
All class abilities are based on the same element, chosen at Logistics
SP total 100
Pre Reqs
Pick Locks +3
Pick Pockets +1
Create/Disarm +1
Restrictions
Cannot wear Plate Mail
Advantages
100 Base 10 Pick Locks is set at 30 seconds regardless lock level
0 Concealment is -3 a level (is retro)
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115 Traps 10 Disarm Traps at 30 seconds regardless of trap level
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130 Bar 3 Can ignore bar while picking a lock 1/day per 7 skill points
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145 Search 10 Searches in 1/2 time
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160 Tools 10 Can pick any lock with a level 1 lock pick
Can disarm any Trap with a level one trap kit
SP total 175
Pre Reqs
1 9th level Arcane spell
Parry x 1
1 Sidestep
Restriction
Cannot Assassinate
Cannot cast Elemental
Cannot cast Mystic 'I call upon the Universe'
Cannot cast Necromancy except for Corpse, Force Obliterate You
Advantages
175 Base 15 Can cast 9th lvl spells in chain and plate
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195 Keen Sight 3 Truevision 30 1/day per 3 sp
Can see through Hide (inside) when Keen Sight is active
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215 Bond 10 5 sp per character. If that character is obliterated, you lose an-
additional 5 sp. You may cast self spells on that person.
Can carry a radio. Only allowed communications are
Warden can request status of bond, bond may only say:
Conscious, Unconscious, Bleeding, Death Count
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235 Iron will 15 Free Will constant
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255 Assassinate 15 Immune to Assassinate.
SP total 250
Pre Reqs
Weapon +4
Str +2
Slay +2
Parry +5
Health +5
Sidestep +1
Restrictions
May only cast 9th lvl scrolls unless Creator Only made by them
Can only cast 1st - 8th Creator Only scrolls made by them
Cannot cast spells
Advantages
250 Base 15 Resist Disarm 1/day per 2 skill points, Can be Battled
(First one/Battle Free)
Resist Maim 1/Day per 2 skill points, Can be Battled
(First one/Battle Free)
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275 Weapon 20 + 1 base weapon damage
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300 Slay 15 Resist one swing of slay per day per 4 skill points (First one free)
Takes half damage from 'Taken' slays
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325 Parry 10 Parries are -1 per level (Is retro)
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350 Weapon 20 +2 base weapon damage (total)
SP total 175
Pre Reqs
slay +1
Medicine +1
R/W
Armor Smith Base
Weapon Smith Base
Craft/Lore in Law +2
Restrictions
Can only use slashing weapons Cannot use ranged weapons
Can only wear chain or plate mail Must follow the Code of the Light-Walker
Cannot cast 4th or higher in any school Cannot cast Necromancy
Advantages
175 Base 15 Immune to disease
Prolong Life - Prolongs life as long as the Knight is concentrating Must be holding/touching them with at least one otherwise empty- hand; can move and walk but no skills; but can use while being hit until dead
+1 day Laying on of hands/restore your spirit; must lay on of hands for 30 seconds; Can't move but can be struck and continue
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195 Spirit 15 Spirit of light,1/Day/5sp, 10 minutes
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215 Lay on hands 10 +1 day Laying on of hands/restore your spirit; must lay on of-
hands for 30 seconds; Can't move but can be struck and continue
Circle of Truth 1 per day per skill point; special
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235 Resistance 10 Resist death/void incants 1/day per 3 points (battleable)
(1-8th level only) (First one free)
Can not be raised as an Undead while in Bleed or Death count
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255 Lay on hands 15 +1 day Laying on of hands/restore your spirit; must lay on of-
hands for 30 seconds; Can't move but can be struck and continue
Conduit of Health 1/day/7 sp - foot plant Force Cure Disease
Sanctuary: Target creature in bleeding/death count can not be raised as an Undead for duration of Bleed/Death count 1/day/1sp
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Laying on of Hands Force Restore Your Spirit Must be said like this: Laying on of Hands…Restore 1…Restore 2… etc… At 30 say Innate Force Restore Your Spirit
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Spirit of Light: True Vision,
May swing for Negate Ethereal 3 times while in that spirit of light form, 5 count to Raise/Drop
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Prolong Life - No running, no fighting, no dragging - walk, sit, talk.
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Circle of Truth: Recipient must be in circle. Must be witnessed by local authority who can pass-
judgment in that land or the knight's homeland
5 categories of questions (yes/no): (2 of 3 criterion: time, place, person)
Allowable questions: Did you kill, did you steal, cast Necro, assault, Slavery, break law x.
SP total 175
Pre Reqs
1 6th level necromancy spell
1 6th level Elemental spell
Alchemy level 4
Restriction
Cannot cast Mystic
If cross running water, no skills for 5 minutes.
Spirit's tattoo on arms or neck up
Cannot use Weapon + 2 (or use it as a prerequisite for any skill/class)
If a Witch/Warlock has Weapon +2, their damage cap is x3, not x2
Advantages
175 Base 20 +10 Health
Supernatural Strength - Doubles strength for all general purposes.
Strength now does +2 for slashing, +3 for blunt
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195 L Mind 5 Resist Charm/Curse 1/day/3 sp
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215 G Body 20 +15 Health
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235 G Mind 10 Resist Mind Control 1/day/7 sp
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255 Spirit 15 May only be slain by Silver or Magic killing blow; otherwise-
Goes to 0 and wakes up 5 minutes later with 1 health
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Running Water = permanent or temporary but big
SP total 250
Pre Reqs
1 9th level spell in 2 schools (other then Universal)
Restriction
Can only use Disarms, Maims and Slays defensively
Cannot have more than 1 spell cast on them by another
Cannot use Parries, Except from Grant Speed spell
Cannot wear armor
Advantages
250 Base 20 Does not need to memorize spells
Builds 1 pyramid
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275 Resist 10 Resist Negate Magic Effects (includes Suppress Magic. If in null-magic zone
each resist will resist the effect for 30 sec) 1/day/5 sp, battleable
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300 Spells 15 May have up to 4 spells cast on themselves per School
May cast any spell by saying "I Call Upon Magic"
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325 Negate 15 Force Negate magic 1/day/9 SP
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350 Health 20 May cast while taking damage to health
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