Career Skill List Faith Discipline

General Skills

11 Skills
Available on List

Official LAIRE career skill list featuring 11 specialized abilities.

Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Cleric, Holy Blessing
Skill List: General Skills

When this skill is used, the character blesses a single weapon with the power of the High Lord. The weapon, while wielded, may not be broken, may swing for Light damage and the character is immune to disarming effects. The character must suffix their damage called with “…Light” if they wish to use the Light effect.

This skill will last for 10 minutes and will work in the hands of any good character, i.e. Acolyte of Light, Follower of the Light, Solars, etc. Any other character wielding the weapon does not gain the bonuses of this skill but may use the weapon normally.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval
Skill List: General Skills

This skill grants the character a limited immunity to necromancy. The character is immune to any undead creation spell in the Necromancy School. Damaging spells from that school still effect the character normally and a Death Slave spell brings the character to the Brink of Death. Undead creating sorcery rituals affect the character, but they are at half power, in other words, half the normal Body Points, Power Points, Strength Bonus, Skills, etc. and is wracked with constant pain and agony. After the end of the current Event in which the undead was created, the player can choose to end their character’s undead torment whenever they want, even if the character is on their last death.

A player may only have the Cleric or Paladin skill at one time. It is possible, with Plot approval and appropriate in-game roleplay, for a character to change from a Cleric to a Paladin by swapping this skill for Paladin, with the appropriate Build Point change.

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Build Cost: 2
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Faith
Prerequisites: Cleric, Holy Blessing
Skill List: General Skills

This skill allows the character to make any blessing skill they know have a duration of Latent until the end of the current Tag Cycle. Once the blessing is invoked by the target character, the normal blessing duration applies. This skill can only be used on a blessing the character lays on the target character and cannot be used on a blessing cast by another character. The seal must be used within 30 seconds of casting the blessing or it does not work and the skill is not used. One Crusader’s Seal is needed per blessing and a character may only have one of each type of blessing on them at a time.

This skill requires the use of the character’s focus and an additional verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill.

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Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval
Skill List: General Skills

This skill grants the character a limited immunity to necromancy. The character is immune to any undead creation spell in the Necromancy School. Damaging spells from that school still effect the character normally and a Death Slave spell will bring the character to the Brink of Death. Undead creating sorcery rituals affect the character normally.

A player may only have the Dark Cleric or Dark Paladin skill at one time. It is possible, with Plot approval and appropriate in-game roleplay, for a character to change from a Dark Cleric to a Dark Paladin by swapping this skill for Dark Paladin, with the appropriate Build Point change.

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Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Dark Cleric, 4 Wounding
Skill List: General Skills

This skill allows the character to choose either Necromancy or Demonology as a second school they can cast creation/summoning spells from using their Wounding Pool. Additionally, they can cast all spells from their original school, not just creation/summon, for twice the Power Point cost in Wounding Pool points. Note, the spell Summon Total Demonic Power to Infuse Me with Magic spell is not able to be cast from their pool. The character must still spend double pool points.

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Build Cost: 15
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: 2 Slays, Continuous +5 Strength Bonus
Skill List: General Skills

This skill works just like the Slay skill with the following exceptions. First the target character’s head is severed and is assumed to land near the character’s body. Second, the character is not Mortally Wounded, but is at the Brink of Death. Lastly, this skill cannot be used as a parry to an attack. The character must call “Decapitate” after the blow is delivered, followed by any special damage modifiers, such as “Magic”, “Silver”, etc.

This skill requires the character to have a +5 Strength Bonus to learn and use. This can either be a natural racial bonus or from some other source, such as a magic item. However, the Strength Bonus must be a continuous bonus, not one that has a duration or is invoked for a duration. Therefore, things such as a Strength Potion does not count towards this prerequisite.

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Build Cost: 6
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Arcane
Prerequisites: Battle Surgery, Autopsy, Dissection
Skill List: General Skills

This skill allows the character to painfully disfigure or alter certain body parts on an immobilized character without killing them. This causes pain until the character has been healed. Spells from the Healing School will undo the effects of this skill unless the user of this skill uses the appropriate amount of Moonwater to create an aberration. Any character with this skill can undo any Evisceration performed by another character without the aid of magic, but Sunwater is still necessary to undo an aberration. Characters with the Evisceration skill or Rank 1 Solutions skill can recognize the presence of Moonwater and in what quantity it appears on the character.

Acts of Evisceration are limited by what can be roleplayed in-game or represented through props and make-up. A character cannot, for example, reattach someone’s legs on backwards and expect them to walk. Such extreme acts render limbs useless and cause pain, nothing more. Evisceration does allow the user of the skill to open up a character as if surgery were being performed. Limbs and minor organs can be removed. Characters can be impaled and other extreme forms of torture can be used. This skill does not allow the user to remove or damage the most vital organs (heart, lungs, etc.) Such acts render an immediate Killing Blow. This skill also does not allow the user to seamlessly transplant body parts with other characters. There are additional requirements and limits to Grafting and these are described below.

To create an aberration, a Plot Marshal must approve the creation of any aberration. The character needs to spend 30 minutes in-game roleplaying this skill and use the amount of Moonwater listed in the table below. The character must fill out an Aberration Card (obtained from Plot) detailing the injuries that have been inflicted and the dosage of Moonwater used. This card must be approved and signed by a Plot Marshal and the target character must carry this card with them. A character can only work on one character at a time and only one character can use this skill on the target character at a time. The character must spend the full 30 minutes to use this skill. If they are interrupted or stop, the attempt fails and they must start over again from the beginning.

