Rulebook Reference 383 Real LAIRE Skills

All Skills Database

Browse, filter, and search all 383 character skills with exact **Build Cost**, **Purchase**, **Tagged**, **Skill Type**, **Prerequisites**, and **Skill List** references.

Showing 383 skills Skill Name Matches Prioritized • Interactive Prerequisites
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Identify Component
Skill List: Alchemist

With this skill a character is able to get two doses out of one component. The time it takes depends on the rarity of the component. Below is a table that outlines how long it takes to double a component.


RarityTime (Minutes)
Common1
Uncommon5
Rare10
Very Rare15

When a character uses this skill the marshal should note that the component was doubled by placing a “D” on the tag. Reagents cannot be doubled, only Major Components.

Once doubled, a component cannot be used in sorcery rituals, even if both halves of the component are used. A component that has been doubled cannot be doubled again.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Twice
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Traps Rank 5
Skill List: Master Thief

Normally, only one trap may be attached to one trigger. This skill allows the character to add an extra trap tied to the same trigger for each purchase of this skill up to a maximum of three traps, one extra per purchase of the skill. The extra trap must be added when the trap is set and cannot be added to an existing trap. Each slot can be filled with any trap as per the set trap rules, and can be the same or different trap types. All in-game costs must be paid for each trap the character sets.

When the trap goes off, one defense is needed for each trap set. So, for example, if a trap is set with three 10 damage fire traps in a 10 foot radius, the affected character(s) would require three separate defenses. One Trap Dodge skill will stop all the slot in a trap.

To set the trap, the character should place the three separate trap tags onto the trap and set the trigger accordingly. If the trap is disarmed, the character may take the trap tags, but may only set the same trap if they have the same number of purchases of the Advanced Set Traps skill as was originally used.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Superior Strength
Skill List: Miscellaneous

This skill turns the non-combinable Strength Bonus of the Superior Strength skill to a combinable Strength Bonus.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi, Special
Tagged: Yes
Duration: 5 Seconds
Skill Type: Dexterity
Prerequisites: 1 Assassin Proficiency
Skill List: Master Assassin

Official skill from LAIRE rulebook.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Literacy, Herbal Lore
Skill List: Alchemist

This skill allows the character to recognize alchemical reagents. This is the basic Alchemy skill and grants the character the ability to brew, distill, mix, and perform the other basic skills needed to create alchemical items. It does not grant the character the ability to actually make anything; a separate skill is required for that. Alchemy Lore is required to read and identify alchemical recipes in-game.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Mage Basic Career Skill List, Waylay, Rank 2 in Any 3 Low Magic Schools
Skill List: Arcane Grifter

When a character purchases this skill they gain the ability to use: Thrown Weapons, Small Weapon, One-Handed Edge, Bow, Crossbow, Staff, and the Florentine skill. The character also gains the ability to use a staff in their off hand. This allows them to block only, just like with the Master Florentine skill and a two handed weapon.

Additionally, any Build Points the character may have spent on these weapon skills are refunded when this skill is learned. So, if a character has One-Handed Edge skill, Florentine skill and Thrown Weapon skill the character would get back a total of 8 Build Points, effectively getting the Tools of the Trade skill for free.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Tools of the Trade
Skill List: Arcane Grifter

For each purchase of this skill a character gains a +1 Damage Bonus with all Tools of the Trade weapons. This skill may be combined with other Damage Bonuses. The Arcane Proficiency skill is not hand specific. When behind a target, or if the target is Disadvantaged the Damage Bonus with all Master Assassin weapons becomes +1.5 instead. The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to gain their Damage Bonus.

A character is considered to be Disadvantaged if they are under the following effects: Stunned, Paralyzed, Enfeebled, Pain, Confusion, Sleep, Unconscious, Unarmed or if both arms are: Bound, Disabled, Broken, Withered, or Severed. A character is not Disadvantaged if they are: surprised, blind, weakened, etc.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Skill List: Master Warrior, Ranger

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.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Armor Skill
Skill List: Warrior Basic Career

This skill increases the character’s knowledge of how to effectively wear armor. It grants them a 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 1.25 (1.5 if they also have the Armor Efficiency skill) and round the number normally to nearest whole number.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Martial
Prerequisites: Armor Skill
Skill List: Warrior Basic Career

Normally, a character must spend 5 minutes adjusting and resetting their armor after it is damaged to reset their Armor Points. With this Tagged skill, the character can do this in 10 seconds. The character must be able to use skills, not be engaged in combat, be able to see, and have free, unfettered hands and legs. The player should role play quickly adjusting their armor in-game for 10 seconds so it is obvious to anyone watching what they are doing. While resetting their points, the player should say, “Resetting Armor 1, Resetting Armor 2, etc.” to a count of 10. This is an out-of-game count and does not require the character to be able to speak. If the character is interrupted, the skill is not used. After using this skill, the armor will still degrade normally based on crafting, enchanting, and skill bonuses as if they had spent the whole 5 minutes resetting their armor.

The player may use this skill on another character’s armor so long as both characters meet all the conditions to use the skill, in other words, they must be able to use skills, not engaged in combat, etc.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career, Rogue Basic Career

This skill improves the characters ability to wear armor. It lowers the degradation number by one, so for a suit made of normal materials, it will lose 4 Armor Points instead of 5. This effect stacks with all other crafting, enchanting, and skill bonuses with a minimum of 1 point.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

Each purchase of this skill allows the character to repair 6 Armor Points of cloth, leather, or metal armor. It takes the character 5 minutes to repair up to 6 Armor Points; so if a character has three purchases of this skill, it will take them 5 minutes to repair 1 to 6 Armor Points, 10 minutes to repair 7 to 12 Armor Points, and 15 minutes to repair 13 to 18 Armor Points. The character may break up their repair points any way they wish up to their maximum number of repair points.

This skill is not used if the character is inside an armory when repairing armor.

This skill will also allow the character to make a new piece of armor. For every purchase of this skill, the character can make a piece of leather or metal armor worth up to 6 Armor Points; so a character with three purchases of this skill can make a piece of leather or metal armor worth up to 18 Armor Points.

Four purchases of the Armor Smith skill is needed for Elven Crafting, Dwarven Crafting, Bone Crafting, and Enchantment Quality. Five purchases of the Armor Crafting skill is needed for Mithril Crafting.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: Yes
Duration: Special
Skill Type: Faith
Prerequisites: Shapeshift, Compel Mother's Children
Skill List: Druid

When this skill is purchased, the character embraces the animalistic power of nature and gains the ability to call upon their guardian animal totem and merge with it, transforming their body into a bipedal version of the character’s guardian totem animal. All armor and items worn are unchanged in the new form.

When a character transforms, they must drop to their hands and knees or crouch for 1 minute to roleplay the shift. During this time, the character puts on the appropriate costuming for the animal which must be at least a mask and a tabard approved by Plot. The character can be attacked and harmed during this time and no skills or abilities can be used. The Druid may call latent spell defenses or invoke spell defenses from items, however. Taking damage will not interrupt the transformation unless the Druid is rendered unconscious or worse. If the character is interrupted, they do not use the skill for that Tag Cycle.

When transformed, the Druid gains the following abilities:
• +20 Body Points
• +1 Strength Bonus
• +1 Damage Bonus with their claws only
• One special ability based on the type of totem (see table below)
• Immunity to all charm effects
• Immunity to Fear
• May still use their Druid skills, even Nature Magic

They also suffer the following detriments while shapeshifted:
• They cannot speak common and therefore cannot use any skills, spells, powers, or items that require a verbal, but can understand what others are saying, and can be understood by Druids.

Category
Examples
Special Ability

Avians
Eagles, etc
Critical Attack 1x,
Flight levels 1 and 2

Insects
Ants, Beetles
20 Natural Armor,
Acid Spit: 18 points of damage x2

Bears
+10 Body Points,
+1 Strength Bonus, Non-Combinable

Canines
Wolves, Hyenas
+1 Damage Bonus,
Master Parry, Track By Scent

Felines
Lions, Tigers
+1 Damage Bonus,
Critical Attack, Track By Scent

Primates, Equines
+1 Damage Bonus,
Feat of Strength x2

Reptiles
Snakes, Lizards
10 Natural Armor, Threshold of 2 (stackable),
Poison Spit: Blindness

Scorpions
20 Natural Armor,
Poison Spit: 24 Point Damage x2

Spiders
10 Natural Armor,
Webbing x3

The character must receive approval from the Plot Director for their totem animal and the final category benefits. If a character has a totem that is not represented in the above table, the closest match will be assigned.

While in their aspect, the character appears as a half animal half man version. The character gains no special movement powers or the ability to walk on four (or more) legs. While in animal form, the character may use their Druid skills and Nature Magic spells. They still need to say the appropriate verbal but, in-game, the characters around them do not understand what they are saying. Also, they may use any latent spell normally. When the character changes back to their natural form and they are down Body Points, the bonus Body Points the character gains from changing are the first to be lost. Therefore, if the character normally has 20 Body Points and uses this skill they would have 45 Body Points. If the character was down 18 Body Points when they changed back, they would be at 20 Body Points – the normal for their natural form. Willingly changing back to their natural form takes the character however long it takes to remove their costume.

The change normally lasts 1 hour, but the character may change back to their natural form at will. If while in the animal form, the character is brought to the Brink of Death, they are forced back into their natural form.

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 may only purchase Aspect of the Beast or Elemental Quintessence, not both. Once learned this skill cannot be unlearned in order to purchase the other skill.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Master Assassin
Skill List: Master Assassin

For each purchase of this skill a character gains a Damage Bonus with all Master Assassin weapons according to the table below. This skill may be combined with other Damage Bonuses. The Assassin Proficiency skill is not hand specific.

Weapon Type
Damage Bonus

Small, Thrown, One-handed, and Crossbows
+1

Bows
+1.5*

*This bonus is rounded down, so one purchase gies a +1 damage bonus and two gives a +3 damage bonus.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: 1 Assassin Proficiency
Skill List: Master Assassin

This skill allows the character to double their weapon damage for one swing. The player should double the amount of damage their character is swinging including base weapon damage, Damage Bonus, Strength Bonus, alchemical effects, or magic bonuses. This attack does not need to be from surprise or behind. Any defense that stops physical attacks will stop this skill.

