G-M Skill List

Guild Oath Sworn
Pre-requisites: None
Guild/Rank:Militia Rank 1 Cost: 10 OSP
Guild/Rank:Scouts Guild Rank 1 Cost: 10 OSP
This is both a skill and also a magical identification. A character with this skill can use certain guild items and magics and is also part of a detectable group for wards and warding like effects. For example, a box may be magically trapped to allow only oath sworn members of the Militia may open it. Unlike most occupational skill, Guild oath sworn can be removed from your character. A character who is expelled from the Militia or Scouts guilds will have this ability removed by their guild master to prevent them from continuing to use guild equipment.

Guild Sergeant's Oath
Pre-requisites: Guild Oath Sworn
Guild/Rank:Militia Rank 4 Cost: 20 OSP
This is both a skill and also a magical identification. A character with this skill can use certain guild items and magics that are restricted to mid-rank guild members and is also part of a detectable group for wards and warding like effects. For example, a box may be magically trapped to allow only oath sworn members of the Militia may open it. Unlike most occupational skill, Guild Sergeant's Oath can be removed from your character. A character who is expelled from the Militia or Scouts guilds will have this ability removed by their guild master to prevent them from continuing to use guild equipment.

Guild Captains Oath
Pre-requisites: Guild Oath Sworn, Guild Sergeant's Oath
Guild/Rank:Militia Rank 6 Cost: 30 OSP
This is both a skill and also a magical identification. A character with this skill can use certain guild items and magics that are restricted to mid-rank guild members and is also part of a detectable group for wards and warding like effects. For example, a box may be magically trapped to allow only oath sworn members of the Militia may open it. Unlike most occupational skill, Guild Captain's Oath can be removed from your character. A character who is expelled from the Militia or Scouts guilds will have this ability removed by their guild master to prevent them from continuing to use guild equipment.

@Halting Strike
Pre-requisites: None
Guild/Rank:Archers Rank 8 Cost: 60 OSP
This ability allows every projectile fired by the person with this skill to cause a point of normal through damage to the character struck. They are also affected as per the level 2 Incantation Halt. The point of damage is dealt as soon as the arrow strikes. Then the Halt takes effect. This skill cannot be used in conjunction with any other skills.

Hands of Nature
Pre-requisites: None
Guild/Rank:Archers Rank 6 Cost: 15 OSP
This skill allows a character with the bind wounds skill to use natural materials i.e. leaves, cobwebs etc to stop bleeding and heal wounds in a similar way to a physician. This must be represented with the use of grass or such materials.

@Harmony
Pre-requisites: None
Guild/Rank:Bards Guild Rank 7 Cost: 80 OSP
This skill can only be used whilst performing. Once the performance has begun, the character using the skill may not move more than ten feet from their starting point. this skill allows the character and any other performers within a ten foot radius of the character when they begin performing to resist the effects of halt, distract, fumble, mute, fear, mass fear, and the strikedown spell until the song, story or act has finished. Physical strikedown or any other physical attack against the character who began the harmony will cancel the protection, if this is the case harmony may not be restarted for a further 30 seconds.

Heal Alien Life Pattern
Pre-requisites: None
Guild/Rank:Healers Guild Rank 4 Cost: 30 OSP
A character with this skill may use any of his healing powers and abilities on creatures with alien life patterns. This skill cannot be used to heal unliving.

Heavy Armour Mastery
Pre-requisites: Heavy Armour Use
Guild/Rank:Armourers Guild Rank 5 Cost: 50 OSP
Guild/Rank:Militia Rank 5 Cost: 50 OSP
Guild/Rank: Faction Rank 5 Cost: 70 OSP
Guild/Rank: Generic (any rank) Cost: 90 OSP
A character using this skill gains an extra point of armour value while using heavy armour. This is in addition to the three points of protection that heavy armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any light or medium armour.

