| Skills | Rank | OSP's |
| Detect Ancestral Spirit or Possession | Rank 2 | 10 OSP |
| Inscribe Glyph 1 | Rank 2 | 10 OSP |
| Last Rites | Rank 2 | 15 OSP |
| Clearsight | Rank 3 | 15 OSP |
| Contribute to/perform 2nd ritual | Rank 3 | 20 OSP |
| Zero point ritualist | Rank 3 | 30 OSP |
| Immunity to unliving Fear | Rank 4 | 40 OSP |
| Inscribe Glyph 2 | Rank 4 | 30 OSP |
| Wedge Mastery | Rank 4 | 30 OSP |
| Champion | Rank 5 | 60 OSP |
| Diagnose Special Effect | Rank 5 | 20 OSP |
| Detect Daemonic interaction | Rank 6 | 40 OSP |
| Discern Unliving | Rank 6 | 50 OSP |
| Dismiss or Control + 5 | Rank 6 | 60 OSP |
| Dismiss or Control + 10 | Rank 7 | 70 OSP |
| Double Spell Cards | Rank 7 | 75 OSP |
| Inscribe Glyph 3 | Rank 7 | 40 OSP |
| Cast All Incantations | Rank 8 | 100 OSP |
| Detect Ancestral Spirit or Possession | |
| Pre-requisites: Incantation 1,2 or 3 | |
| 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. | |
| Inscribe Glyph 1 | |
| Pre-requisites: Incantation 1,2 or 3 | |
| 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. |
| Last Rites | |
| Pre-requisites: None | |
| 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. |
| Clearsight | |
| Pre-requisites: Incantation 1,2 or 3 | |
| 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. | |
| Contribute to/Perform 2nd Ritual | |
| Pre-requisites: Contribute to Ritual or Ritual Magic | |
| 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. | |
| Zero Point Ritualist | |
| Pre-requisites: Channelling, Incantation 1,2 or 3 or Spellcasting 1,2 or 3 | |
| Guild/Rank:Healers Guild Rank 4 | Cost: 40 OSP |
| Guild/Rank:Mages Guild Rank 3 | Cost: 20 OSP |
| This skill allows a character to function as a ritualist with a ritual power rating of zero. The character may use transport and ritual circles and, with sufficient contributors, perform a ritual. A character with this skill, but not the basic skill ritual magic, cannot buy any other ritual based occupation skills or abilities. A character with this skill, but not the basic skills Incantation or spellcasting (at any level), cannot but the basic skill ritual magic. | |
| Immunity to Unliving Fear | |
| Pre-requisites: None | |
| 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. |
| Inscribe Glyph 2 | |
| Pre-requisites: Incantation 2 or 3 | |
| 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. |
| Wedge Mastery | |
| Pre-requisites: Incantation 1,2 or 3 | |
| Guild/Rank:Faction Rank 4 | Cost: 60 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. | |
| Champion | |
| Pre-requisites:Incantation 1,2 or 3 & Armour use (light, medium or heavy) | |
| 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. |
| Diagnose Special Effects | |
| Pre-requisites: None | |
| Guild/Rank:Healers Guild Rank 2 | 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. | |
| Detect Daemonic Interaction | |
| Pre-requisites: None | |
| 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. | |
| Discern Unliving | |
| Pre-requisites: Incantation 2 or 3 | |
| 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: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 | |
| 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 Spell cards | |
| Pre-requisites: None | |
| Guild/Rank: Mages Guild Rank 6 | 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. | |
| Inscribe Glyph 3 | |
| Pre-requisites: Incantation 3 | |
| 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. |
| @Cast all Incantations | |
| Pre-requisites:Incantation 1,2 or 3 | |
| 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. |