Skills and Abilities

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 midnight. ‘P’ indicates a passive skill. If a skill is indented under another skill, it indicates that the above skill is a prerequisite. 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

-Everyone may choose one primary path which they may buy at the listed cost. Lost Souls may select two primary skill trees. Every other skill tree, including the General skill tree, costs 1.5 times the listed cost. The skill trees are: General Skills, Path of the Warrior, Path of the Shaman, Path of the Sorcerer, and Path of the Astral Mage (not able to be picked as primary)

 

General Skills

 Health – (4 XP, P) Each level of health gives you 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. Dead Gods use Faith for Health.

 

Energy – (2 XP, P) Maximum Mana Points. 1 Mana Point (or MP) recharges every 10 minutes. This may not be bought by Dead Gods. Dead Gods spend their Faith points as mana.

 

Path of the Warrior

 Break Doors / window (6 XP, X/Day) – Bust open a locked door / window. Call a cut, open the door/window, move through it if desired, and call Action.

 

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 melee weapon

 

Weapon Use (6 XP, Passive, Requires Weapon Blocking) – allows you to attack with a melee weapon. The damage is determined by the weapon.

 

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, X/Day) – If you are physically rolling on the ground, you take half damage from melee weapons.

 

Dodge (10 XP, X/Day, requires Roll) – This ability lets you fully sidestep a weapon or packet-attack. You call “dodge” to indicate that you got out of the way.

 

Fall (6 XP, 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 time for each level of use.

 

Path of the Shaman

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.” This costs 3 Mana.

 

 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 say “By the power of the dreaming, may this circle shield me, circle up.” No one may cross the border of the circle – it is as if an invisible wall protects the circle. The wall extends straight upwards into infinity or until it hits a ceiling. This will last for one hour or until the caster lowers it. To announce that the circle is dispelled, the caster announces “circle down.” If the caster loses consciousness or phases out, the circle lowers automatically. This costs 6 Mana.

 

Circle of Destruction (16 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 one essence or faith damage. Fae are not effected by this. Every 30 seconds, anyone within the circle takes another point of 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. This can be coupled with a Circle of Force. If the caster leaves the circle, he announces “circle down” and it is dispelled. This costs 6 Mana.

 

 Circle of Banishment (26 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 60 seconds after its casting is banished from the dreaming and must phase out as if they were reduced to zero essence, faith, or health, but they will regenerate normally, but with their previous amount of essence, faith, or 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. If the caster leaves the circle, he announces “circle down” and it is dispelled. 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 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. This costs 7 Mana.

 

 Conjure Talisman (Leveled) - This creates a defensive talisman which can be used to protect the user from harm. See Talisman table.

  

 Dream Walk (10 XP, P) – You may shape and create a vision which your target will experience within the next day. To represent this, you must write an e-mail to the game master describing the dream vision that your target will have. The Game Master will send it to your target. Your target may not necessarily know who cast it on them unless you inform them in the dream. The Dreaming itself may shape and change dreams that you create, represented by the Game Master tinkering with your e-mail. This costs 5 mana to cast.

 

 Fetish Doll (25 XP, P, requires Dream Walk) – Using a hair, a bit of saliva or tears, and a drop of blood from your target, you may construct a doll. Once every 24 hours, someone can cast a spell on or attack the doll and your target will receive the damage. You must send an e-mail to the Game Master for each time this is done, and the Game Master will inform the target of the damage they are taking. The creation of this doll costs 10 MP and five quicksilver. Each time you use the doll, it costs 3 MP. This doll expires one week after its creation.

 

 Blessing (6 XP, P)- You may spend four 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 four 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.

 

  

Path of the Sorcerer

 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.

 

 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 and you may not run for 1 minute.” This costs 2 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 lightning”. This costs 2 mana.

 

Essence Strike (15 XP, P) – You may channel spiritual energy which will damage visions, delivered by spell packet. The incantation is “I bleed your spirit. 2 Essence!"”. This costs 4 mana.

 

 Item-Bind (10 XP, P) – You pick an object that your target currently has on his person. You must spend ten seconds casting this spell during which time you must be role playing the casting and may not stray more than 5 feet from the target. Once the spell is complete, you call a Cut and explain to the target the effects of the spell: The item you have chosen must stay on him at all times. If he loses contact with it, he takes a point of essence or faith damage every 15 minutes until he regains contact with it again. This spell will not effect health. This spell lasts for 1 hour for every 4 mana spent on it.

 

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. Once the spell is complete, you call a Cut and explain to the target the effects of the spell: 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 (12 XP, P) – You may summon roots from the ground that will hold the target’s feet in place. To do this, you throw a spell packet with the incantation “I summon up roots to bind your feet to the ground for 1 minute!” If the target is standing on dirt, grass, or other natural surfaces (outdoors), the duration is 2 minutes. This costs 4 mana.

 

Spiritual Binding (12 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 to your side for 1 minute!” This costs 3 mana.

 

 Web (18 XP, P) – You may paralyze your victim with a magical web. To do this, you throw a spell packet with the incantation “I summon a web to paralyze you for 30 seconds!” A webbed person may not be searched or dragged in any way. This costs 8 mana.

 

 Paralysis (20 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 to paralyze you for 30 seconds!” 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 run away from me for one minute!” This 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 and unable to act for 30 seconds!” Taking damage will ‘wake up’ your victim. This costs 6 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 fall asleep for one minute!” Taking damage will wake up your victim. 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) – 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 for one hour!” Nothing can awake your target. This costs 10 Mana.

 

Path of the 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.

 

 

 

 

 

 

 

 

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