Herb Lore
Pre-requisites: None
Guild/Rank:Healers Guild Rank 2 Cost: 20 OSP
This skill allows the character to use healing herbs. Characters with this skill can collect up to 5 'herb lore' cards per day dependant on the local environment from the Healers Guild at Lorien Trust events (these cards represent herbs that the character has gathered and stored for use). These cards will have the type of damage they can cure written on them (for example cure disease or heal). Characters with this skill may also collect a herb lore lore sheet from the Healers guild. This sheet allows the character to identify herbs which may be found during an event, or which may cure specific injuries or diseases.

Hunter's Instincts
Pre-requisites: None
Guild/Rank:Archers Guild Rank 3 Cost: 30 OSP
This skill allows the archer to identify certain type of natural creatures and work out if they are going to be vulnerable to the archer’s attacks. This skill will not work on purely magical beings or any other form of unnatural beings. The only additional information this will provide is whether or not the creature is immune to the archer's attack.

Hunt Master
Pre-requisites: Hunter's Instinct
Guild/Rank:Archers Guild Rank 5 Cost: 40 OSP
This skill allows the character to get a general feel for the type of monster they are facing and also a good idea as to the vulnerabilities of that monster. This skill will not work on purely magical beings or any other form of unnatural beings. This skill will give the user a rough guide to the amount of hits a creature has, whether or not the archer’s arrows will affect it and sometimes what the creature is vulnerable to.

Identify
Pre-requisites: Spellcasting 1,2 or 3
Guild/Rank:Mage Guild Rank 5 Cost: 30 OSP
A character with this skill can learn the general affect or powers of any item that is magical in nature. This skill 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 will not work on items that are channelling or incantation based, although it will identify them as such.

Identify Channelling Focus
Pre-requisites: Channelling
Guild/Rank:Healers Guild Rank 6 Cost: 40 OSP
The character must spend a period of at least an hour studying the pattern and power flowing through a channelling item. The item must be in constant contact with the character but concentration is only required for the first five minutes. A healer using this ability on a healing item will identify its precise powers and functions. If a healer uses this skill on a necromantic item they will feel a strong sense of revulsion within minutes and will gain only a general idea of power if they are able to continue for the full length of time.

Immunity to Charms
Pre-requisites: None
Guild/Rank:Bards Guild Rank 4 Cost: 40 OSP
Guild/Rank:Faction Rank 4 Cost: 60 OSP
A character with this skill is immune to all spells, powers or abilities of beguile, befriend, enthral and distract. Any further charms will be noted in Rune.

Immunity to Fumble
Pre-requisites: None
Guild/Rank:Bards Guild Rank 4 Cost: 20 OSP
Guild/Rank:Militia Rank 2 Cost: 30 OSP
Guild/Rank:Scouts Guild Rank 5 Cost: 20 OSP
A character with this skill is immune to all spells, powers and abilities of fumble, which would otherwise cause them to drop any indicated item held in one or both hands.

Immunity to Alchemical Poisons
Pre-requisites: None
Guild/Rank:Alchemists Guild Rank 6 Cost: 50 OSP
A character with this skill is immune to all alchemical poisons and to alchemical potions which have a harmful effect. This includes damage causing, lethal and debilitating poisons and potions. This skill does not confer any immunity to magical poisons or potions.

@Immunity to Mind Affecting Spells
Pre-requisites: None
Guild/Rank:Bards Guild Rank 7 Cost: 40 OSP
Guild/Rank:Militia Rank 7 Cost: 60 OSP
A character with this skill is immune to all mind affecting spells, powers and abilities. This includes beneficial effects such as courage. This skill confers no immunity to psionic spells, abilities or effects.

Immunity to Mute Spell
Pre-requisites: None
Guild/Rank:Bards Guild Rank 2 Cost: 10 OSP
A character with this skill is immune to all spells, powers and abilities of mute. This ability has no effect on the non-spell version of mute.

Immunity to Non-Magical Diseases
Pre-requisites: Channelling
Guild/Rank:Healers Guild Rank 2 Cost: 10 OSP
A healer with this skill is immune to and cannot become a carrier of any natural or basic unliving disease. This skill provides no immunity to magical diseases. This skill will only function when the healers link to the plane of life is in effect, if this link is down then the healer may still catch a disease but will be cured of it as soon as the link is reinstated. Please note that although this skill makes you immune to disease it does not make you immune to any damage dealt by the blow. This skill does not make you immune to decay.