The character is able use multiple purchases of this skill to increase the amount of damage in one attack, increasing the multiplier by one for each additional tag used. There is no limit to the number of Assassin Strike skills the character can use in one attack.

For example, Silk has five purchases of the Assassin Strike skill. He decides to use one use of this skill against a foe. He normally swings 10 points of damage with his sword, and calls “20 Strike” when he hits with this skill. Later on that Tag Cycle, Silk again decides to use his Assassin Strike skill, but this time he needs to be sure to take down his foe. He decides to use his remaining four Assassin Strike tags for five times his base damage. He makes his attack and strikes his opponent calling “50 Strike,” felling his opponent easily.

The character using this skill should suffix his normal damage with “…Strike”.

This skill is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense the skill is used. This skill does not double any additional damage from the Heal Wounds skill, Wounding skill, or Elemental Pool Points.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Multi, Special
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: 2 Assassin Proficiency ~or~ 2 Arcane Proficiency
Skill List: Master Assassin, Arcane Grifter

This skill allows a character to strike down a target character with one strike. The character hit with this skill is Mortally Wounded and requires the appropriate healing. This skill ignores armor and does not damage it. The character must strike the arm between the elbows and the shoulders, or the body between the shoulders and the knees of the target character. The character must call “Assassinate” after the blow is delivered suffixed by any special damage modifiers, such as “Magic”, “Silver”, etc. Unlike other skills, this skill only requires the character to call the effect loud enough for the target to hear. However, anyone who hears the word “assassinate” is aware of the attack.

Only non-blunt weapons gained with the Master Assassin skill can be used to assassinate a target character.

If the character using this skill surprises their target, the target character may not use any martial skills to block the attack. As a general rule, if the target character is surprised by the attack, the assassinate works. The most common way to achieve surprise is by attacking from behind, but a character need not do that. They can walk up to their target, shake their hand and assassinate them with their other. The target character is not surprised if the character is fighting them. The character may assassinate someone by surprise if they are fighting another opponent, however. Even if the target turns their back and runs, you can assassinate them, however the attack still has to be a surprise.

A character may use this skill while actively fighting their target. In this case, the target character may use any martial or magical defense that would stop an Advanced skill, such as Dodge, Master Parry, Slay Parry, Invulnerability, etc.

A character must have one Assassin Proficiency skill per Assassinate skill they wish to purchase, after the first purchase. So, a character that wants three Assassinate skills must have three Assassin Proficiency skills.

This skill is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense the skill is used.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

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

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Auras Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: I Weave a Protective Aura of...

  • ...Vigilance.        4 Power Point     Latent.
    • When invoked, this spell gives protection against certain specific attacks: it prevents a Waylay with 3 or fewer points of damage from rendering the target unconscious and taking damage and it leaves the target of a Slay or an Assassinate skill with half their current Body Points. However, if direct body damage was done by the weapon, then any blade poisons on the weapon take effect.
    • Vigilance has no effect against any other form of attack, magical or non-magical, including a Waylay that does 4 or more points of damage.
 
  • ...Negation.     5 Power Points    Latent.
    • When invoked, this spell completely cancels the effects of one spell cast upon the character. A Negation will stop spell like effects such as those from Nature Magic and Spell Songs normally.
 
  • ...Reflection.     6 Power Points     Latent.
    • When invoked, Reflection turns a spell back upon its caster. If the caster also has a Reflection spell and chooses to invoke it, then the spell is reflected back upon the target again. If the original target still has some other appropriate form of defense against spells they may then invoke it.
    • A Reflection will stop magical spell like effects including those from Nature Magic and Spell Songs, but in these cases, while the spell is stopped, the spell is not redirected back at the caster.
    • For purposes of determining who the caster of a reflected spell is, the character that last used the reflection is considered the caster. For example, a character is hit with a Paralysis spell, they invoke a Reflection spell and the original caster is now paralyzed, and the original defending character can remove the Paralysis spell by touch since they are now considered the caster.
Rank 1 Auras
Rank 3 Auras
Rank 4 Auras
Rank 5 Auras

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Auras Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: I Weave a Protective and Warding Aura of...

  • ...Fortitude.        7 Power Point     Latent, 5 Minutes
    • When invoked, this spell provides the character with a 4 Threshold, which negates all physical attacks on the target character that delivers 4 points of damage or less, for 5 minutes. If a blow does 5 or more points of damage, Fortitude will not block it.
    • If a character is under the affects of a Fortitude spell, then it takes a Waylay that does 5 or more points of damage to knock them unconscious. A Fortitude spell does protect a character from a Killing Blow, provided the damage done by the Killing Blow is four points or less and the spell’s duration has not expired.
    • The Threshold provided by a Fortitude spell does not protect the character from any spells, only physical attacks are stopped and cannot be stacked with other Thresholds. As a rule, Thresholds do not add, only the most protective Threshold protects the character.
    • Once a Fortitude spell is invoked, it is no longer a latent spell and is considered an active spell. A character cannot invoke a Fortitude spell as a defense to an attack, they must already have the spell active to gain the benefits of the spell.
 
  • ...Absorption.     8 Power Points    Latent.
    • When invoked, an Absorption spell negates the effect of a spell. Also, the actual, modified Power Points used to cast the negated spell are given to the character. This spell will not give a character any Power Points if they do not have the Power Point skill, nor will it give a character more Power Points than their normal Power Point maximum.
    • If a character uses an Absorption to stop an area of effect spell that does not strike them directly, the effect is stopped but the character gains no Power Points. For example, a character wishes to safely cross a Wall of Flame spell. They can call their Absorption to protect themselves from the damage, but gain no Power Points.
    • An Absorption will stop magical spell like effects including those from Nature Magic and Spell Songs, but in these cases, the effect is stopped but the character gains no Power Points from the spell even if the character is a Druid or Spell Singer.
 
  • ...Invulnerability.     8 Power Points     Latent.
    • This spell protects against one physical attack. It cancels a Waylay, Slay, Assassinate, Stunning Blow, Critical Attack, or any other nonspell effect that does damage or harmful physical effect.
    • An Invulnerability spell can be used to stop a Killing Blow if the target is immobilized and still conscious, but the player must say the word “Invulnerability” audibly to give the attacker the chance to see the characteristic flash of light.
 
  • ...Purity.     8 Power Points     Latent.
    • When invoked, this spell protects the character from one external alchemical attack. Purity will not stop any alchemy the character consumes.
    • Paste of Binding, acids, Fire Breath, Sunwater, Paste of Stickiness, and Alchemical Lubricant have an external effect but will not be stopped by this spell. These items are stopped by an Invulnerability spell.
Rank 1 Auras
Rank 2 Auras
Rank 4 Auras
Rank 5 Auras

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Auras Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: I Weave a Protective and Warding Aura of...

  • ...Resistance to Shield You.        12 Power Point     Latent.
    • This Spell is considered Lost Magic.
    • When invoked, this spell will stop any one physical or magical attack and follows all the standard rules for Invulnerability and Negation spells. A character can still only have one Resistance upon them at a time.
    • Resistance takes up its own slot, thus a character could have an Invulnerability, Negation, and Resistance at the same time.
Rank 1 Auras
Rank 2 Auras
Rank 3 Auras
Rank 5 Auras

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Auras Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: I Weave a Protective and Warding Aura of...

  • ...Dragon Skin to Harden Your Hide.        16 Temporary Power Points, 1 Permanant Power Point            Latent, 10 minutes.
    • This Spell is considered Lost Magic.
    • When this latent spell is invoked, the character gains 25 Body Points that can be healed and Damage Resistance: Silver. Spells and other magical attacks still harm the character normally as does “Light” and “Dark” attacks.
    • This defense lasts for 10 minutes or until dispelled. The Body Points gained from this spell are the first to go, therefore when the spell ends, the character will not lose any additional Body Points if they are below their normal maximum.
 
  • ...Elder Resistance to Shield You from Harm.     24 Temporary Power Points, 2 Permanant Power Points    Latent.
    • This Spell is considered Lost Magic.
    • This latent spell defense will stop any one attack or effect regardless of the nature of the attack. This includes warlock augmented spells, sorcery, martial skill, alchemy, faith, etc. Unlike some characters that have this affect as an innate ability, the character does not suffer a Torso Stun effect when they invoke this defense.
Rank 1 Auras
Rank 2 Auras
Rank 3 Auras
Rank 4 Auras

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Instant
Skill Type: Arcane
Prerequisites: Battle Surgery
Skill List: Master Miscellaneous

This skill allows a character to determine the cause of death of a character in their Death Count or a corpse. This skill will tell if the cause of death is from a Slay, Assassinate, poison, general damage, magical effect, the spell and its school, etc. It can tell what type of weapon was used, but not what specific weapon it was.

A character can only Autopsy one character at a time. The use of this skill requires the character to concentrate while they are using this skill. The player should look at the character they are using this skill on and can only talk and invoke Latent spells while autopsying someone. If the use of this skill is interrupted by either taking damage or the character choosing to stop, the attempt fails. If the character wishes to try to autopsy again they must start from the beginning.

This skill does not stop a character’s Death Count, nor can their Death Count be stopped by any means and still use this skill. For example, a character cannot use Battle Surgery skill to stop the Death Count. This skill takes 1 minute to use.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Waylay
Skill List: Rogue Basic Career

When this skill is purchased the character gains a +1.5 Damage Bonus to all their attacks from behind with any weapon. This skill is not hand specific and applies to both their right and left hand weapons. The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to gain their Damage Bonus.

Additionally, if the target character is Disadvantaged, the character gets their Backstab Bonus. A character is considered to be Disadvantaged if they are under the following effects: Stunned, Paralyzed, Enfeebled, Pain, Confusion, Sleep, Unconscious, Unarmed or if both arms are: Bound, Disabled, Broken, Withered, or Severed. A character is not Disadvantaged if they are: surprised, blind, weakened, etc.

