Artifice I (Talisman Construction)
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th
A Sorcerer with this skill may construct Talismans and other Magical Items of a like nature and Power Level.
Artifice II (Amulet Construction)
Pre-Requisites: Calligraphy, Alchemy and Artifice I
Minimum Rank: 10th
A Sorcerer with this skill may construct Amulets and other Magical Items of a like nature and Power Level.
Artifice III (Ring Construction)
Pre-Requisites: Calligraphy, Alchemy, Artifice I and Artifice II
Minimum Rank: 12th
A Sorcerer with this skill may construct Rings and other Magical Items of a like nature and Power Level.
Wands
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th
Acquiring this ability gives a Sorcerer the skill of Constructing Magic Wands as detailed in the Rules.
Unbinding (Disenchantment)
Pre-Requisites: Calligraphy, Alchemy and any one of Artifice I, Wands, Enchant Weapons I or Enchant Armour I
Minimum Rank: 10th
The Sorcerer may Unmake any Magical Item they themselves are able of Creating. In the case of Wands of their own construction they may reclaim any invested Magic Points.
a Magical Item (under the right conditions) can be "broken" relativity quickly and easily, but this is a very dangerous choice as it will unleash any cures and other magical defences laid in the Item in it's construction to defend against some one Unmaking the item at a later time, as well as the danger of unleashing large amounts of uncontrolled magical energy.
if the Sorcerer goes about the process of Unmaking an Item in the proper manner it takes a good deal longer (and is necessary if the Sorcerer wishes to reclaim any magic points invested in the construction of a Wand), roughly a Day per month spent in the initial construction of the Item, meaning Talismans take about a Week to unmake, Amulets a Fortnight, Rings how ever take between One and Three Lunar Cycles.
Enchant Weapon I
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th
The Enchantment of Magical Weapons is an excellently Uncommon skill among the ranks of the modern Sorcerers, the Required Craft can not be learnt from Arcane Texts as can the ways of Artifice, to learn this ability the Sorcerer must seek out an Enchanter, that is an other Sorcerer who is capable of Enchanting Magical Weapons from them they learn the required skills. Their are exceptions to this the Master Artificer (A Sorcerer who has attained Artifice IV) or a Sorcerer who has mastered the Enchantment of Magical Armour (Enchant Armour III) posses the Arcane Knowledge to decipher the Texts and learn the required craft unaided.
Enchant Weapon I allows the creation of +1 Weapons and Ammunition.
Enchant Weapon II
Pre-Requisites: Calligraphy, Alchemy and Enchant Weapon I
Minimum Rank: 10th
After unlocking the "Basics" of Weapons Enchantment a Sorcerer is capable of deciphering the Texts on their own and may progress to the higher levels of understanding creating more powerful Enchanted Weapons.
With Enchant Weapon II the Sorcerer may now Enchant +2 Magical Weapons.
Enchant Weapon III
Pre-Requisites: Calligraphy, Alchemy, Enchant Weapon I and Enchant Weapon II
Minimum Rank: 12th
On acquiring this Craft the Sorcerer has reached the heights of Mastery of the Sorcerers Enchanters Art in the Modern Era.
Possessing Enchant Weapon III allows the Crafting of +3 Weapons.
Enchant Armour I
Pre-Requisites: Calligraphy and Alchemy
Minimum Rank: 8th
As Enchant Weapon I, but applied to Magical Armours.
Enchant Armour II
Pre-Requisites: Calligraphy, Alchemy and Enchant Armour I
Minimum Rank: 10th
As Enchant Weapon II, but applied to Magical Armours.
Enchant Armour III
Pre-Requisites: Calligraphy, Alchemy, Enchant Armour I and Enchant Armour II
Minimum Rank: 12th
As Enchant Weapon III, but applied to Magical Armours.
Knight Skills
Marksman
The Knight who possess this skill has become an expert Marksman with a Crossbow and is able to hit targets at range with much grater accuracy thanks to their keen eyes along with an understanding of windage, trajectory and Tension.
A knight with this skill using a Crossbow has ranges of 0-50m/51-100m/101-325m, they also receive a +1 to their Armour Bypass Roll at Short and Medium Ranges and subtract 1 from their To Hit Modifier at Medium and Long ranges.
Weapon Mastery
A Knight who dedicates their life (or a significant portion of it) to the mastery of one weapon will effectively fight with a +2 Attack and +2 Defence Values with their chosen weapon, this Skill and it's bonuses dose not combine with the Main Gauche ability unless the Knight has Weapon Mastery in both weapons being used.
