A-F Skill List

Access to the Great Library
Pre-requisites: None
Guild/Rank: Bard's Guild Rank 3Cost: 30 OSP
The character gains the privilege of access to the Great Library of Norhault. The character may book an extended period of research at the library once during each main Lorien Trust event. Research forms can be obtained from the Bards guild and Games Control. This booking represents time the character has spent researching during the year although, in exceptional circumstances, limited research access may be granted during an event. The Great Library contains information on all subjects, but does not go into the level of detail available in the specialised faction and guild libraries. This skill does not allow the character to gain access to the Great Library of Magic.

Advanced Healing
Pre-requisites: Channelling and Revive
Guild/Rank:Healers Guild Rank 4 Cost: 20 OSP
The character can remove all wounds on a single individual using only a single channelling card. this skill can only be used to cure normal wounds; healing or removing special damage requires the normal number of cards. All wounds healed using this skill take the normal amount of time to heal. For example, a healer using this skill on an individual who had taken five points of damage on several body locations could cure all five points using a single channelling card, but the healing would take fifty seconds.

@Advanced Pattern Scan
Pre-requisites: None
Guild/Rank:Healers Guild Rank 6 Cost:70 OSP
This skill is an advanced version of the innate ability that all healers possess to sense the life pattern of someone they touch. In addition to being able to identify any injury or affliction affecting the creature examined, this skill allows the healer to sense the presence and nature of any wounds, poisons or diseases affecting an individual and to identify any pattern-based special effect (such as alien life patterns or multiple patterns). A healer with this skill can also identify the race of an individual, if the race is included in one of the racial classifications in the Lorien Role-Playing system Player's Handbook. If the race is unusual, the healer will not be able to identify it. If the healer has examined the same individual within the last ten days and can remember doing so, any significant changes in the pattern can be identified. This skill cannot be used to identify whether an individual is under the effects of a charm or any mind-affecting spell, to identify an unliving pattern or to detect any ancestral influence or possession. The character must concentrate and maintain physical contact with the individual being examined for a minimum of thirty seconds. If during this time the healer's concentration is broken, they must begin again.

Calming Word
Pre-requisites: None
Guild/Rank:Bard's Guild Rank 7 Cost: 40 OSP
Guild/Rank:Faction Rank 7 Cost: 80 OSP
This skill gives the character the ability to detect and remove all beguile effects. To detect if an individual is under the influence of a beguile, the character must engage them in sensible conversation for at least thirty seconds during which the character must inform the individual that they are using the calming word skill. To remove a detected beguile, the character must continue the conversation for at least a further ten minutes. At the end of this period, all effects of the beguile are cancelled. If the character's concentration is broken at any time during either the detection of the removal of a beguile, they must start again.

@Cast all Incantations
Pre-requisites:Incantation 1,2 or 3
Guild/Rank:Incantors guild Rank 8 Cost: 100 OSP
A character with this skill is able to cast all the spells on the incantation and dark incantation lists up to the level in which he has the basic skill of incantation and provided that he has enough spell cards to continue casting.

Catlike Balance
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 5Cost: 40 OSP
A character with this skill us immune to the strikedown damage effect. The character still takes damage from a blow delivering strikedown, but can remain on his feet. This skill confers no immunity to the strikedown spell.

Champion
Pre-requisites:Incantation 1,2 or 3 & Armour use (light, medium or heavy)
Guild/Rank:Incantors Guild Rank 5 Cost: 60 OSP
A character with this skill becomes a fighting champion of their Ancestor and can cast any level of incantation that they have on their character card while wearing light, medium or heavy armour for as long as they have power cards to do so. This ability does not allow the same character to use Spellcasting while wearing heavier than the allowed armour.

Clearsight
Pre-requisites: Incantation 1, 2 or 3
Guild/Rank:Incantors Guild Rank 3 Cost: 15 OSP
Guild/Rank:Faction Rank 3 Cost: 30 OSP
Guild/Rank:Generic (any rank) Cost: 50 OSP
The character must tear an incantation card of any level to use this skill. When the card is torn, the character will be informed of the dismiss level and type of any animated or summoned unliving within a ten foot radius. This skill will not work against greater unliving, ancestral spirits or possessions. The character must speak a vocal that includes the word 'clearsight' when using this skill.

