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Mage Basic Career Cost: 2 BP

Auras Rank 1

Auras is the magic of Defense. A shield against threats both magical and physical. When cast there is a flash of Green light.

Special Rules for the Auras School:

A character may only have one physical defensive Aura spell – Vigilance or Invulnerability – on them at any one time, not both. Similarly, a character may only have one magical defensive Aura spell – Defense, Negation, Reflection, or Absorption – on them at any one time. If a character has a latent defensive spell and an incompatible spell is cast on them, the spell that uses the most Power Points takes precedence. Aura of Resistance and Purity will not stack with themselves but can be combined with a physical and magical spell defense.

If a character is hit with a Destroy Magic spell then all the spells of the Auras School are lost, excluding the Armor and Stamina spells. Further rules and description of the Destroy Magic spell is listed under the Thaumaturgy School.

The magical spell defenses may or may not work on other forms of magic than just the spells in these rules. For example, they are known to work against spell songs, but they do not work against curses. If you do not know whether some mystical attack on your character can be prevented by a magical defense, you can try invoking it, but even if the defense does not work, it is still used up.


Rank 1:

Spell Verbal: I Weave an Aura of...

  • ...Armor.        1 Power Point     Until Used Up.
    • This spell gives the character an additional 3 Armor Points. These extra 3 Armor Points are the first Armor Points lost when the character is damaged.
 
  • ...Stamina.     2 Power Points    Until Used Up.
    • This spell gives the character an additional 3 Body Points. These extra 3 Body Points are the first points lost when the character’s Body Points are damaged, but otherwise act as normal Body Points.
 
  • ...Defense.     3 Power Points     Latent.
    • When invoked, this spell reduces the result of any damaging spell to one half. It has no effect against non-damage effect spells such as Sleep or Drain Magic. A Kill spell is reduced to doing half the target’s full Body Points, rounded up, minimum of two. This spell will halve the effects of a Life spell cast upon a character hurt by the element of Life, if the undead is intelligent enough to invoke it. If the character drops to 0 or -1 Body Points they are Bleeding to Death, not at the Brink of Death.
 

Rank 2 Auras
Rank 3 Auras
Rank 4 Auras
Rank 5 Auras

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Master Assassin Cost: 10 BP

Dodge

This skill will allow a character to avoid any one magical or physical attack, even from surprise. If the attack is an area affect attack, this skill does not allow the character to move to avoid the area of affect. The character may dodge an attack even while encumbered, for example when carrying a body or other heavy items. The character may also dodge when blinded or unable to see the attacker or the attack. However, the character cannot dodge an attack if they are immobilized in any way, or if they intentionally touch or pick up an item or person. This includes areas or parts of a structure that a character intentionally touches. A character is considered immobile if they are affected by a Pin, Bind, Paralysis, Imprisonment spell or similar effect or if they are held by another character. A character in a Magic Sanctuary spell must drop the sanctuary in order to dodge.

The character must call “Dodge” when they use this skill. This skill is always used once called.

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Master Assassin Cost: 4 BP

Agony Strike

Official skill from LAIRE rulebook.

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Master Warrior Cost: 4 BP

Armor Efficiency

Normally, after every battle, a character wearing armor will lose Armor Points after spending 5 minutes resetting their armor. With the purchase of this skill, the character gains three advantages.

The first grants the character 25% bonus to their Base Armor Points or Special Armor Points – whichever is appropriate for any armor that they wear. The character should total all of their separate armor pieces then multiply the total by 1.5 (this includes the 25% bonus for the Armor Proficiency skill, if the character only has the Armor Efficiency skill, then multiple by 1.25) and round the number normally to nearest whole number.

The second ensures that the character will always have 25% their starting Base Armor Points or Special Armor Points – whichever is appropriate – after resetting their armor. The character must still spend the 5 minutes in-game resetting their armor after a battle to gain this benefit.

Third, the amount the armor degrades decreases by 1 point. After all skills, crafting and enchanting bonuses, the minimum Degradation number is 1 point.

Torso armor must be worn to use this skill. The character may remove the other parts of their armor: their helmet, greaves, gauntlets, etc. but still has to wear their torso armor.

For example, Sir Derrick has a chain mail shirt, studded leather vambraces, and light plate greives totaling 20 Armor Points. With this skill he gains a bonus of +10 Armor Points totaling 30 Armor Points. After a battle he adjusts his armor and is now at 27 Armor Points. Over the course of the Event his armor is lowered to 6 Armor Points. Once more Sir Derrick gets into a battle, but at the end of this battle when he resets his armor he will have 5 Armor Points, the minimum he can have with this skill.

This skill does not augment magical Armor Points from an Armor spell, an alchemical item, magic items, rituals, or similar magical effects. It will increase the Armor Points from a Ritual of Armor Enchantment.

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Alchemist Cost: 3 BP

Identify Component

This skill allows a character to identify components and what race a character is. It takes 1 minute to use this skill.

This skill will identify a component they find. They can verify what it is by cross-referencing the out-of-game number on the item tag with a component list.

The character may also identify the race of a character by examining them. This will not allow a character to identify a character from across a field or during combat for it is necessary to do a close examination of the creature to determine what type it is. The character need not be dead, just unresisting. They can, for example, tell what kind of troll they are examining, but not what skills or careers they might know. Without this skill, the character might know he has dissected a troll’s blood, but not what kind of troll he is dissecting. If a character wants to know if the brain of the fallen character is a necromancer’s brain, they would first have to dissect the brain then spend another minute in-game identifying the brain. A character cannot take a sample of un-dissected blood and tell whether the character is a Druid, Mage, Healer, or whatever. They can do so after dissecting the blood.

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