Full Plate Armour Fighting
The Knight has trained in fighting in Full Plate Armour, this is not the Plate Mail in use on much of Legend but a new and as yet not wide spared form of Armour, Full Plate Armour is the work of a few speciality trained Master Armourers and is normally only found in the possession of only Great Kings and the most Powerful and Wealthy High Nobles on the Continent, in the Kingdom of Albion (the only place in Ellesland where they can be found) their are less than a dozen suits of Full Plate Armour. In Albion their are a handful of Armourers capable of Maintaining the Armours and the Armourers with the Craft to forge them must be brought in from the Continent to preform Special Commissions. Even on the Continent Full Plate Armour is considered a valuable commodity equal in Value to lesser Magical Armours.
Full Plate Armour AF 6 2000-4000F 00%/00%/00%
Combat Penalties
Untrained Knight or Warlock -2 Attack, -2 Defence
Barbarian -4Attack, -4 Defence
Mystic or Assassin -6 Attack, -6 Defence
Sorcerer or Elementlist -8 Attack, -8 Defence
All Professions -8 Stealth
Non-Custom Fitted Armour has a further -2 Attack -2 Defence & -2 Stealth
Warlock Skills
Weapon Group Mastery
Some Warlocks chose to dedicate themselves to the Martial aspects of their Profession sometimes at the expense of the Arcane, others form a deep and lasting attachment to a group of weapons and their associated weapons style, when this happens these Warlocks become Weapon Group Masters and their chosen Weapons group becomes Locked permanently, the Warlock receives a new "Empty" weapon group proficiency that takes two months to fill just as if the warlock was changing Weapon Groups.
Summon Elemental
The Elementalist may summon an elemental of any type they have Mastery in that Element (except Darkness, as if Darkness Elementals exist they do not head the call of Mortals), this may be done at any time as a 8MP spell or at the Elementals "Hour" for free, but if this is done the Elementalist may not recoup MP in that Element for that day. Included in this ability is the capability to communicate with any Elemental that they possess Lesser Mastery of that Element.
In the current Era their are three levels of Mastery, Basic or Lesser Mastery, Mastery, Greater Mastery, Also known as First, Second and Third Mastery, their is Elementlist Lore that claims once their where even higher levels of Mastary to be attained but their secrets have bean lost to the ages. A starting Elementalist begins play with Mastery in any One Element (initially called their Primary Element) and has Lesser Mastery in the two adjacent Elements (Excluding Darkness).
Upon reaching 8th Rank the Elementalist begins to acquire or develop Skills of the Mighty at a rate of one per Rank, at Eighth Rank they can elect to learn to Summon Elemental Beings or learn First Mastery in the they do not already hold any level of Mastery in, this depending on the Elementalists Tradition often has a fanciful name like "Closing the Circle". starting at 10th Rank their choices become more diverse and include an elder form of Alchemy and attaining 2nd Mastery in additional Elements. from 12th rank they can begin to develop Greater Masteries.
New Basic Mastery (Closing the Circle)
Pre-Requisites: Basic/Lesser Mastery in both adjacent Elements
Minimum Rank: 8th
The Elementalist gains a new Basic/Lesser Mastery (Secondary Element) and all the benefits and powers it conveys.
Summon Elemental
Pre-Requisites: Mastery in any one Element
Minimum Rank: 8th
The Elementalist may summon an elemental of any type they have Mastery in that Element (except Darkness, as if Darkness Elementals exist they do not head the call of Mortals), this may be done at any time as a 8MP spell or at the Elementals "Hour" for free, but if this is done the Elementalist may not recoup MP in that Element for that day. Included in this ability is the capability to communicate with any Elemental that they possess Lesser Mastery of that Element.
New Mastery
Pre-Requisites: Mastery in any one adjacent Element and Lesser Master or higher in any other adjacent Element
Minimum Rank: 10th
The Elementalist gains Mastery over an additional Element (in effect gaining a new Primary Element) and all the Powers, Benefits and abilities this entails, Including enhanced Magic Points and access to the "Mastery Spell List".
GM's Note: NPC Darkness Elementalists who gain Mastery in additional Elements may cast the "Untainted" versions of that Elements Spell List.