Climb Walls
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 2 Cost: 10 OSP
Guild/Rank:Generic (any Rank) Cost: 50 OSP
This skill allows your character to climb any wall or non-magical barrier after twenty second if in character role-playing (the first ten seconds allow a character to climb up a well or barrier, the second ten seconds allow them to climb down the other side). This skill requires the presence of a referee or marshal.

@Conceal Item
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 3 Cost: 25 OSP
With this skill, a character can conceal an item in a pouch of a specified size (these pouches are Lorien Trust property and will be issued by the Scouts guild at each event to characters with this skill). This item will not be found by anyone performming a standard search, but must be revealed to anyone searching the appropriate location using the skill locate. A character may only carry one concealed pouch at any time. Any other items hidden on the same location, but not in the pouch, are subject to the rules covering standard searches.

Concentration
Pre-requisites: None
Guild/Rank:Archers Guild Rank 4 Cost: 25 OSP
This skill means that whilst preparing to shoot the archer is immune to the effects of confusion and distract spells only. This ability works only while the archer is holding a bow or crossbow.

Contribute to/Perform 2nd Ritual
Pre-requisites: Contribute to Ritual or Ritual Magic
Guild/Rank:Incantors Guild Rank 3 Cost: 20 OSP
Guild/Rank:Mages Guild Rank 3 Cost: 20 OSP
Guild/Rank:Faction Rank 3 Cost: 40 OSP
Guild/Rank:Generic (any rank) Cost: 90 OSP
If the character has the basic skill contribute to ritual, this skill allows them to contribute to a second ritual each day. If the character has ritual magic, this skill allows them to perform a second ritual each day.

Create Antidotes and Protections
Pre-requisites: Potion Lore
Guild/Rank:Alchemists Guild Rank 4 Cost: 40 OSP
This skill allows the character to create alchemical antidotes and protections using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one antidote or protection per main event. No antidotes can be created at sanctioned events. Any character may use antidotes created with this skill. The duration of these potions depends on the quality of ingredients purchased from the Alchemists guild.

@Create Magical Poison
Pre-requisites: Poison Lore and Create Poison 1,2 & 3
Guild/Rank:Alchemists Guild Rank 8 Cost: 80 OSP
This skill allows the character to create magical poisons using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one poison each year. No poisons can be created at sanctioned events. Poisons created using this skill remain valid for up to one year and may be used by any character who has the Poison Lore skill or the Use Poison OSP skill.

@Create Magical Potion
Pre-requisites: Potion Lore and Create Potion 1,2 & 3
Guild/Rank:Alchemists Guild Rank 8 Cost: 70 OSP
This skill allows the character to create magical potions using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one potion each year. No poisons can be created at sanctioned events. Potions created using this skill remain valid for up to one year and may be used by any character.

@Create Poison 1
Pre-requisites: Poison Lore
Guild/Rank:Alchemists Guild Rank 5 Cost: 50 OSP
This skill allows the character to create first level alchemical poisons using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one poison per main event. No antidotes can be created at sanctioned events. Poisons created using this skill may be used by any character with the Poison Lore skill or the Use Poison OSP skill. The duration of these potions depends on the quality of ingredients purchased from the Alchemists guild.

@Create Poison 2
Pre-requisites: Poison Lore and Create Poison 1
Guild/Rank:Alchemists Guild Rank 6 Cost: 50 OSP
This skill allows the character to create second level alchemical poisons using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one poison per main event. No antidotes can be created at sanctioned events. Poisons created using this skill may be used by any character with the Poison Lore skill or the Use Poison OSP skill. The duration of these potions depends on the quality of ingredients purchased from the Alchemists guild.

@Create Poison 3
Pre-requisites: Poison Lore and Create Poison 1&2
Guild/Rank:Alchemists Guild Rank 7 Cost: 60 OSP
This skill allows the character to create third level alchemical poisons using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one poison per main event. No antidotes can be created at sanctioned events. Poisons created using this skill may be used by any character with the Poison Lore skill or the Use Poison OSP skill. The duration of these potions depends on the quality of ingredients purchased from the Alchemists guild.