This skill is stackable with itself and all Backstabs learned are cumulative. So a Backstab +4 would allow the character to cause 7 points of damage with their Small Weapon.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Harvest Demon Flesh
Skill List: Demon Hunter

Learning this skill allow the character to activate the Bane Endowment by consuming specific kinds of demon flesh. Once activated, the endowment allows the character to swing normal fire or normal ice damage with any melee weapon held in either hand. The character must swing the selected element and suffixes the damage type to the damage called in addition to any other damage modifiers. For example, if the character is using a normal one-handed edged weapon and chooses the Ice Bane option, they would call “...Fire”. If they then picked up a magic one-handed edge weapon, they would call “...Magic Fire”.

Depending on the type of demon, different effects and detriments are gained. See the table below.

Type
Effect
Demon Type

Ice Bane
Swing Normal Fire
Fire

Fire Bane
Swing Normal Ice
Ice

Rot Bane
Swing Normal Healing
Undead

This Endowment gives the Character 2 Corruption Points when activated at Rank 1.

Rank 1 will last for 10 minutes at the cost of 2 corruption points.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early. The character cannot activate another Bane Endowment while they have a Bane Endowment active. They do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Bane Endowment Rank 1
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Bane Endowment last for 10 or 20 minutes at the cost of 2 or 4 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Bane Endowment while they have one active, they do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Bane Endowment Rank 2
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Bane Endowment last for 10, 20, or 60 minutes at the cost of 2, 4, or 6 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Bane Endowment while they have one active, they do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 30 Minutes
Skill Type: Faith
Prerequisites: Pass Without a Trace
Skill List: Druid

This skill calls upon the strength and toughness of the trees to make the character stronger, adding 12 Body Points to the character that can be healed. These extra points are the first Body Points lost when the character is damaged.

To use this skill, the character must touch a living, healthy, normal, non-sentient tree with bark.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Paladin
Skill List: Paladin

This skill, once invoked, will grant the character the following benefits while active. First it will increase their base Body Point stat by 25%. Second, the character is immune to Dark damage, though the Dark Pool points – if any are used – are not expended.

Finally, the character is immune to special damage effects, including Eldritch attacks, of supernatural creations of the Dark Lord – anything from zombies, orcs, demonlings to Hierarchs. This only works on attacks – melee or ranged – that deal damage and does not affect weapon damage types – silver, mithril, magic, etc. The character still takes the damage normally, just not the special modifier. Note that this does not have any effect on special abilities, spells, skills, etc. from these characters. For example, the character is struck by a Ghoul dealing 4 Paralysis. The character will take 4 damage but not the paralyzing effects of a Ghoul.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Any 6 Ranks of Endowment Skills
Skill List: Demon Hunter

Learning this skill allow the character to activate the Battle Strength Endowment by consuming a specific kind of demon flesh. Once activated, the endowment gives the character the following bonuses:

  •  +2 Strength Bonus. This is a racial bonus and does not stack with other racial bonuses. The greater bonus takes effect.
  •  +12 Body Points. These Body Points are healable and are the first to be lost. They are temporary and are not affected by anything that affects the character’s Base Body Points. When the affect ends, the character will lose 12 Body Points unless they have already have taken more than 12 points of damage. For example, if a character has 20 Body Points and activates this skill. They then have 32 Body Points. They take 16 points of damage and are currently at 16 Body Points. When the endowment ends, they will not lose any more Body Points. Had they been at 24 Body Points when the endowment ends, they would be at 20 Body Points.
  • +20 points of Natural Armor. These Armor Points do not reset and are the last to be lost after all spells, rituals, and real armor.
The Battle Strength Endowment requires the flesh of any battle demon to activate.

Rank 1 lasts for only 10 minutes and gives the character 3 Corruption points.

Each purchase of this skill increases the amount of time this endowment is active and amount of corruption gained by activating it. The character may choose how long the endowment will last in the standard increments of 10, 20, or 60 minutes, up to maximum rank of this skill learned. For example, a character with Rank 2 can consume the correct type of demon flesh and have this endowment last for either 10 or 20 minutes. They could not choose to have it last 60 minutes since they do not have Rank 3. The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early. The character cannot activate another Protection Endowment while they have a Protection Endowment active. They do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Battle Strength Endowment last for 10 or 20 minutes at the cost of 3 or 6 Corruption points respectively.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Battle Strength Endowment last for 10, 20, or 60 minutes at the cost of 36, or 9 Corruption points respectively.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Miscellaneous
Prerequisites: First Aid
Skill List: Miscellaneous

For every purchase of this skill, the character can spend 1 minute to restore Body Points to a character. The character may use this skill any time they wish on any living character, including themselves so long as the character is awake and not restrained. For every purchase of this skill the character can restore 12 Body Points. No matter how many Body Points restored, the character need only take 1 minute to use this skill. The character can restore any amount of Body Points they wish with this skill up to their maximum amount. To use this skill, the character can use any available cloth, like tearing a piece of their costume, to bandage the wound. If a character uses clean white bandages that are at least 2 feet long and 2 inches wide will gain a bonus of 50%, rounded down, to the Body Points restored. One area of the body per use of this skill (or per 12 Body Points restored) is required. The player using this skill is responsible for providing the bandages, which are an in-play item and do not require a tag. The target character must keep the bandages on for at least 1 minute. If the bandages are removed or fall off before the 1 minutes are up, the Body Points healed with this skill are lost and the use of this skill is still expended.

One complete (12 Body Points) use of this skill can be used to indefinitely stabilize a living character who is Mortally Wounded or at the Brink of Death. The character should place their hand on the target character’s torso and call “Battle Surgery”. As long as the character maintains contact, the target character’s Death Count stops.

Thirdly, if a character wishes, they can restore Body Points when using their First Aid skill. When using First Aid on a target character, the character can opt to use points of their Battle Surgery Body Point Tags to heal the target character. Combining the use of these skills takes 1 minute and the target character will wake up at the end of the minute, bypassing the 5 (or 21⁄2 with bandages) minutes of wake up time normally required with the First Aid skill.

Lastly, the character can use 6 points from their Battle Surgery Body Points to splint a leg that is broken – NOT SEVERED!!! – and allow the injured character to slowly walk on the leg moving no faster than one step per second.

A character may not walk on two broken legs, without help, even if both are splinted. A character can only be battle surgeried by one character at a time and a character can only battle surgery one character at a time. The use of this skill requires the character to concentrate while they are using this skill. The player should look at the character they are using this skill on and can only talk and invoke Latent spells while battle surgering someone.

The bandage is in-game, does not have to be purchased, must be white, and must be larger than 2 feet by 2 inches. The character must either have their hand on the target character or be bandaging to use this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Dexterity
Prerequisites: Waylay
Skill List: Rogue Basic Career

When this skill is used, the target character cannot take any actions or use any non-defensive skills, abilities, or items. While the target is under the effects of the Blather, they may do nothing but stand there and look at the character. The target character is unaware of their surroundings for the duration. The effects of the Blather ends should the character stop talking for more than 3 seconds, the character or target character is attacked, or there is combat within 20 feet of the target character. The target character may use any defensive ability if they are attacked, i.e., Crit Parry, Dodge, Vigilance, Spell Shield, etc.

To use this skill, the character needs to engage the target in a conversation for 5 seconds and the target needs to acknowledge the character by either looking at the character or verbally acknowledging the character. The Blather skill will last so long as the character continues talking. They do not need to be saying anything intelligent or sensible, but they do need to be speaking words not just mumbling sounds. The maximum duration is 10 minutes.

This skill is stopped by Iron Will. Any character that is immune to charms (i.e. has the Immunity: Charms ability) is immune to this skill. The target character needs to be able to hear the character, so people who are deaf cannot be effected, and understand the character, so animals (unless the character can speak to animals) are not affected. If the target does not speak the character’s language, this skill still works on the target Character.

This skill can only be used on one character at a time. While this skill forces the target character to pay attention to the character, it does not prevent the target character from maintaining their concentration for purposes of spells like Magic Sanctuary.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: 1 Master Proficiency ~or~ 1 Assassin Proficiency ~or~ 1 Monk Proficiency ~or~ 1 Ranger Proficiency
Skill List: Master Warrior, Master Assassin, Monk, Ranger

This skill enables a blinded character to engage in hand to hand combat; without this skill a character may not engage in combat while blinded. This skill does not imply the ability to see. A character using this skill is assumed to be fighting by "feel" and sound, and can only respond to a hand to hand attack and cannot initiate combat with a foe that they cannot perceive. Once combat starts, the character can continue until the target leaves the combat entirely or out runs the player.

This skill cannot be used – ever – to detect invisible characters, but can be used to attack invisible characters that attack first.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Instant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Bonds is the magic of restraint, holding objects or characters in place. The flash of magic associated with bonds is a deep blue color.

Special Rules for the Bond School:

Any Bond School spell can be removed by its caster. The caster must touch the target player of the spell and say, “I Release You From (name of spell)”. This also applies to the Imprisonment spell, as the act of touching the target player refers to the ability of the caster to make physical contact with the target, not the caster’s character and the target character.

Almost all the Bond spells can be removed by a Dispel Magic; Imprisonment and Impenetrable Portal are the only two listed here that cannot. The Pin, Bind, Paralysis, and Imprisonment spells are not mutually exclusive and therefore, a character can be effected by all four at once.

Characters with an exceptional Strength Bonus are immune to the effects of certain Bonds School spells. Only a Strength Bonus that is combinable counts at all towards determining if a character is immune to a Bonds School spell. Skills, spells and alchemical items that grant a non-combinable Strength Bonus are never considered in the calculations, but skills and spells that grant even a temporary combinable Strength Bonus do count. The table below outlines the required Strength Bonus needed and what spell immunities are gained.

Spell Name
Strength Bonus

Pin +2 Bind +4 Paralysis +6 Imprisonment +8

Some characters are immune to the effects of Bond School spells. The commonly encountered ones are ethereal or incorporeal undead. Others to be sure exist, but the player must learn of these during game play.