To cure an aberration, an equal amount of Sunwater must be used before the character can be healed. Alternatively, a character with the Heal Wounds skill can heal an aberration by using a number of Healing Pool Points equal to the amount of Moonwater used.

The types of aberrations the character can create and the amount of Moonwater needed are given in the table below. A character using more than the listed Moonwater has no additional affect.

 


EffectAmount of Moonwater
per effect
Festering Wounds8
Impaling16
Lobotomy24
Grafting32

 

Festering Wounds leave open, unhealable wounds on the target character. Up to three Festering Wounds can be created on one character. Each Festering Wound lowers the characters Body Point total by 10%, rounded down.

A character can be Impaled by use of this skill. No object larger than a polearm can be used to impale the character. While impaled, the character is at half their Body Point total. If the impaled object is removed, the character is Mortally Wounded and can still be healed, however they will still be at half their Body Point total until properly healed.

Lobotomizing a character removes a portion of their brain. The target character is affected as if under an Enfeeblement spell. The target character’s memories are never affected by use of the skill.

A character can Graft a body part from one character onto another. Extra limbs, such as a third arm or leg, cannot be added. Wings or tails added are vestigial and do not function. Physical racial abilities such as Claws or gills can be granted to the target character. Immunities, vulnerabilities, skills, powers, knowledge, etc., cannot be transferred. A maximum of a +1 Strength Bonus can be gained by use of this skill.

If an aberration dies and resurrects in the Healers Guild without their body, all aberrations are healed and the character resurrects normally.

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Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric, Holy Blessing
Skill List: General Skills

With the power of their faith, the character is able to drive out evil influences from the target character. All of the following effects are removed from the target when affected by this skill: possession, Demonic/Hierarch Charm, Vampiric Charm, or similar affects determined by Plot. This skill will not work on other spells, skills, or abilities that are cast or used by evil characters like Enslavement Spell, Domination Spell, Hypnosis, etc.

To use this skill, the target character needs to be unresisting. They do not need to be unconscious or bound, but they must remain immobile during the activation. The character must spend 30 seconds in prayers and pontificating – something to make it obvious that an exorcism is taking place – and brandish their focus the whole time. At the end of the 30 seconds, the character needs to touch the target with a spell packet (touch, not thrown).

Defenses that stop physical attacks will not stop this attack. Empower and the Resist ability are the only defenses that will stop this skill.

In the case of possession, the possessing character (the demon, undead, etc) may not possess any character for 5 minutes.

This skill requires the use of the character’s focus and a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. The character using this skill needs to start and end their 30 second roleplay with a verbal (which is part of the 30 seconds). This skill is not used if the possessing character leaves the target character before the 30 second verbal is finished.

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Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: 30 Min
Skill Type: Dexterity
Prerequisites: Master Assassin Skill
Skill List: General Skills

This skill allows the character to hypnotize one targeted character that is within 10 feet and after making direct, mutual eye contact for 3 seconds. The in-game verbal, “I compel you with hypnosis”, must be used after the 3 seconds of eye contact. If eye contact is broken before the verbal is finished, or the character takes damage the attempt fails and the skill is used.

Hypnosis and any Charm School spell or lesser racial ability – satyr/faun charm – are mutually inclusive. However, the hypnosis will override the commands of a lesser charm. For greater racial abilities – Vampiric Domination, Demonic or Draconic Charm – though also mutually inclusive, the hypnosis will be overridden by the greater racial charm.

The Iron Will skill or immunity to charms can block the Hypnosis skill. If the target also has a use of the Hypnosis skill, they may use that to block the attack. Resist Suggestion spell or Elven Resist skill will not work to stop this skill.

While the hypnosis is in effect, the character may give any number of commands to their target. The commands must be in a clear and understandable language. While hypnotized, the target character will not attack the character unless they are ordered to.

The targeted character will remember all the actions they took while hypnotized and believe them their own. They can be ordered to forget who hypnotized them – this is the only command that will last after the hypnosis ends. A second use of the Hypnosis skill will reveal this lost memory. The character can cause the target to forget or remember anything else they want; however, the affected character will remember the truth when the duration ends.

This skill lasts for 30 minutes. If while under the effects of a Hypnosis skill the target character is hypnotized, the newest hypnosis takes effect and the old one ends.

The hypnotized character does not know they are hypnotized while under the effects, nor when the affect ends. However, they may question why they took actions they would not normally or why they forgot certain facts.

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Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Potions Rank 5
Skill List: General Skills

This skill is purchased in ranks similar to schools of magic.
A character with Rank 6 Potions can brew any Potion of Rank 6 or lower.

This skill is Lost, and the exact method of learning it can only be found out in-game.

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Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Dark Cleric, 4 Wounding, Pain Touch
Skill List: General Skills

By use of this skill the character is able to disable a limb or Stun a target character with an evil rot depending on where the target character is struck. If a limb is affected, the limb is useless until healed. If the torso is struck, the targeted character is affected by a Stun effect for 5 seconds. The attack can be delivered by touch or channeled through a weapon.

The effected limb can only be healed by faith healing. An attack against a torso does not require healing after the Stun effect is over.

This skill requires the use of a verbal, which must be at least 5 syllables, not including the skill’s name, and must contain some reasonably recognizable version of the name of the skill. This skill can be delivered by touch, thrown, or through a weapon. If delivered through a weapon, the targeted character must be struck and weapons and shields will stop the attack. If the character misses their target, whether thrown or delivered threw a weapon, or the target uses a martial skill to stop the attack, the skill is not used. If the attack is stopped by a Resist Evil skill or a magical defense that stops physical attacks, the skill is used.

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