Create Potion 1
Pre-requisites: Potion Lore
Guild/Rank:Alchemists Guild Rank 3 Cost: 20 OSP
This skill allows the character to create first level alchemical potions using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one potion per main event. No antidotes can be created at sanctioned events. Any character may use potions created using this skill. The duration of these potions depends on the quality of ingredients purchased from the Alchemists guild.

Create Potion 2
Pre-requisites: Potion Lore and Create Potion 1
Guild/Rank:Alchemists Guild Rank 4 Cost: 30 OSP
This skill allows the character to create second level alchemical potions using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one potion per main event. No antidotes can be created at sanctioned events. Any character may use potions created using this skill. The duration of these potions depends on the quality of ingredients purchased from the Alchemists guild.

@Create Potion 3
Pre-requisites: Potion Lore and Create Potion 1&2
Guild/Rank:Alchemists Guild Rank 5 Cost: 40 OSP
This skill allows the character to create third level alchemical poisons using ingredients that can be purchased from the Alchemists guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only create one potion per main event. No antidotes can be created at sanctioned events. Any character may use potions created using this skill. The duration of these potions depends on the quality of ingredients purchased from the Alchemists guild.

Detect Ancestral Spirit or Possession
Pre-requisites: Incantation 1,2 or 3
Guild/Rank:Incantors Guild Rank 2 Cost: 10 OSP
Guild/Rank:Faction Rank 2 Cost: 20 OSP
An Incantor with this skill can, after ten seconds of examination, detect the presence of any ancestral spirit or possession within a living being.

Detect Daemonic Interaction
Pre-requisites: None
Guild/Rank:Incantors Guild Rank 6 Cost: 40 OSP
Guild/Rank:Mages Guild Rank 6 Cost: 40 OSP
After ten seconds of examination, a character with this skill can identify if the creature being checked is a normal, alien or unliving life pattern. This skill will also reveal the presence and approximate nature of any alien, ancestral or unliving spirit influence or possession affecting the creature being checked, but will not reveal any specific information regarding the type or level of an unliving.

Diagnose Powers
Pre-requisites: Spellcasting 1,2 or 3
Guild/Rank:Mages Guild Rank 6 Cost: 40 OSP
A character with this skill can identify the precise powers and abilities of a magical item after a period of careful study, which must be carried out in the guilds area at the Heartland Games, Faction Moots or Gathering. This study requires an initial fifteen minutes of concentration, during which the spellcaster must be in contact with the item, followed by a period of reflection (lasting between one hour and one day), when contact with the item is not required. This skill will only give general information on healing, incantation or necromancy based items.

Diagnose Special Effects
Pre-requisites: None
Guild/Rank:Healers Guild Rank 2 Cost: 20 OSP
Guild/Rank:Incantors Guild Rank 5 Cost: 20 OSP
Guild/Rank:Faction Rank 2 Cost: 40 OSP
Guild/Rank:Generic (any rank) Cost: 70 OSP
This skill gives a character the ability to determine the nature of and necessary cure for a disease inflicting either themselves or another living being. You may collect a diagnose special effect lore sheet from Games Control or the Healers Guild once this skill appears on your character card.

Discern Poison Effect
Pre-requisites: None
Guild/Rank: Alchemists Guild Rank 2Cost: 30 OSP
With this skill, the character can, after a short examination, tell if they, or another living being, are under the effect of a poison. This skill can also be used to identify whether a recently deceased living being was under the effect of a poison, provided that the character with this skill examines the body within twenty hour hours of death. If the character with this skill already has the basic skill poison lore, they may identify the poison.

Discern Potion Effect
Pre-requisites: None
Guild/Rank: Alchemists Guild Rank 2Cost: 20 OSP
With this skill, the character can, after a short examination, tell if they, or another living being, are under the effect of a potion. This skill can also be used to identify whether a recently deceased living being was under the effect of a potion, provided that the character with this skill examines the body within twenty hour hours of death. If the character with this skill already has the basic skill potion lore, they may identify the poison.