Rank 1:

Spell Verbal: I Create a Magical...

  • ...Attachment.        1 Power Point      10 Minutes.
    • This spell attaches an object that weighs no more than 10 pounds to another object. The caster must touch both objects during the casting of the spell. If more than 10 pounds of force is applied to the Attachment, it will break. For example, a bottle could have an Attachment to a staff, but an Attachment could not be used to fix a rope to a wall so a character could swing across a chasm.
    • You cannot cast multiple Attachment spells on an object.
    • This spell is not a combat spell. Attachment can be represented outof-game by duct tape, but the caster is responsible for supplying the duct tape to attach the objects.
 
  • ...Pin.     2 Power Points    30 Seconds.
    • The spell attaches the right foot of the target character to the ground. The target can pivot on their right foot, but cannot lift it or move it.
    • A character can break a Pin with a +3 or more Strength Bonus and taking 5 seconds to complete.
    • There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not
Bonds Rank 2
Bonds Rank 3
Bonds Rank 4
Bonds Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Bonds Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: I Create a Magical Seal That Will...

  • ...Bind.        5 Power Point     1 Minute.
    • This spell attaches both of the target’s feet to the ground and both of the target’s arms to their sides. A Bind spell makes both spell casting and combat impossible. A bound character cannot be moved since their feet are attached to the ground, and if they are holding something in their hands, they cannot release it. Another player can remove an item from the target’s hand(s), but doing so requires a +3 or more Strength Bonus and frees the target’s arms. A bound character cannot be given a Killing Blow, provided that the character can still twist around.
    • A Bind spell can be partially broken with a +3 or more Strength Bonus. It takes 5 seconds to free either the character’s arms or legs or 10 seconds to free both. If the character uses a Giant Strength spell to free themselves it would require two spells – the act of breaking either the arms or legs free counts as one action.
    • There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.
 
  • ...Lock.     5 Power Points    1 Hour.
    • This spell will seal a door, hold an object in place or attach an object to another object. A Lock spell can be represented out-of-game by duct tape, but the caster is responsible for supplying the duct tape to attach the objects.
    • This spell will not work on a character. An object cannot be attached to a character and a character cannot be attached to anything.
    • A Lock spell can be broken with +3 or more Strength Bonus such as by invoking a Giant Strength spell. If an object under the effects of a Lock spell is destroyed, then the spells ends.
Bonds Rank 1
Bonds Rank 3
Bonds Rank 4
Bonds Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Bonds Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: I Create a Magical Seal That Will Cause...

  • ...Paralysis.        7 Power Point     5 Minute.
    • This spell completely paralyzes the target character; they cannot move or speak. The only acts a paralyzed character can perform are to move their eyes, blink, or invoke a latent spell. A character may be given a Killing Blow while they are paralyzed.
    • Paralyzed characters can be moved as they are not attached to the ground; in addition, their limbs can be moved by some external force such as another character. The target will still be unable to move from their new position. If the paralyzed character is reduced to 0 Body Points or lower, the player should still fall down.
    • There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.
 
  • ...Imprisonment.     9 Power Points    5 Minutes.
    • The target character is completely immobilized; they cannot move or speak. They are surrounded by a glowing, skin tight magical prison that protects them from all attacks, spells, or damage until the spell wears off. An Imprisoned character cannot be picked up or moved from the spot where the spell hit them. If the spell affects the character while they are not touching the ground – jumping in mid air, swimming, brachiating, being carried, in a tree, etc. – the character is immediately dropped to the ground under them when the spell hits.
    • The Imprisonment spell is not affected by the Dispel Magic or Destroy Magic spells. The effects of alchemical items cannot pass through an Imprisonment. If you cast an Imprisonment on yourself then you cannot remove it; you must wait until the 5 minutes elapse.
    • A target is still affected by the Hypnosis skill and other charm like gaze attacks. The Total Power skill will pierce through an Imprisonment, even if the original spell was cast with Total Power.
    • There is a visible effect to this spell, and it is obvious to any one looking if the character is free or not.
 
  • ...Free Action.         6 Power Points      Latent or Instant
    • This spell is considered Lost Magic
    • This spell can be used in two different ways. First, it can be used to dispel any spell from the Bonds School when cast on the target character. It will only remove one active spell at a time and the character should call what spell they are dispelling when they cast this spell. If the character does not then the target player can choose what Bonds School spell they want dispelled if they are affected by multiple Bonds School spells.
    • The caster can choose to cast this spell as a latent spell defense. When used in this way, this spell defense will stop one spell from the Bonds School. This spell, when used in this manner, cannot be invoked to dispel an already active Bonds School spell.
Bonds Rank 1
Bonds Rank 2
Bonds Rank 4
Bonds Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Bonds Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: I Create a Magical Seal That Will Cause...

  • ...a Wall of Paralysis.        9 Power Point     Within line of sight.
    • This spell is considered Lost Magic.
    • This spell creates a 10 foot by 10 foot by 1 foot wall of magic; if anyone touches or passes through the Wall of Paralysis they are paralyzed and are affected as per the Paralysis spell.
    • This spell follows the normal wall spell rules found at the beginning of this chapter.
Bonds Rank 1
Bonds Rank 2
Bonds Rank 3
Bonds Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Bonds Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: I Create a Magical Seal That Will Cause...

  • ...this Portal and Dwelling to be Impenetrable.        20 Temporary Power Points, 1 Permanant Power Point         12 Hours.
    • This spell is considered Lost Magic
    • This spell will magically seal a building or room for 1 hour. No door, window or other exit can be opened and the entire building is indestructible for the duration. Only the caster may pass unhindered through the portals. Anyone else wishing to move through a portal requires a +7 Strength Bonus, non-combinable and the portal will remain open for as long as the character holds it open and can maintain the required Strength Bonus. If a portal is forced in this manner, the spell still stays in effect for the 1 hour duration.
    • While this spell is in effect, no attack can pass though any closed portal. If a portal is opened – either by the caster or by force – then any attack can pass through normally. The Dispel Magic and Free Action spells have no effect on this spell, however any sorcerous dispel will end this spell.
    • If there is no actual doorway – as with a lean-to, pavilion or archway for example – then the portal requires a +9 Strength Bonus to pass through and the character cannot bring any other character with them, nor can they get assistance from another character to pass through. No attacks can pass through no matter how strong the character is or how much damage attempts to pass the portal; only if the character actually forces their way through, can the spell be breached
Bonds Rank 1
Bonds Rank 2
Bonds Rank 3
Bonds Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: 5 Minutes
Skill Type: Martial
Prerequisites: Stun Demon
Skill List: Demon Hunter

This skill will temporarily remove a target character’s Threshold or Soak for 5 minutes. The character needs to hit the target in the torso, knees to elbows, just like a Slay, with their weapon.

This skill will work on any Character, not just ones with the Monster Type: Demon. It will not affect Thresholds or Soaks from magic spells, alchemy, rituals or skills and only affects Thresholds and Soaks gained from abilities.

This skill is not stopped by any amount of Threshold, Soak, or Damage Resistance. To use this skill the character should call “Break Threshold”. If the character fails to connect with the target, the skill is not used. This skill can be stopped by any defense that stops Martial attacks.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: 3 Times
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Ranger Weapons
Skill List: Ranger

This skill prevents the character from getting lost in any above ground, underground, or underwater aquatic setting. This skill will also allow the character to return to any place they have previously been from anywhere so long as they know where they are. This skill can be purchased up to three times, once for each environment and the type of environment must be specified at the time of purchase. Unlike other multipurchase skills, the teacher must have purchased a Bump of Direction for that environment.

This skill is subject to a Plot Marshal’s ruling and may not always work.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Mystic Weapons
Skill List: Mystic Warrior

This skill allows a character to channel a school of magic through their weapon. For the character’s strike, the weapon acts as a spell packet, but the character needs to make contact with the target. A spell cannot be channeled through another weapon but will go through a shield, thus the target can block with their weapon but not their shield and stop the spell from going off. The full spell verbal for the spell must be recited and the casting can be interrupted normally, however the character can cast the spell with their weapon in hand for that school only. The channeled spell costs the normal amount of Power Points.

Upon learning this skill, the character learns to channel one school of magic. The character may channel any damaging spell from that school plus a small number of spells specified on the table in the Mystic Warrior section of the Playtest Document. The character can cast and channel a spell while holding a weapon in their hand. To cast a spell normally, they must have a free, unfettered hand as per the normal casting rules.

Channeling a spell replaces the normal damage the weapon would do, even if the typical weapon damage is more than the spell’s damage. Channeling strikes cannot be combined with any specialty martial attacks except the Speed skill. Channeling strikes also cannot be combined with any Warlock skills except the Speed Cast skill.

The character can channel through any weapon they have dedicated. Any attempt to channel a spell using a normal weapon fails and the Power Points are expended. In the special case of weapons enchanted with an element, only that element can be channeled, though any spell can be spell parried or redirected. Additionally, channeling a spell from that school of magic with a permanent Ritual of Elemental Weapon or a Greater Elemental Magic Weapon will lower the cost of the channeled spell by 1 Power Point with a minimum of 1 Power Point. This discount only applies to spells channeled and not a spell cast normally.

If a character misses their target, they can continue to try and strike their target until they connect with a blow or 5 seconds elapses. If the character accidentally strikes the ground or some other viable object, the spell is lost. The target can use a martial skill, such as Crit Parry, Master Parry, Slay Parry, etc., to stop the channeled spell, but the spell is not expended. Similarly, a character can stop the attack for another character using a martial skill. A Dodge will prevent the channeled spell from landing but will not expend the spell.

The character can learn to channel other elemental schools of magic, but these must be learned separately with the Expanded Focus skill, see the Mystic Warrior section of the playtest document.

Only Low Magic Schools can be learned to be channeled, therefore, Spell Songs and Nature Magic cannot be channeled. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Charms is the magic of interfering with your opponents mind. From dazzling them with lights, to convincing them you're a trusted ally. The flash of magic when charms are cast is Yellow.

