Description: This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
Description: Any weapon that is between 37.1 inches and 45 inches and must have a core.
Description: A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
Description: Any weapon with a chain and ball on the end. Cannot exceed 40 inches in total length and the chain must be 8 inches or less. Flailed weapons must be approved before use.
Description: Any Weapon that is between 45.1 inches and 60 inches. You must use 2 hands on this weapon at all times.
Description: An ability that you perform a large swing calling out “Cleave” and when it impacts a shield then it deals one cleave point worth of damage; once the shield reaches 0 left it is broken and cannot be used until repaired. This ability can only be used with Two-Handed weapons or any length axe, hammer, or mace that has a core and that you can fit 2 hands on. 5 second cooldown.
Description: You have trained in basic battle first aid allowing you the following abilities: 1. You can spend 10 seconds of role play to pull an arrow out of a wound caused by an arrow. This exchanges the wound for a hit of damage instead (assuming the target has a hit to spend). 2. You have the ability to apply bandages to yourself and others.
Description: Gambeson armor is made of cloth and padding. It grants you +1 to your armor total, stacking on top of points gained from light or medium armor. If a gambeson is the only armor worn it counts as a single point of armor.
Description: Allows you to wear light armor on your head.
Description: Allows you to wear light armor on your torso.
Description: Allows you to wear light armor on your limbs.
Description: Bucklers can be no more than 14 inches in length and width. Bucklers can be used on the same arm as another weapon. They have 1 cleave point.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: Grants you +1 rune.
Description: 1 Rune. Touch. 5 second incant. The target recovers 1 hit.
Description: 2 Runes, Touch. 20 seconds heals 1 wounded location.
Description: 1 Rune. 5 second incant. Special. Point at someone within 15 ft of you. That target suffers a Knockback.
Description: 3 Runes, Touch. 2 minutes roleplay. Revives and heals all wounds from a “Dying” target, or a dead target with a death token. If used on a dead target without a death token, the cost is increased to 4 runes with a 30 minute casting time.
Description: As long as you are inside a runic circle you cast, you can designate who is able to enter them.
Description: 4 Runes. 3 minute setup. 15ft size. Color: Black. Anyone inside this circle is immune to other magical effects. Additionally, no one inside the circle can cast any magical effect.
Description: 2 Runes. 2 minutes setup. 10ft size. Color: Green. Whenever anyone other than the caster enters this circle, they take a leg wound. If you also have Runic Mastery, you can choose who this circle affects.
Description: 3 Runes. 2 minute setup. 10ft size. Color: White. Anyone inside the circle (including their equipment) is immune to all damage, but also cannot deal any damage. If you get hit while under the effect of the circle call “Protection”.
Description: 3 Runes. 3 minutes setup. 10ft size. Color: Orange. As part of the preparation of this circle you can cast a thrown or touch spell. You cannot store healing spells or self cast only spells in this circle. The rune cost for that spell is added to the cost to set up this circle. Whenever someone other than the caster enters this circle, they take the effect of that spell. If you also have Runic Mastery, you can choose who this circle affects.
Description: 3 Runes. 3 minute setup. 10ft size. Color: Red. While you are inside this circle, you can cast thrown or touch spells on anyone else in the circle without incant time and need only point at the person to target them. Healing spells do not benefit from this circle. Only the caster of this circle can gain its benefits.
Description: 4 Runes. 3 minute setup. 10ft size. Color: Blue. Anyone inside this circle has the cost of their spells reduced to 1 rune.
Description: 1 Rune. 5 second incant. This spell allows you to force someone to always tell the truth when answering a question. This spell lasts as long as you maintain contact with the target. The target does not need to answer but if they do it must be the truth.
Description: 1 Rune. No incant. Allows you to snap your fingers calling “Forget” and cause a target you are in conversation with to forget the last 10 seconds or last phrase of the conversation. Once per 10 seconds.
Description: 2 Runes. 10 second incant. Touch. Cast this spell on a dead target. The target has a shadow of their spirit returned to them that can answer up to 3 questions. The spirit retains all the memories of when it was alive and can respond to any question it is asked as it wishes. The Truth spell can be cast along with this spell to add both effects together.
Description: Once before each event, a character with this ability can request a vision from the game masters. They will provide a description either before or after game start that describes what your character saw. These may be events that could happen during the game that day, or include clues that will help them on their tasks. Any vision you receive is likely to be shared by other characters with this skill.
Description: 2 Rune. 20 second incant. Touch. This spell dispels a rune circle.
Description: 2 Runes. Touch. 20 second incant. The caster may end the effect of one curse on the target. Unbreakable Curses cannot be stopped with this ability.
Description: 2 Runes. 10 second incant. Touch. Ends all negative magical effects on the target.
Description: 2 Runes. 10 second incant. Touch. Gives you the ability to purge a poison from a creature’s system. This includes all but death poisons.
Description: Casting Heal Wounds now only costs 1 rune for you.
Description: 3 Runes. 10 second incant. Touch. The target heals one wounded location and regains 1 hit.
Description: Once per day, you can cause a creature (including yourself) to heal all wounds, end all negative effects (magical or not) and restore all hits. This is done by a 10 second incantation in touch range. 0 Runes. This does not work if a target is already dead but does if they are “dying”.
Description: 2 Runes. 1 minute set up time. Silver. A runic circle with a max diameter of 15 feet. This circle is dispelled as soon as the caster leaves it. Everyone in the circle gains the benefits of a rest every 5 minutes instead of every 10 minutes like normal.