Discern Unliving
Pre-requisites: Incantation 2 or 3
Guild/Rank:Incantors Guild Rank 6 Cost: 50 OSP
A character with this skill has the innate ability to find out the nature and dismiss level of any unliving he can see. This skill requires ten seconds of study.

@Dismiss/Control +5
Pre-requisites: Incantation 1,2 or 3
Guild/Rank:Incantors Guild Rank 6 Cost: 60 OSP
Guild/Rank:Faction Rank 6 Cost: 120 OSP
Guild/Rank:Generic (any Rank) Cost: 180 OSP
An Incantor with this skill gains an extra five points to any Dismiss Unliving or Control Unliving incantation they cast. This bonus can also be used to increase the strength of a wedge that the incantor is leading or contributing to.

@Dismiss/Control +10
Pre-requisites: Incantation 1,2 or 3
Guild/Rank:Incantors Guild Rank 7 Cost: 70 OSP
An Incantor with this skill gains an extra ten points to any Dismiss Unliving or Control Unliving incantation they cast. This bonus can also be used to increase the strength of a wedge that the incantor is leading or contributing to.

@Double Channelling cards
Pre-requisites: None
Guild/Rank:Healers Guild Rank 7 Cost: 60 OSP
Guild/Rank:Faction Rank 7 Cost: 100 OSP
A character with this skill receives double their normal allocation of channelling cards each day. This only applies to channelling powers and not spellcasting or incantation.

@Double Spell cards
Pre-requisites: None
Guild/Rank: Mages Guild Rank 6 Cost: 75 OSP
Guild/Rank: Incantors Guild Rank 7 Cost: 75 OSP
Guild/Rank:Faction Rank 6 Cost: 100 OSP
A character with this skill receives double their normal allocation of first, second and third level spell cards each day. This applies to both incantation and spellcasting but not to channelling powers.

Escape Bonds
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 3 Cost: 15 OSP
Guild/Rank:Faction Rank 3 Cost: 30 OSP
Guild/Rank:Generic (any rank) Cost: 50 OSP
This skill allows your character to escape from any in character bonds or restraints. This takes one minute and the character must be able to move (for example not paralysed or frozen). This skill does not allow a character to escape from a locked room or other such prisons. In the interests of safety in character bindings must be role-played, not actually applied.

@Falling Prey
Pre-requisites: None
Guild/Rank:Archers Guild Rank 5Cost: 50 OSP
The archer has honed the ability of accurate shooting to such a level that he inflicts normal damage and knocks the target from his feet with a single shot. This skill allows the archer to call "Strikedown" when he hits his target with an arrow or bolt. Any player or creature immune to physical Strikedown will be immune to this skills effect.

@Far Travelled
Pre-requisites: None
Guild/Rank:Bards guild Rank 8 Cost: 80 OSP
Guild/Rank:Scouts guild Rank 8 Cost: 80 OSP
A character with this skill has travelled to such an extent that they have contacts and friends all over the world. The character may request detailed information on any subject from the head of plot or members of the plot team at the Heartland Games, Faction Moots and Gathering. The information requested must relate to a subject the character has discussed whilst in character. This skill can only be used at sanctioned events with the prior permission of the organisers.

@Fence
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 8 Cost: 60 OSP
A character with this skill is able to fence items for seventy five percent of their actual value. Items that are being fenced can be exchanged for in character money at the Bank or Games Control.

Fletcher
Pre-requisites: None
Guild/Rank:Archers Guild Rank 3 Cost: 25 OSP
This skill allows an archer to attach hunting blunts to there arrows or bolts. These blunts will allow the archers to call blunt with the arrow. Obviously this cannot be used to do blunt through. Once fired the blunts become useless thus anyone firing the arrow back may not call blunt with it unless they have the Fletcher OSP.

@Forgery
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 7 Cost: 70 OSP
A character with this skill is able to create forged items. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may create three forged items at the Heartland Games, two at each Moot and three at the Gathering. No forged items can be created at sanctioned events. Items forged using this skill remain valid for up to one year.

@Free Action
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 7 Cost: 60 OSP
Guild/Rank:Faction Rank 7 Cost: 80 OSP
A character with this skill can resist the immobilising effects of halt, freeze, paralysis and terror although they will still be affected by the fear element of terror.