Immunity to Normal Poisons
Pre-requisites: None
Guild/Rank:Faction Rank 8 Cost: Free
This skill grants a character immunity to all alchemical poisons. A character with this skill gains no immunity to magical poisons. This skill cannot be brought, but is gained free at Faction Rank 8.

Immunity to Unliving Fear
Pre-requisites: None
Guild/Rank:Incantors Guild Rank 4 Cost: 40 OSP
This skill grants a character immunity to all fear and terror effects that are the innate powers of unliving beings. A character with this skill gains no immunity to any non-living powers or abilities, or any spell of fear or terror.

Ingredient Analysis
Pre-requisites: Potion lore or poison lore
Guild/Rank:Alchemists Guild Rank 2 Cost: 10 OSP
With this skill, the character may prepare and identify alchemical and potion ingredients. The character may also use this skill to attempt to find forensic clues in an area no larger than 20' square. When searching for clues, the character must closely examine the area for at least ten minutes before receiving any available information, Any one using this skill should consult a Referee or marshal before they begin.

Inscribe Glyph 1
Pre-requisites: Incantation 1,2 or 3
Guild/Rank:Incantors Guild Rank 2 Cost: 10 OSP
This skill allows the incantor to inscribe their first level incantations onto glyph paper that can be purchased from the Incantor's guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may inscribe three glyphs at the Heartland Games, two at each Moot and three at the Gathering. No glyphs can be inscribed at sanctioned events. You must tear up one spell card for each glyph you inscribe. Glyphs may be used by any character with the basic skills invocation and literacy. The duration of the glyphs will depend on the quality of the enchantment placed upon the paper purchased from the Incantor's guild.

Inscribe Glyph 2
Pre-requisites: Incantation 2 or 3
Guild/Rank:Incantors Guild Rank 4 Cost: 30 OSP
This skill allows the incantor to inscribe their second level incantations onto glyph paper that can be purchased from the Incantor's guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may inscribe three glyphs at the Heartland Games, two at each Moot and three at the Gathering. No glyphs can be inscribed at sanctioned events. You must tear up one second level spell card for each glyph you inscribe. Glyphs may be used by any character with the basic skills invocation and literacy. The duration of the glyphs will depend on the quality of the enchantment placed upon the paper purchased from the Incantor's guild.

Inscribe Glyph 3
Pre-requisites: Incantation 3
Guild/Rank:Incantors Guild Rank 7 Cost: 40 OSP
This skill allows the incantor to inscribe their third level incantations onto glyph paper that can be purchased from the Incantor's guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may inscribe three glyphs at the Heartland Games, two at each Moot and three at the Gathering. No glyphs can be inscribed at sanctioned events. You must tear up one third level spell card for each glyph you inscribe. Glyphs may be used by any character with the basic skills invocation and literacy. The duration of the glyphs will depend on the quality of the enchantment placed upon the paper purchased from the Incantor's guild.

Inscribe Scroll 1
Pre-requisites: Spellcasting 1,2 or 3
Guild/Rank:Mages Guild Rank 2 Cost: 10 OSP
This skill allows the mage to inscribe their first level spells onto scroll paper that can be purchased from the Mage's Guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may inscribe three scrolls at the Heartland Games, two at each Moot and three at the Gathering. No scrolls can be inscribed at sanctioned events. You must tear up one spell card for each scroll you inscribe. Scrolls may be used by any character with the basic skills invocation and literacy. The duration of the scrolls will depend on the quality of the enchantment placed upon the paper purchased from the Mages Guild.

Inscribe Scroll 2
Pre-requisites: Spellcasting 2 or 3
Guild/Rank:Mages Guild Rank 4 Cost: 30 OSP
This skill allows the mage to inscribe their second level spells onto scroll paper that can be purchased from the Mage's Guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may inscribe three scrolls at the Heartland Games, two at each Moot and three at the Gathering. No scrolls can be inscribed at sanctioned events. You must tear up one second level spell card for each scroll you inscribe. Scrolls may be used by any character with the basic skills invocation and literacy. The duration of the scrolls will depend on the quality of the enchantment placed upon the paper purchased from the Mages Guild.

