Read and Write

A character without this skill will not be able to read even the simplest written signs, scrolls, numbers or maps. With this skill, a character can read anything except magical writing.

It does not allow a character to read foreign languages they do not know, nor does it allow them to decode coded messages.  It does allow the character to try to decode or translate the message.

Read Magic

This skill is required for anyone wishing to learn celestial magic spells or to read and cast magic scrolls.

With this skill, a character can read magic scrolls up to the character’s highest level of celestial spell ability plus four.

Thus, if you have the skill Read Magic and have no celestial spells, you can read up to and including 4th level magic scrolls. If you know one celestial spell level, you can now read scrolls up to and including 5th level, and so on.

Remember that to read a magical scroll, you must actually hold the scroll before you, have enough light to be able to read it, actually read the scroll, say the verbal incant out loud, touch the spell packet to the scroll, and then throw the spell packet.

Resist Charm*

With this skill, a Biata, Drae, Elf, or Mystic Wood Elf, can resist one charm effect per day for each time the skill is taken. The skill Resist Charm only works on these listed effects: Charm, Shun, Dominate, Fear, Enslavement, and Vampire Charm. No other effects from the rulebook can be resisted by this skill. For example, Berserk, Feeblemind, Love or Love Potion #9 effects cannot be resisted with this skill.

In order to use this ability, the player must call “Resist” when struck by the charm effect. The character must be conscious to use this skill. You may not pretend to be affected by the charm effect and then call “Resist” later. Thus it is always obvious to all observers that the charm effect has not worked.

If the charm effect is from a spell or poison that would normally be stopped by a spell defense, then the spell defense will be lost before the Resist. You cannot save your spell defense because you would not have been affected by the spell. This skill can be used to protect against ingested potions and elixirs if desired.

Resist Poison*

With this skill, a Dwarf, Hobling, Sarr or Scavenger can resist one poison effect for each time the skill is bought. This includes all alchemical substances (including ingested elixirs) as well as all Monster Attacks that use the word “poison.”

If the poison effect is one that would normally blow a spell defense, then the spell defense will be lost before the Resist. You cannot save your spell defense because you would not have been affected by the poison.

In order to use this ability, the player must call “Resist” when struck by the poison attack. The character must be conscious to use this skill. You may not pretend to fall affected and then jump up and say “Resist!”

Resist Sleep*

With this skill, a Biata, Drae, or Elf can resist one sleep effect per day for each time the skill is taken. This does not include Waylay.

In order to use this ability, the player must call “Resist” when struck by the sleep effect. The character must be conscious to use this skill. You may not pretend to be affected by the sleep effect and then call “Resist” later. Thus it is always obvious to all observers that the sleep effect has not worked.

If the sleep effect is from a spell or poison that would normally blow a Spell Defense, then the Spell Defense will be lost before the Resist. You cannot save your Spell Defense because you would not have been affected by the spell.

This skill can be used to protect against ingested sleep potions and elixirs if desired.

Style Master

With this skill, a character gains use of the Shield, Florentine, and Two Weapon skills. When buying this skill, you must “sell back” any skills that are included in Style Master.

Two Handed Weapon Master

This skill grants the character the ability to use all two handed weapons, such as Two Handed Edged, Two Handed Blunt, Staff, and Polearm.

When buying this skill, you must “sell back” any skills that are included in Two Handed Weapon Master.

Two Weapons

This skill allows the character to hold and use two weapons in combat, one in each hand. Neither weapon can be a two handed weapon, and one of the weapons can be no longer than a short sword. If different damages are being delivered with each weapon, then you must call out different damages when swinging the weapons.