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.