Inscribe Scroll 3
Pre-requisites: Spellcasting 3
Guild/Rank:Mages Guild Rank 7 Cost: 40 OSP
This skill allows the mage to inscribe their third level spells onto scroll paper that can be purchased from the Mage's Guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may inscribe three scrolls at the Heartland Games, two at each Moot and three at the Gathering. No scrolls can be inscribed at sanctioned events. You must tear up one third level spell card for each scroll you inscribe. Scrolls may be used by any character with the basic skills invocation and literacy. The duration of the scrolls will depend on the quality of the enchantment placed upon the paper purchased from the Mages Guild.

Last Rites
Pre-requisites: None
Guild/Rank:Incantors Guild Rank 2 Cost: 15 OSP
This skill allows a character to protect the body and spirit of a recently deceased living being from any form of pattern corruption, unliving or necromantic interference. The rite must be performed within ten minutes of the being's death and the protection lasts until dawn (6 am) of the following day. Using his skill on a deceased being does not prevent the use of the dark incantation rite of dedication.

Light Armour Mastery
Pre-requisites: Light Armour use
Guild/Rank:Archers Guild Rank 4 Cost: 40 OSP
Guild/Rank:Bards Guild Rank 4 Cost: 40 OSP
Guild/Rank:Scouts Guild Rank 4 Cost: 40 OSP
Guild/Rank:Faction Rank 4 Cost: 60 OSP
Guild/Rank:Generic (any rank) Cost: 80 OSP
A character using this skill gains an extra point of armour value while using light armour. This is in addition to the one point of protection that light armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any medium or heavy armour.

Locate
Pre-requisites: None
Guild/Rank:Scouts Guild Rank 2 Cost: 15 OSP
Guild/Rank:Militia Rank 2 Cost: 15 OSP
Guild/Rank:Faction Rank 2 Cost: 30 OSP
With this skill a character can do a reasonable search of an individual. This takes one minute per location being searched. Any items the individual is carrying that has been hidden on search location using the conceal item skill will be found.

Make Healing Potions
Pre-requisites: Herb Lore
Guild/Rank:Healers Guild Rank 5 Cost: 40 OSP
This skill allows a character to make potions that can cure fatal, cure total or cure disease. Once a character with this skill has made a potion, the potion can be powered by any healer, by casting the appropriate power onto the potion. A character with this skill can power their own potions, provided that they already have the basic healing, but they can also ask any other healer to provide the power. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may create one potion per main LT event. No potions can be created at sanctioned events. Potions created using this skill remain valid for up to three months and ma be used by any character. The duration of these potions depends on the quality of ingredients purchased from the Healers Guild.

Make Mastercrafted Bow or Crossbow
Pre-requisites: None
Guild/Rank:Archers Guild Rank 4 Cost: 15 OSP
Archer can produce 1 master crafted bow/crossbow a year. In all other ways as per the armourer’s guild skill rank 3 skill. Excepting you must go to the archer’s guild and not the armourer’s guild.

Make Mastercrafted Weapon or Shield
Pre-requisites: None
Guild/Rank:Armourers Guild Rank 3 Cost: 20 OSP
This skill allows a character to forge mastercrafted weapons and shields with metals and tolls that can be obtained from the Armourers guild. Your character must be in the guilds area at the Heartland Games, Faction Moots or Gathering to use this skill and may only forge one weapon or shield each year. No weapons or shields can be forged at sanctioned events. Weapons and shields made using this skill last for one year.

Make Special Armour
Pre-requisites: None
Guild/Rank:Armourers Guild Rank 7 Cost: 50 OSP
A character with this skill can make a suit of special armour (+1 armour value per location). This skill requires facilities and materials that can be obtained from the Armourers guild. your character must be in the guilds area at the Heartland Games, Faction Moots, or Gathering to use this skill and may only make one suit of special armour each year. The creation of a special armour takes at least four hours and often requires days of concentration.