Special Rules for the Charms School:

Any Charm spell can be removed by its caster. The caster must touch the target of the spell and say, “I Release You From (name of spell).” Charm spells do not cease their effects if the caster falls unconscious or is in any stage of their Death Count.

The Enslave and Dominate spells are incompatible spells. If a character already has one of these spells cast on them and another spell is cast, the spell that uses the greater number of Power Points takes precedence. If a character has one of these spells cast on them and the same spell is cast on them again, the more recently cast spell takes precedence. Also, you cannot command someone to do something they cannot do; for example, you cannot order a character to resist a Speak the Truth spell if they could not normally resist it; you can cast a Resist Suggestion and order the character to use it. Similarly, you cannot order a person to use a Slay skill on someone if they do not have the skill or have already used it during that Tag Cycle.

Remember, a character can never be forced through the use of these spells to lose permanent pool points, Body Points or skills.


Rank 1:

Spell Verbal: I Command You to...

  • ...Fumble <right/left hand>.        1 Power Point      Instant.
    • This spell causes the target character to drop everything in-game they are holding in a specified hand. The target must let go completely, allowing all the items in that hand to fall to the ground. The caster of the Fumble must specify which hand is affected with an out-of-game comment when the spell packet hits the target; e.g., “I Command You to Fumble… Right Hand”.
    • If an item is attached to a character by some means other than a physical grip, then that item is not dropped; for example, a sword that is glued to a character’s hand with a Paste of Stickiness would stay in the character’s hand even though the character releases their grip. The Disarm skill cannot be used as a Retain against the Fumble spell.
    • If you are the target of a Fumble spell, then after you have let go of everything you are holding in one hand, you may then bend down and pick it up. You may not bend down, let your hand relax, then immediately grab an item and straighten up. You must let everything in your hand drop, and then bend down to pick it up.
 
  • ...Speak the Truth.     2 Power Points    One Question or 5 Minutes, Whichever Comes First.
    • This spell causes the targeted character’s answer to the next question the caster – and only the caster – asks to be direct and truthful; the target can choose not to speak, but if they do speak it must be the truthful answer to the caster’s question. If the caster does not ask a question before 5 minutes have elapsed, the spell expires. Only the caster of the spell can ask the question; the target can still respond to questions from others but the target does not have to speak the truth.
    • Speak the Truth only lasts for the first sentence of an answer to the question. If the question is phrased in such a way that a simple answer can be given, then the target must state the simple, true answer. If the question is phrased such that only a long answer can be given, then the caster should only trust the first sentence. For example, “Did you kill the Duke?” has a simple answer; “What was your plan to kill the Duke?” may take more than a single sentence to answer.
Charms Rank 2
Charms Rank 3
Charms Rank 4
Charms Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Charms Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: I Command You to Obey and...

  • ...Be Dazzled.        4 Power Point      5 Seconds.
    • This spell causes the target character to drop everything in-game they are holding in a specified hand. The target must let go completely, allowing all the items in that hand to fall to the ground. The caster of the Fumble must specify which hand is affected with an out-of-game comment when the spell packet hits the target; e.g., “I Command You to Fumble… Right Hand”.
    • If an item is attached to a character by some means other than a physical grip, then that item is not dropped; for example, a sword that is glued to a character’s hand with a Paste of Stickiness would stay in the character’s hand even though the character releases their grip. The Disarm skill cannot be used as a Retain against the Fumble spell.
    • If you are the target of a Fumble spell, then after you have let go of everything you are holding in one hand, you may then bend down and pick it up. You may not bend down, let your hand relax, then immediately grab an item and straighten up. You must let everything in your hand drop, and then bend down to pick it up.
 
  • ...Resist Suggestion.     5 Power Points       Latent
    • This spell cancels the effect of one spell from the Charms School. It is ineffective against all other forms of mental control, Hypnosis, Dust of Sleep, Fear Affects, Vampire Charm, etc. for example.
    • Unlike most latent spells, Resist Suggestion does not have to be announced when it is invoked; there is no characteristic flash of light when this defense is used. A player with a Resist Suggestion spell knows which Charm spell has been cast on them and can decide whether to invoke it based on that information. You must invoke your Resist Suggestion immediately after being hit with the charm spell. You cannot be affected by a Speak the Truth spell then invoke the Resist Suggestion spell after hearing the question being asked and decide not to answer truthfully.
    • If a character invokes Resist Suggestion in a manner that is not immediately obvious, they should consult with a Marshal to confirm that the spell was used. For example, if a character uses Resist Suggestion against an Enslave spell but is still pretending to be affected, or if a character resists a Speak the Truth spell during an interrogation, a Marshal should be informed. It is therefore important that the caster of a Resist Suggestion give the player the Power Point tags used to cast the spell so that the player has proof that they could invoke it.
 
  • ...Be Silent and Mute.     6 Power Points        1 Minute
    • The target character of this spell cannot speak. This means the target cannot use any spells, skills or abilities that require an in-game verbal. Remember, the use of latent spells, magic items, and weapon damage does not require the player to speak in-game, and is not affected by this spell. This spell lasts until a Dispel Magic or a Heal Limb spell is cast.
    • The target of this spell is still under their own free will and therefore not cut off from their faith based skills.
Charms Rank 1
Charms Rank 3
Charms Rank 4
Charms Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Charms Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: I Command You to Obey and Charm You to...

  • ...Fall Asleep.        6 Power Point      5 Minutes.
    • This spell causes the target character to fall asleep. The character will wake up before the 5 minute duration has elapsed if they take a point of damage. The character may be given a Killing Blow while asleep.
 
  • ...Be Enslaved.     8 Power Points       5 Minutes.
    • This spell causes the target character to obey all the caster’s commands. A character affected by an Enslaved spell will commit suicide or attack their friends at the caster’s command. However, the enslaved character will act without emotions or self determination; you should roleplay your enslavement so that it is obvious to everyone that the spell has been cast on your character.
    • An enslaved character cannot obey commands that require independent thought or initiative, such as “Solve this riddle for me,” or “Figure out a plan to kill the princess.” The character must do exactly as they are instructed; they cannot initiate conversation, take independent action, or act in any way in their best interests. If asked a question they will answer truthfully for they have no desire to protect themselves. If ordered to attack another character they will do so to the best of their abilities. They can be given contingent commands such as “Kill anyone entering the room,” “Go to the inn and kill the Duke if he is there or wait there and kill him when he enters,” or “Go find the Baron of the Dale and give him this missive.”
    • The enslaved character will never attack the caster of this spell while they are still under the spell’s effects.
    • After the spell wears off, the character will remember everything that occurred while they were enslaved, including the identity of the caster of the spell.
Charms Rank 1
Charms Rank 2
Charms Rank 4
Charms Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Charms Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: I Command You to Obey and...

  • ...Be Dominated and Controlled.        12 Power Point      1 Hour.
    • This spell causes the target character to obey all the caster’s commands. A character affected by a Dominate spell will otherwise behave normally, except that a dominated character will not harm the caster or cause the caster to be harmed unless the caster commands them to do so. A dominated character is not aware they are under the affects of this spell; if asked with a Speak the Truth spell they will not realize they have been dominated and would correctly answer “No”.
    • A dominated character can be commanded to perform tasks that require some thought – “Solve this puzzle” for example – but they cannot be ordered to do something they cannot normally do. You cannot order someone to use a Slay or Assassinate skill if they do not normally have the ability to do so or they have used that skill for the current Tag Cycle.
    • The caster can order a character to do something they would normally not do. The caster could order someone to kill their spouse or best friend for example. “Using all your skills, abilities and items to the best of your ability go and kill the Baron of the Dale when I leave this building,” is an acceptable command. The caster can give any number of commands to the dominated character. The caster can prompt the dominated character with false information or facts. The caster could, for example, tell the character “The undead outside are not dangerous or evil and will help you if you ask them.” The character would not run or start a fight with the undead when they met them, but would defend themselves if attacked. The dominated character can be told that their best friend is their most hated enemy. No amount of convincing on someone else’s part will change the character’s mind. However, the character will not make up reasons why their best friend is their most hated enemy, and would remember being best friends. The caster can prompt the dominated character with complicated memories to make the false facts more believable to others but the dominated character needs no convincing they simply believe what the caster tells them as the absolute fact.
    • Similarly the caster can tell the dominated character to forget facts and events – even to forget skills. However, once the spell ends all the lost memories will return normally.
    • After the Dominate spell wears off, the target will remember who cast the spell on them and what they did while dominated. All false facts and information will be remembered as false and the character’s own values and beliefs will be intact.
Charms Rank 1
Charms Rank 2
Charms Rank 3
Charms Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Charms Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: I Command You to Obey and...

  • ...Be My Soul Slave to Obey My Every Command as I Enslave your Mind and Body and Dominate your Soul Forever.        30 Power Points, 2 Permanant Power      Duration: Event.
    • This spell works like a Domination spell with the following differences.
    • First, the spell’s duration is until the end of the current Event and will persist even after the character resurrects.
    • Second, this spell is not detectable by any low magic spell.
    • However the Sever Magic and Dispel Magic spells work normally.
Charms Rank 1
Charms Rank 2
Charms Rank 3
Charms Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 10 Seconds
Skill Type: Dexterity
Prerequisites: Backstab
Skill List: Rogue Basic Career

This skill renders the target character blind for 10 seconds by using some dirty combat trick suck as a flash of light in the opponent’s eyes, flicking sand, dirt or rocks in their eyes, throwing powder, etc. Out-of- game, the character does not throw anything at the target player. To deliver the attack, the character must strike the target character with any melee weapon they know how to use in any legal combat location but must be delivered to the target character’s front 180° arc. Attacks from the side or back fail and the skill is used for that Tag Cycle. The character should call, “Cheap Trick” when they use this skill. Cheap Trick is not stopped by Damage Resistance and therefore does not rely on the quality of the weapon being used.

There is nothing that will reduce the duration of this attack, the target is blinded for a full 10 seconds once the attack lands successfully. The skill will not work on characters that do not have a normal humanoid physiology, like most undead.

