| Skill | Rank | OSP's |
| Detect Ancestral Spirit or possession | Rank 2 | 20 OSP |
| Diagnose Special Effect | Rank 2 | 40 OSP |
| Locate | Rank 2 | 30 OSP |
| Quick Armour Repair | Rank 2 | 40 OSP |
| Sense Magical Aura | Rank 2 | 30 OSP |
| Tracking | Rank 2 | 30 OSP |
| Clearsight | Rank 3 | 30 OSP |
| Contribute to/perform 2nd ritual | Rank 3 | 40 OSP |
| Escape Bonds | Rank 3 | 30 OSP |
| Immunity to Charms | Rank 4 | 60 OSP |
| Light Armour Mastery | Rank 4 | 60 OSP |
| Medium Armour Mastery | Rank 4 | 60 OSP |
| Transcend Armour | Rank 4 | 80 OSP |
| Wedge Mastery | Rank 4 | 60 OSP |
| Heavy Armour Mastery | Rank 5 | 70 OSP |
| Immunity to Fumble | Rank 5 | 40 OSP |
| @Mighty Blow | Rank 5 | 80 OSP |
| Surgeon | Rank 5 | 60 OSP |
| Dismiss or control + 5 | Rank 6 | 120 OSP |
| Double Spell Cards | Rank 6 | 100 OSP |
| Calming Word | Rank 7 | 80 OSP |
| Double Channelling cards | Rank 7 | 100 OSP |
| @Free Action | Rank 7 | 80 OSP |
A character will also gain free faction rank skills when they achieve rank 6 or above.
| Detect Ancestral Spirit or Possession | |
| Pre-requisites: Incantation 1,2 or 3 | |
| Guild/Rank:Incantors Guild Rank 2 | Cost: 10 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. | |
| 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: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. | |
| Locate | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 2 | Cost: 15 OSP |
| Guild/Rank:Militia Rank 2 | Cost: 15 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. | |
| Quick Armour Repair | |
| Pre-requisites: None | |
| Guild/Rank:Armourers Guild Rank 2 | Cost: 10 OSP |
| Guild/Rank:Militia Rank 3 | Cost: 20 OSP |
| The skill gives a character the ability to repair armour or shields in half the standard time. (All armour is repaired at thirty second per point and shields are repaired in one minute). This skill cannot be used to repair enchanted armour. | |
| Sense Magical Aura | |
| Pre-requisites: None | |
| Guild/Rank:Mages Guild Rank 2 | Cost: 15 OSP |
| With this skill the character can sense if there is any magic within an object or item. The character must place either the palm or the fingertips of their primary hand (for example your left if you are left handed) within one inch of the item and concentrate for ten seconds. This skill will not give the character any information about the type of enchantment in an object or item; the character will only be able to detect whether or not there is magic in or on the item they are touching. | |
| Tracking | |
| Pre-requisites: None | |
| Guild/Rank:Archers Rank 2 | Cost: 10 OSP |
| Guild/Rank:Militia Rank 2 | Cost: 10 OSP |
| Guild/Rank:Scouts Guild Rank 2 | Cost: 10 OSP |
| This skill allows a character to check an area for tracks. The character will gain a rough idea as to the type of creatures in that area, their approximate numbers and roughly how long ago they were there (this can only be done in an area where it is possible to leave tracks). The character using tracking must role-play checking the area for thirty seconds. This skill requires the presence of a marshal or referee. Weather and other conditions may make this skill unusable; your marshal or referee will tell you if it is possible to use the skill at that time and in that area. | |
| Clearsight | |
| Pre-requisites: Incantation 1, 2 or 3 | |
| Guild/Rank:Incantors Guild Rank 3 | Cost: 15 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. | |
| Contribute to/Perform 2nd Ritual | |
| Pre-requisites: Contribute to Ritual or Ritual Magic | |
| Guild/Rank:Mages Guild Rank 3 | Cost: 20 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. | |
| Escape Bonds | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 3 | Cost: 15 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. | |
| Immunity to Charms | |
| Pre-requisites: None | |
| Guild/Rank:Bards Guild Rank 4 | Cost: 40 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. | |
| 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: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. | |
| 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: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. | |
| Transcend Armour | |
| Pre-requisites: None | |
| Guild/Rank:Mages Guild Rank 4 | Cost: 40 OSP |
| A character with this skill can cast spell in one level of armour more than normal. For example, he can cast first level spells in heavy armour and second or third level spells in medium armour. Either mages or incantors can use this skill. | |
| Wedge Mastery | |
| Pre-requisites: Incantation 1,2 or 3 | |
| Guild/Rank:Incantors Guild Rank 4 | Cost: 30 OSP |
| Guild/Rank:Generic (any rank) | Cost: 100 OSP |
| When an incantor with this skill is acting as the head of an incantor wedge containing at least three people (including the character with wedge mastery0, the dismiss level of the wedge is raised by three points. This skill can only be used by the incantor at the head of a wedge, not by those contributing to it. | |
| 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: 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. | |
| Immunity to Fumble | |
| Pre-requisites: None | |
| Guild/Rank:Bards Guild Rank 4 | Cost: 20 OSP |
| Guild/Rank:Militia Rank 2 | Cost: 30 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. | |
| @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: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. | |
| Surgeon | |
| Pre-requisites: Channelling and Physician | |
| Guild/Rank:Healers Guild Rank 5 | Cost: 30 OSP |
| By tearing two channelling cards and concentrating for one minute, the character is able to repair extreme damage done to an individual, such as burns, scars, bites, broken bones and lost limbs. An individual suffering from extreme damage must be treated by a surgeon before any other healing can be used on those wounds. Surgery is an invasive procedure and as such will not go through the Ritual of Peace. | |
| @Dismiss/Control +5 | |
| Pre-requisites: Incantation 1,2 or 3 | |
| Guild/Rank:Incantors Guild Rank 6 | Cost: 60 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. | |
| @Double Spell cards | |
| Pre-requisites: None | |
| Guild/Rank: Mages Guild Rank 6 | Cost: 75 OSP |
| Guild/Rank: Incantors Guild Rank 7 | Cost: 75 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. | |
| Calming Word | |
| Pre-requisites: None | |
| Guild/Rank:Bard's Guild Rank 7 | Cost: 40 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. | |
| @Double Channelling cards | |
| Pre-requisites: None | |
| Guild/Rank:Healers Guild Rank 7 | Cost: 60 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. | |
| @Free Action | |
| Pre-requisites: None | |
| Guild/Rank:Scouts Guild Rank 7 | Cost: 60 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. | |