Elder Alchemy
Pre-Requisites: None
Minimum Rank: 10th
A handful of Powerful and Learned Elementalists still practice an elder form of the Alchemy practised by Sorcerers in the modern era, but it is a dying art and may become a dead art in the next few generations (in fact for some Elementalists Traditions it already is a Dead Art). Where Sorcersous Alchemy is a drawn out and somewhat Scientific process the Elder Alchemy of the Elementalist is more Lore and Magic driven. A Sorcerer can go forth and purchase the Ingredient and other Consumables before retiring to their Costly Laboratory to spend almost an entire Calendar Month in mentally demanding Labor brewing potions, where someone who practices Elder Alchemy are always collecting their required materials (that often have to be collected at a specific time or in a ritual manner) so when the time comes they make a few last Trades (or if necessary percusses) and disappear to a Workshop set up at a Sacred Place to Brew or Craft their Positions, all this normally takes a Lurer Month, When not preforming the required rituals and preparations they busy themselves with tending the Sacred Space that is normally too far removed from Civilised parts to conduct normal business.
It costs the Elementalist a number of MP per day (when activaly brewing) equal to the Potions Rank (based on Sorcerer creation) to carry out the required rituals (or combined Rank if multiple Positions are being prepared) at the appropriate time based on the Lurer & Celestial Cycles. Especially in the case of the more powerful Potions the Elementalist may have to wait for specific Celestial events before they can attempt to brew them. An Elementalist may be working on a number of potions equal to half their Rank at any one time.
To acquire the necessary Tools and Ritual Paraphernalia to set up a Elder Alchemic Workshop costs from 2 to 20 Gold Crowns for the mundane tools and the raw materials needed to craft the Ritual Tools. their are no ongoing (monetary) costs associated with an Elder Alchemic Workshop as most items are foraged for or crafted by the Elementalist. Further it rarely costs an Elementalist Money to Brew or Craft a potion (GM's option for dramatic effect or Campaign Balance) but when it dose it is between 5% & 50% of what it costs for a Sorcerer to distil the same Potion. Elementalists can craft Potions as effectively as and of the same type as a Sorcerer Four Ranks lower. Also an Elementalist can not learn this Skill on their own they must seek out an other Elder Alchemist and receive instruction from them.
Knight Skills
Full Plate Armour Fighting
Pre-Requisite: Armour Expert
Rank: 8th
The Knight has trained in fighting in Full Plate Armour, this is not the Plate Mail in use on much of Legend but a new and as yet not wide spared form of Armour, Full Plate Armour is the work of a few speciality trained Master Armourers and is normally only found in the possession of only Great Kings and the most Powerful and Wealthy High Nobles on the Continent, in the Kingdom of Albion (the only place in Ellesland where they can be found) their are less than a dozen suits of Full Plate Armour. In Albion their are a handful of Armourers capable of Maintaining the Armours and the Armourers with the Craft to forge them must be brought in from the Continent to preform Special Commissions. Even on the Continent Full Plate Armour is considered a valuable commodity equal in Value to lesser Magical Armours.
Full Plate Armour AF 6 2000-4000F 00%/00%/00%
Combat Penalties
Untrained Knight -2 Attack, -2 Defence
Barbarian or Warlock -4Attack, -4 Defence
Mystic or Assassin -6 Attack, -6 Defence
Sorcerer or Elementlist -8 Attack, -8 Defence
All Professions -8 Stealth
Non-Custom Fitted Armour has a further -2 Attack -2 Defence & -2 Stealth
Warlock Skills
Armor Expert
Rank: 8th
The Warlock can match the Knight in the wearing of Heavy Armours like Plate mail and can where any conventional Armour without penalty and further uses the Knights penalty when wearing Full Plate without dedcated training.
Knight, Barbarian, Assassin, Warlock skills
Grappling
Rank: 8th (1st for Assassins)
Pre-Requisite: Weapon Group VIII for Warlocks
The Warrior is trained in Grappling Combat and is familiar with a wide range of Locks, Holds and Throws that can often be more effective than normal unarmed combat or light hand weapons when fighting heavily Armoured opponents. when called to make a Reflexes test in Grappling Combat they may add their Evasion Bonus to the roll, when called to make a Strength test in Grappling Combat they may add their Attack Bonus to the Roll, in the event of a tied Opposed Test the Character with the Grappling skill is considered the winner due to their Training.
A Warrior trained in Grappling Combat may use their Unarmed Combat Damage and Armour By Pass including Strength Bonus and benefits from other advanced Unarmed Combat skills.
A Warlock must posses Weapon Group VIII to gain this skill, if he later switches to an other Weapon Group he losses the benefits of this Skill until it is reacquired.