The skill is not used if the character fails to connect with the target, but is used once it successfully hits the target or if the character attacks the target character’s side or back. The skill is stopped by any defense that stops physical attacks.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Druid
Skill List: Druid

This ability allows the character to turn one or both hands into claws and allows them to use an approved LAIRE claw in combat dealing 1 point of magical damage with each blow. The claws are part of the character's body and may not be coated with poison as doing so would poison the character. Even if the character were immune to the poison, the poison would be expended when applied. The character’s claws take damage and any damage dealt to the claws is taken from the character’s Body Points.

Damage Bonuses and special weapon attacks, like the Slay, Stun, Waylay, Assassinate, etc. skills, with the exception of the Speed skill and Inspire and Heroism spell songs, may not be used with the Claws skill. However, the character’s Strength Bonus does add to the damage.

Claws always swing for magic damage. The character has the option of using their Elemental Pool Points to increase the amount and type of damage dealt.

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

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Any 6 Ranks of Endowment Skills
Skill List: Demon Hunter

Learning this skill allow the character to activate the Clear Mind Endowment by consuming a specific kind of demon flesh. Once activated, the endowment makes the character immune to Demonic Charm and Demonic Possession for the duration. Note that the charm effects of Hierarchs is not the same and the character will be affected normally. Similarly, any other charm effects like Enslavement spell, Dominate spell, Hypnosis skill, etc. cast or used by a demon is not stopped by this Endowment.

The Clear Mind Endowment requires the flesh of any guile demon to activate.

Rank 1 will last for 10 minutes at the cost of 2 corruption points.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Clear Mind Endowment while they have one active, they do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Clear Mind Endowment last for 10 or 20 minutes at the cost of 2 or 4 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Clear Mind Endowment last for 10, 20, or 60 minutes at the cost of 2, 4, or 6 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Warrior BCSL, 1 Proficiency
Skill List: Warrior Basic Career

Cleave will allow you to deliver damage to an opponent within weapons reach if you reduce your primary target to 0 Body Points or less with a melee attack. The damage delivered to the secondary target is the same as what you dealt to the primary target. The target has to be dropped by damage only – no effects.

Should the primary target character drop, but not be at 0 Body Points or less, ie they are playing possum, this skill can still be used.

To use this skill, after the primary target is dropped, the character should point to the secondary target and call, “Cleave, X Damage”, substituting any damage modifiers like fire, silver, magic, etc. The cleave attack does not require the character to hit the secondary target, just be in normal weapon’s reach. The only two skills that will work with Cleave are Speed and Critical Attack.

For example, Onyx is fighting three Orcs. She swings 4 Silver with her sword and gambles that the Orc Grunt she has been fighting is near dying. She uses her Crit and lands a blow on the Orc calling, “Crit, 12 Silver!” The Orc drops to -1 Body Points and the NPC falls to the ground. Onyx turns to the second Orc and calls, “Cleave, 12 Silver”, dropping that Orc too.

You may not chain cleaves with the same attack. If the secondary target drops from the damage of the Cleave attack, the character may not then turn to a tertiary target and continue the cleaving. This skill only works if your primary target drops from damage delivered by a melee attack. Skills like Slay, Stun, Disarm, Assassinate, Assassin Strike, Channeling, etc do not work with a Cleave attack.

This skill is stopped by any defense that stops physical attacks.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Dexterity
Prerequisites: None
Skill List: Master Miscellaneous

This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It cannot be used to climb over a stone wall if the stone wall is there out-of-game, but if the Marshal only describes the wall or if the wall is only represented by a tarp, string or other such out-of-game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. It typically takes the character 10 seconds to climb 20 feet, although the character can climb any height with this skill.

This skill can never be used to enter or exit combat, nor can it be used to attack from trees, roofs or other out of reach locations. A character absolutely cannot stand next to a tree and say they have climbed the tree and attack other characters. Ever.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 6 Hour
Skill Type: Faith
Prerequisites: Dark Cleric
Skill List: Dark Paladin

For 6 hours, this skill will cloak any corporeal undead making them appear to be alive. The Detect Life spell, First Aid skill, or Detect Undead skill will reveal the character as being alive. The character will look as they did in life and will appear to have flesh, be warm to the touch and otherwise appear to be a living breathing character. The undead will even appear to bleed if struck. However, if the undead is immune to a class of weapons or spells, then no effect will show. This skill will also protect the character from sunlight for the duration of this skill.

This skill provides no protection from damage and will not work on incorporeal undead such as Wraiths or Specters.

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.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.

LAIRE Skill Reference Full Rules →
Build Cost: 7
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Master Miscellaneous

When a character purchases this skill they permanently change their Death Count, effectively doubling the amount of time the character has at each stage. Therefore, it takes them 2 minutes to Bleed to Death, are Mortally Wounded for 2 minutes, and will be at the Brink of Death for 10 minutes. This skill does not affect how long they are Unconscious, when they are at 0 Body Points, or Waylaid; it is still 5 minutes.

If another character uses the First Aid skill or a Detect Life spell, in addition to receiving their Death Count status, they will know the character has the Coma skill.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Channeling
Skill List: Mystic Warrior

This skill allows a character to channel spells while they are taking damage. Once purchased, this skill is always in affect. This skill does not protect a character from taking damage; it only allows them to ignore the damage for the purpose of casting spells. Combat Casting does not prevent a character from being paralyzed, knocked unconscious, affected by a Bind spell, or otherwise rendered physically unable to cast spells.

This skill works only with the schools of magic the character can channel and only while channeling those spells. If the caster casts a spell from another school or casts a spell normally, the spell will be interrupted if they take damage.

The character’s Dedicated Weapon is needed to use this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 30 Min
Skill Type: Faith
Prerequisites: Control Lesser Vile Spawn
Skill List: Dark Paladin

This skill allows the character to bend any single undead or demon of any type within hearing range and line of sight to their will for 30 minutes. The targeted character will do exactly what the user commands; care should be taken that these commands are explicit since the target character may carry out the letter but not the spirit of the command. After the duration of this ability expires, the undead may seek revenge for being controlled, depending on its personality and the nature of the commands given. If given a command within the designated time period, the undead must attempt to accomplish and complete the command to the best of its ability, within the duration of this skill. If the duration should expire, all incomplete commands are forfeit, and the target character is free to react of its own free will. This skill can be used as a counter to the Follower of the Light turn skills. This skill can only be countered by a Follower of the Light skill, Servant of Darkness skill, or sorcery; necromancy or abilities will not counter this ability. A character cannot use this skill on themselves.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Multi
Tagged: Yes
Duration: 30 Min
Skill Type: Faith
Prerequisites: Nature's Child
Skill List: Druid

This skill uses the Druid’s influence and tie to nature to compel all natural animals within hearing range or Line of Sight of the character to obey their commands for 30 minutes. When the skill’s duration ends, all incomplete commands are forfeit, and the animals will return to their own will and react according to their nature. This skill can be countered by sorcery or any other spell or ability that charms the animal.

This skill is not a charm effect and only works on characters with the Animal type on their card (see LAIRE’s Codex of Monstrous Creatures).

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.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills
Skill List: Warlock

This skill allows a character to cast spells while they are taking damage. Once purchased, this skill is always in affect. This skill does not protect a character from taking damage; it only allows them to ignore the damage for the purpose of casting spells. Concentration does not prevent a character from being paralyzed, knocked unconscious, affected by a Bind spell, or otherwise rendered physically unable to cast spells.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 30 Min
Skill Type: Faith
Prerequisites: Dark Cleric ~or~ Dark Paladin
Skill List: Dark Paladin

Any lesser undead and lesser demons within hearing range or Line of sight of the character must obey all the character’s commands for 30 minutes. If the duration should expire, all incomplete commands are forfeit, and the undead will return to their own will and react according to their nature. This skill can be used as a counter to the Follower of the Light turn skills. This skill can only be countered by a Follower of the Light skill, Servant of Darkness skill, or sorcery; necromancy or abilities will not counter this skill. A character cannot use this skill on themselves.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Multi
Tagged: Yes
Duration: 30 Min
Skill Type: Faith
Prerequisites: Compel Greater Vile Spawn
Skill List: Dark Paladin

All undead and all demons within hearing range or Line of Sight of the character must obey their commands for 30 minutes. Greater Undead will act as if affected by the Compel Undead skill. If the duration should expire, all incomplete commands are forfeit, and the undead will return to their own will and react according to their nature. This skill can be used as a counter to the Follower of the Light turn skills. This skill can only be countered by a Follower of the Light skill, Servant of Darkness, or sorcery; necromancy or abilities will not counter this ability. A character cannot use this skill on themselves.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 0
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Arcane
Prerequisites: Rank 1 Sorcery
Skill List: Sorcerer

This Sorcerer only skill allows the character to access rituals that are categorized as Cosmic Focus rituals.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 5 Min
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous

When a character learns this skill, they may resist the effects of any and all fear abilities, spells or effects for 5 minutes. This skill will also resist the use of the Interrogate skill. The player should call “Courage” when they invoke this skill and when affected by any additional fear effects during the skill’s duration.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

This set of skills allows a character to create in-game commodities not covered elsewhere in these rules. The character needs to pay 100% of the production cost only, not the 110% non-craftsman must pay to the Treasure Manager obtain the item. The Treasure Manager will then give the character a tag for their product.

A player may never charge in-game money for an out-of-game physical representation of the commodity, but may charge out-ofgame money for it.

For example, Juno the Baker wishes to sell her brownies in-game. The player pays the production cost to treasure and receives her tags. Now she can charge the going rate of 1 cp and $0.50 per brownie, she may not charge extra ingame money for the actual brownie.

The list of approved craftsman skills is listed below. If a character wishes to have a skill not listed below the new skill must be approved by the normal process of adding a new skill to the game.


Craftsman SkillDescription
BrewerAllows the character to make any flavor of beer, ale, or lager
VintnetAllows the character to make any flavor of wine, mead, or sparkling wine.
DistillerAllows the character to make any flavor of brandy, whiskey, or hard spirit
CookAllows the character to make any kind of food including desserts and candy
Gem CutterAllows the character to cut a gem into two gems of any value each with a combined worth of 10% less than the original. Each time a gem is cut, the total value is reduced by 10%.
JewelerAllows the character to combine refined metals and/or gems into jewelry. There is no net increase in the value of the piece of jewelry. Costume jewelry or jewelry with no in-game intrinsic value can be made for free.