Master Performer
Pre-requisites: any income skill
Guild/Rank:Bards Guild Rank 3 Cost: 40 OSP
This skill allows a character who has also purchased an income skill to receive double the in character money normal given for an income skill of that level. For example, a character with this skill who also had an income skill 'musician' at journeyman level would receive 12 quarters each year.

@Master's Forging
Pre-requisites: None
Guild/Rank:Armourers Guild Rank 8 Cost: 60 OSP
A character with this skill can create one magical, permanent enchanted item. This skill requires the use of the armourers guild forge and the production of the item takes a full year. A character with this skill can make on master-forged item in his lifetime. The character must receive permission from the head referee before starting to make his item.

Medium Armour Mastery
Pre-requisites: Medium Armour use
Guild/Rank:Armourers Guild Rank 4 Cost: 40 OSP
Guild/Rank:Miltia Rank 4 Cost: 40 OSP
Guild/Rank:Faction Rank 4 Cost: 60 OSP
Guild/Rank:Generic (any rank) Cost: 80 OSP
A character using this skill gains an extra point of armour value while using medium armour. This is in addition to the two points of protection that medium armour normally grants. The extra hit counts in every way as normal armour and is repaired as normal at the rate of one point per minute. This skill can be combined with magically enhanced armour. This skill does not work with any light or heavy armour.

@Memory of the Bard
Pre-requisites:None
Guild/Rank:Bards Guild Rank 6 Cost: 30 OSP
This skill allows the character to study a single sheet of an in character document, map or musical manuscript for thirty seconds of uninterrupted concentration and then take an out of character copy of the document. Each extra page studied requires a further thirty seconds of concentration up to a maximum of six pages (3 minutes). If the character's concentration is broken at any time, they must begin studying the current page again. No document may be taken for copying without the out of character permission of the owner. If a document is taken away for copying it must be returned no later than half an hour after they are borrowed. Characters should copy documents by hand wherever possible, although photocopies may be taken with the owner's prior permission.

@Mighty Blow
Pre-requisites: Two handed weapon use
Guild/Rank:Armourers Guild Rank 5 Cost: 40 OSP
Guild/Rank:Miltia Rank 4 Cost: 50 OSP
Guild/Rank:Faction Rank 5 Cost: 80 OSP
Guild/Rank:Generic (any rank) Cost: 120 OSP
A character with this skill can inflict a physical strikedown with a two handed weapon and a full role-played blow.

@Mind Healing
Pre-requisites: Channelling
Guild/Rank:Healers Guild Rank 6 Cost: 50 OSP
The healer can, with ten minutes of roleplayed conversation (a ten minute vocal may be used if the subject is unconscious), completely remove the effects of any mind-affecting spell or ability (e.g. a vampiric beguile). A healer can also use this skill to detect whether an individual is under the effect of a charm (including vampiric beguile). This detection takes one minute of conversation or concentration; if a charm is detected, the healer can then continue for a further nine minutes and attempt to remove the charm's effects.

Morale
Pre-requisites: None
Guild/Rank:Bard's Guild Rank 2 Cost: 20 OSP
This skill allows the character to temporarily increase their power rank and that of one other character. While the character continues to perform, the power rank of a specific individual, who must be within hearing distance of the character using this skill (up to a range of thirty feet), is raised by two ranks. In addition, the power rank of the character using this skill is raised by one for as long as they continue to perform to the same individual. For example, if a character with a power rank of three uses morale on an individual with a power rank of two, the power rank of the character using this skill and that of the targeted individual are both increased to four for the duration of the effect. The character's performance must mention the targeted individual at regular intervals. If the character using this skill fails to mention the targeted character, the morale will be disrupted. If the character is affected by any spell, special effect or ability that prevents them from performing or from concentrating, or if the character using this skill takes any damage, the morale will then be disrupted. Blows blocked by any armour the character using this skill is wearing will not disrupt the morale. For safety reasons, characters using this skill are recommended not to take instruments into combat.