| Skill | Rank | OSP's |
| Inscribe Scroll 1 | Rank 2 | 10 OSP |
| Sense Magic | Rank 2 | 15 OSP |
| Contribute to/Perform 2nd ritual | Rank 3 | 20 OSP |
| Zero point Ritualist | Rank 3 | 20 OSP |
| Inscribe Scroll 2 | Rank 4 | 30 OSP |
| Transcend Armour | Rank 4 | 40 OSP |
| Identify | Rank 5 | 30 OSP |
| Detect Daemonic Interaction | Rank 6 | 40 OSP |
| Diagnose Powers | Rank 6 | 40 OSP |
| @Double Spell Cards | Rank 6 | 75 OSP |
| Inscribe Scroll 3 | Rank 7 | 40 OSP |
| @Ritual Circle Control | Rank 7 | 75 OSP |
| @Solo Ritualist | Rank 8 | 75 OSP |
| Inscribe Scroll 1 | |
| Pre-requisites: Spellcasting 1,2 or 3 | |
| 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. |
| Sense Magical Aura | |
| Pre-requisites: None | |
| Guild/Rank:Faction Rank 2 | Cost: 30 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. | |
| Contribute to/Perform 2nd Ritual | |
| Pre-requisites: Contribute to Ritual or Ritual Magic | |
| Guild/Rank:Incantors 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:Incantors Guild Rank 3 | Cost: 30 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. | |
| Inscribe Scroll 2 | |
| Pre-requisites: Spellcasting 2 or 3 | |
| 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. |
| Transcend Armour | |
| Pre-requisites: None | |
| Guild/Rank:Faction Rank 4 | Cost: 80 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. | |
| Identify | |
| Pre-requisites: Spellcasting 1,2 or 3 | |
| 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. |
| Detect Daemonic Interaction | |
| Pre-requisites: None | |
| Guild/Rank:Incantors 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 | |
| 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. |
| @Double Spell cards | |
| Pre-requisites: None | |
| 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. | |
| Inscribe Scroll 3 | |
| Pre-requisites: Spellcasting 3 | |
| 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. |
| @Ritual Circle Control | |
| Pre-requisites: Spellcasting 3 | |
| This skill allows the character to control any ritual circle. A character with this skill can break or raise the ritual circle sear at will, activate and deactivate circles and can prevent teleportation to or from the controlled circle (although breaking the seal on a circle whilst a ritual is in place will disrupt the ritual and is extremely dangerous). To use this skill, the character must be within ten feet of the circle. |
| @Solo Ritualist | |
| Pre-requisites: Ritual Magic | |
| A character with this skill can perform rituals without any contributors. When performing a ritual on their own, the character personally generates the fifteen points of ritual power needed. If performing a ritual with contributors, the character generates their normal ritual power plus five extra points. |