For a player’s character, there is never any net profit in making any of the above commodities; the raw material cost is the intrinsic value of the product. It is assumed the character does not have the time, resources or production facilities to make profitable merchandise.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Embalmin, Two Rank 5 of Potions, Poisons, Solutions
Skill List: Alchemist

This skill allows the character to create golems. Create Golem Rank 1 allows the character to identify golems and other types of automatons after 1 minute of examination.

They may also Craft Wood Golems

For the full rules on how to create golems and how they work ingame, see Chapter 4.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Create Golem Rank 1
Skill List: Alchemist

This skill allows the character to create Flesh Golems.

For the full rules on how to create golems and how they work ingame, see Chapter 4.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Create Golem Rank 2
Skill List: Alchemist

This skill allows the character to create Stone Golems.

For the full rules on how to create golems and how they work ingame, see Chapter 4.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Create Golem Rank 3
Skill List: Alchemist

This skill allows the character to create Iron Golems.

For the full rules on how to create golems and how they work ingame, see Chapter 4.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: General
Prerequisites: Create Golem Rank 4
Skill List: Alchemist

Lost Rank of Golem Crafting. For Rules on Golems see Chapter 4 of the rulebook.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Create Golem Rank 5
Skill List: Alchemist

Lost Rank of Golem Crafting. For Rules on Golems see Chapter 4 of the rulebook.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Read Magic
Skill List: Sorcerer

This skill allows the character to create Scrolls. For the complete rules on creating scrolls in-game, see the beginning of the Sorcery Advanced Career in Chapter 4.

Note, all scrolls are written in the Magic language with English characters.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Identify Demon
Skill List: Demon Hunter

This skill works just like the Critical Attack skill with the following exceptions:

  •  It can only be used as an attack and can never be used to parry any attack by any character,
  •  It can be used with any weapon the Character is proficient with, in either hand,
  •  It will affect any demonic Character regardless of Damage Resistance, and
  •  It will only work on a Character with the Demonic Monster Type (this is primarily demons, but the character’s card will have this information).
The player has to know the target character is a demon to use this skill. If the target is actually not a demon, this skill is not used. Note, this skill cannot be used as a demon detector. Doing so is a Rules Violation.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Any Weapon Skill
Skill List: Warrior Basic Career

This skill triples the total damage – Base Damage, Damage Bonus, Strength Bonus, alchemy, etc. – done by a weapon for one attack. This skill is not weapon or hand specific and can be used with any weapon the character has an appropriate Weapon Skill for. This skill cannot be combined with itself ever. The player should suffix the damage they call with the word “Crit”.

For example, Corvale has Weapon Proficiency +3 with One-Handed Edge weapons. Additionally, he uses a +3 Giant Strength potion and a Giant Strength spell giving him a +6 Strength Bonus for one swing. The sword he is using has been enchanted for magical elemental fire with a Damage Bonus of +1. All together he would swing “12 Magic Fire” but he decides to use his Critical Attack skill and now he would call “36 Magic Fire Crit” for one attack.

Additionally, the character can use his Critical Attack skill to block one martial attack which can either be Damage, Critical Attack, Disarm, Stunning Blow, Cheap Trick, Throat Punch, or Critical Backstab skills. The character may block ranged physical attacks but not those that have been used with the True Aim skill. Faith skills, spells or abilities cannot be blocked or stopped with this skill.

A character can use this skill to parry even if it is delivered from behind, but not if from a surprise attack; therefore it is impossible to parry the Waylay skill. It is also possible to parry an attack directed against someone else as long as they are within weapons length.

The character can choose to block a spell with this skill for another person; however they will take the effect of the spell and must call the appropriate defense against spells if they wish not to take the spell’s effect. The character may not block a spell that has been augmented with the Perfect Aim skill.

To use this skill as a parry the player should call “Crit Parry”.

When this skill is used offensively, it is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used. This skill is always used once used to parry an attack. This skill does not double any additional damage from the Heal Wounds skill, Wounding skill, or Elemental Pool Points.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, 2 Backstabs
Skill List: Master Thief, Monk

This skill allows the character to double their weapon damage for one swing when attacking from behind. The player should double the amount of damage their character is swinging including base weapon damage, Damage Bonus, Strength Bonus, alchemical affects or magic bonuses. The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to use their Critical Backstab skill. A Critical Backstab does not have to be delivered from surprise. This skill can be used with the Waylay skill to double the damage of the Waylay skill. The player should suffix the damage they call with the word “Crit”. This skill is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used. This skill does not double any additional damage from the Heal Wounds skill, Wounding skill, or Elemental Pool Points.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: 2 Wounding
Skill List: Dark Paladin

This skill allows the character to bless Servants of Darkness, Dark Acolytes, and non-mortal beings of evil (such as Hierarchs, Demons, and undead) with a +1 Strength Bonus and immunity to fear. This skill is non-latent and will last for 10 minutes from time of blessing. If this skill is used on an unaligned person, a Follower of Light or a being of good, the skill is used but it will have no effect.

This skill cannot be stacked with itself, but will stack with other Strength Bonuses. 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.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval
Skill List: Dark Paladin

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 Paladin to a Dark Cleric by swapping this skill for Dark Cleric, with the appropriate Build Point change

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval, Rank 3 Sorcery
Skill List: Dark Paladin

This skill allows the character to cast dark only rituals, gives the character a +5% Casting Bonus to all dark and dark only rituals and doubles the caster and participants’ Knowledge Bonus for ranks of Necromancy School known.

For more information, see the sections on the Servant of Darkness Advanced Career and Sorcerer Advanced Career.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Tracking
Skill List: Master Miscellaneous

This skill allows the character to move through the Darkwood Forest unmolested by its denizens by knowing the safe paths to travel and how not to alert the creatures that live there. If the character wishes, they can lead a group of no more than seven other characters safely through at one time.

It does not give the character any special knowledge of what might live in the forest or where anything in the forest is, just how to navigate safely through it.

The more intelligent, free willed creatures in the forest are not fooled and can choose to act when they see the character normally. Additionally, these Darkwood creatures do not take kindly to intruders and usually act to kill anyone with this skill they find wandering where they are not supposed to be.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Death magic tampers with the body. Removing senses and injuring it directly. Death magic has a Gray flash of light when cast.

Special Rules for the Death school:

If a Death spell does damage, it does so directly to a character’s Body Points. Death spells do not affect armor. Death spells that cause damage will heal undead; the undead adds to its Body Points the amount of damage that would normally be done by the spell, up to the character’s starting total. The Kill spell has a special effect on undead and is described below, but note that lesser undead dissolve into dust when they are slain and cannot be restored by these spells. The rest of the non-damaging spells will have no effect on undead.


Rank 1:

Spell Verbal:  I Call Upon Darkness to...

  • ...Feign Death.        1 Power Point      10 Minutes.
    • This spell will make the target character look pale; their skin will be cold to the touch and their pulse and breath will be unperceivable and to most observations, they will appear to be dead. A Detect Life spell, Assess Your Ailment spell or First Aid will not reveal that the character is alive. Feign Death will allow a character to impersonate an undead; the illusion of death is destroyed if the target character takes any offensive actions or engages in combat, but not if they are attacked.
 
  • ...Cause Harm.     3 Body per 1 Power Point, Variable        Instant.
    • This spell does 3 points of magical direct body damage for every Power Point spent by the caster. When the spell is cast, the caster must state the amount of damage being done; for example, “I Call Upon Darkness to Cause Harm... Fifteen Body Points” cause 15 Magic Body Points and means that the caster spent 5 Power Points.
    • This spell will heal undead (and some other characters) at the same rate as it damages non-undead.
Death Rank 2
Death Rank 3
Death Rank 4
Death Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Death Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal:  I Call Upon Darkness and Terror To...

  • ...Weaken.        4 Power Points      1 Minutes.
    • This spell causes the target character to deal no more than 1 point of damage with all martial attacks regardless of their Damage Bonus or Strength Bonus. This spell does not affect special weapon attacks like the Slay skill, Assassinate skill, Stun skill, etc. For skills that modify damage, the base weapon damage is always 1. For example, if a weakened character uses a Critical Attack skill, they will deal 2 points of damage. Similarly, a weakened character will only Waylay dealing 1 point of damage.
    • A character will lose all Strength Bonuses for the duration of this spell.
 
  • ...Maim.     4 Power Points        Instant.
    • This spell does 12 points of magical direct body damage.
 
  • ...Take Your Sight    6 Power Points        1 Minute
    • This spell causes the target character to be unable to see for 1 minute or until they are healed. A Heal Limb spell or effect can be used to restore their sight. While blinded a character cannot make any melee attacks unless they have the Blind Fighting skill. They can close their eyes and throw a spell “blind”. They can use their weapons to attempt to block attacks directed at them, so long as their eyes are closed and do not attempt to swing their weapon around wildly. They are able to use any passive defensive skills they have, such as Martial Parry, Critical Parry, Negation spell, etc. Even if a character has the Blind Fighting skill, they cannot use the True Aim or Perfect Aim skills.
    • When you role-play the effects of a Take Your Sight spell, you can close your eyes. However, take care if you are on rough terrain or in a room with sharp furniture. It is better to keep your eyes open and be safe than it is to roleplay your character’s blindness convincingly.
    • This spell damages the eyes of the target character so, like other damaging spells, the caster cannot remove their own spell nor can any other character dispel these effects, the target character must be healed.
 
  • ...Cause Agony      5 Power Points     5 Seconds
    • This spell is considered Lost Magic.
    • This spell causes the target character intense pain for 5 seconds during which time the character must fall to the ground and can take no other actions except to invoke latent spell defenses. This spell can be cured with a Heal Body or Dispel Magic spell.
    • This spell causes pain directly to the soul and is never a positive effect.
Death Rank 1
Death Rank 3
Death Rank 4
Death Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Death Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal:  I Call Upon Darkness and Terror To...

  • ...Drain Life.        6 Power Points      Instant.
    • This spell does 12 points of magical direct body damage and heals the caster for the amount of damage done by the spell. If the target had 12 Body Points or more, then 12 Body Points are transferred to the caster; if the target has less than 12 Body Points, then only the amount the target has are transferred. The caster cannot be healed to more than their normal Body Point limit.
    • This spell has no effect when cast on an undead character. If an undead character casts this spell, the target takes 12 Body Points of damage, but the undead is not healed.
 
  • ...Cripple.     6 Power Points        Instant.
    • This spell does 18 points of magical direct body damage.
 
  • ...Enfeeble Your Mind    7 Power Points        5 Minute
    • This spell causes the target character to lose all intelligence; they cannot use any skills, spells, invoke latent spells, invoke magic items or take any defensive actions. An Enfeebled character effectively becomes the village idiot.
    • This effect lasts for 5 minutes or until healed with a heal mind effect. The Dispel Magic spell has no effect on this spell.
 
  • ...Incapacitate Your Body      8 Power Points     Instant
    • This spell is considered Lost Magic.
    • This spell does 24 points of magical direct body damage.
Death Rank 1
Death Rank 2
Death Rank 4
Death Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Death Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal:  I Call Upon Darkness and Terror To...

  • ...Kill You and Wreak Havoc Upon Your Soul.        12 Power Points      Instant.
    • This spell causes the target character to go to -1 Body Points and to the Brink of Death. The character can be restored to life with the appropriate spells or skills.
    • This spell is the equivalent of a Heal Life spell for an undead
 
  • ...Cast a Wall of Enfeeblement.     9 Power Points        While in Line of Sight.
    • This spell is considered Lost Magic.
    • This spell creates a 10 foot by 10 foot by 1 foot wall of magic; if anyone touches or passes through the Wall of Enfeeblement they are affected by an Enfeeblement spell.
    • This spell follows the normal wall spell rules found at the beginning of chapter 3.
 
  • ...Create a Spectral Weapon       10 Power Points        Latent, 5 Minute
    • This spell is considered Lost Magic.
    • This latent spell is cast upon a weapon, and when invoked, will cause the weapon to swing for direct Body Point damage for 5 minutes. This spell will add no additional damage. The player should call “Body” after the amount of damage they are doing.
Death Rank 1
Death Rank 2
Death Rank 3
Death Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Death Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal:  I Call Upon Darkness and Terror to...

  • ...Kill Any Who Date to Cross this Wall of Ash Before Me.        18 Temporary Power Points, 1 Permanent Power Point      While in Line of Sight
    • This spell is considered Lost Magic.
    • This spell creates a 10 foot by 10 foot by 1 foot wall of magic; if anyone touches or passes through the Wall of Ash they are affected by a Kill spell. T
    • his spell follows the normal wall spell rules found at the beginning of chapter 3.
 
  • ...Kill You and Hold Your Soul in Agonizing Torment Until You Die.     20 Temporary Power Points, 1 Permanent Power Point                Instant,Special
    • This spell is considered Lost Magic.
    • This spell affects the target character just like a Kill spell, except their Death Count is reduced by half and the character must roleplay being in agonizing torment for the duration of this spell. During this time, the character can not move themselves from where they fell and can take no other actions. They cannot cast spells, attack, defend, call any latent spell, invoke any magic items, or even speak coherent thoughts.
    • A Sever Magic spell cast at the caster or a Dispel Magic spell cast at the target character will not end the torment, however the character can be healed normally.
Death Rank 1
Death Rank 2
Death Rank 3
Death Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Venom Touch
Skill List: Dark Paladin

This skill causes the targeted character to go the Brink of Death. Also, the Death Touch skill can be reversed to life any evil character – Servant of Evil, Greater Undead, any demon, etc. If used in this way, it takes 1 minute to invoke and the character falls unconscious for 10 minutes. Note, when this skill is used as a life effect, the target character does not stop their Death Count.

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. This skill can be delivered by touch or through a weapon. If delivered through a weapon, the targeted character must be struck, and unlike Channeled spells, weapons and shields will stop the attack. If the character misses their target 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 or Life skill or a magical defense that stops physical attacks the skill is used.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official skill from Playtest 3.2 rulebook release. Grants divine protection and blessing in battle.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Literacy, Herbal Lore, Tracking, 2 Weapon Skills
Skill List: Demon Hunter

This skills gives the character the basic knowledge the need to be a Demon Hunter. First, it teaches the character a secret cypher that is only known to Demon Hunters with this skill. The code cannot be broken by people without the Demon Lore Skill. Since it is not a language, extraordinary means of reading languages will not decode the script.

Second, it gives the character an intimate knowledge of demons. The character has access to an out-of-game book that describes the basics of each kind of standard demon found in LAIRE’s Codex of Monstrous Creatures. This book can be acquired from the Head of Plot. The information in the book is ingrained in the character and cannot be normally forgotten – though magic, alchemy, etc. can make the character forget. This allows the player to review the notes during play. They may not call a Hold to read them and however long it takes them to look it up is how long in-game they take to remember the information. If the character comes across a demon they do not know, they may know enough about demons that some information may be imparted to them by a Plot Marshal. This is at Plot’s discretion.

** Any skill that gives you access to multiple Weapon Skills, for example Master Assassin, satisfies the 2 Weapon Skill prerequisite for Demon Lore.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Plot Approval, 3 Power Points
Skill List: Mage Basic Career

In order to learn Demonology, the character must be taught by a demon capable of teaching this magic. This demon will extract a price for this knowledge, nothing less than their immortal soul. This demonic pact marks the characters soul forever and when the character dies they are guaranteed to spend the rest of eternity in Hell.

Should this contract with Hell ever be broken, the character is unable to cast Demonology spells until a new pact is made.

Making the initial pact can be a tricky matter. The character must find a teacher in-game. Demons guard their knowledge most jealously and do not normally allow tomes to be made.

At the time the pact is signed, the character must choose which aspect of Hell they will follow: fire, ice, undeath, and shadow. This will directly affect how the character’s spells work. For example, should the character choose fire, then the type of demon they summon is fire and the spells will deal fire damage. Their aspect never changes unless their contract is passed to another and they change the aspect.

The four <Aspect> verbals would be:

• From the Unending and Fiery Pits of Hell I...

• From the Unending and Icy Pits of Hell I...

• From the Unending and Undying Pits of Hell I...

• From the Unending and Shadowy Pits of Hell I...


Rank 1:

Spell Verbal: From the Pits of Hell I...

  • ...Detect Demon.        0/1 Power Point      Instant.
    • This spell can be cast upon a character or item and will reveal if the character is a Demon or possessed by a Demon. If cast upon an item, it will reveal if that item contains a trapped Demon.
 
  • ...Summon an Imp.     3 Power Points      1 Hour, Special.
    • This spell will summon an Imp of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and an Imp will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
    • When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon.
Demonology Rank 2
Demonology Rank 3
Demonology Rank 4
Demonology Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Demonology Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: From the Unending Pits of Hell I...

  • ...Scourge Your Hands.        5 Power Points      Instant.
    • This spell does 8 points of damage to the character with the effect listed below depending on the Demonologists Aspect. Additionally, the character must drop whatever is in their hands. They may pick up the item immediately after they drop the items. This is not a charm effect
    • Fire: 10 Magic Fire
    • Ice: 10 Magic Ice
    • Undeath: 10 Magic Rot*
    • Shadow: 10 Magic Ghost
*This does not heal undead.

 

  • ...Summon a Demonling.     5 Power Points      1 Hour, Special.
    • This spell will summon a Demonling of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Demonling will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
    • When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon
 
  • ...Command Lesser Demons.       6 Power Points        1 Hour
    • This spell will allow the caster to control all Imps, Demonlings, Hellhounds, and Minor Demons in the sound of their voice. This spell will not override a Dominate Demon spell, a Follower of Lights turn ability, or a Servant of Darkness command ability.
  • ...Shield my Body from Possession      6 Power Points        Latent, Special
    • This latent spell will protect the character from being possessed. Once invoked the character cannot be possessed from that character for the remainder of the Tag Cycle.
Demonology Rank 1
Demonology Rank 3
Demonology Rank 4
Demonology Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Demonology Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: From the Unending and <Aspect> Pits of Hell I...

  • ...Summon a Hell Hound.        7 Power Points      1 Hour, Special.
    • This spell will summon a Hell Hound of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Hell Hound will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
    • When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon. Hell Hounds cannot use the items of the character used to summon it.
 
  • ...Cast a Circle of Binding.     7 Power Points      End of Tag Cycle.
    • This spell is cast using the same rules as a wall spell, however it must always be a closed 10’ long piece of garland in a roughly circular shape. The caster can make the circle with up to a 20’ piece of garland if they wish.
    • Any demon or demon possessed character or item cannot pass out of the circle. They cannot attack, cast spells or use abilities or skills outside the circle. They can affect anything in the circle they wish. Additionally, demons may pass into the circle but not out again. Demons trapped inside the circle cannot affect the circle, but a demon on the outside can.
    • The circle will dissipate at the end of the Tag Cycle or if a Dispel Magic is cast upon the circle.
 
  • ...Summon a Minor Demon.       8 Power Points        1 Hour, Special
    • This spell will summon a Lesser Demon of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Lesser Demon will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
    • When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon.
  • ...Burn Your Soul      9 Power Points       5 Seconds
    • This spell does 30 points of damage to the character with the effect listed below depending on the Demonologists Aspect.. Additionally, the character is affected by a 5 second Torso Stun
    • Fire: 30 Magic Fire
    • Ice: 30 Magic Ice
    • Undeath: 30 Magic Rot*
    • Shadow: 30 Magic Ghost
    • Shields will stop the Torso Stun effect but not the Damage portion of this spell.
 

*This does not heal undead.

Demonology Rank 1
Demonology Rank 2
Demonology Rank 4
Demonology Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Demonology Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: From the Unending and <Aspect> Pits of Hell I...

  • ...Hasten Your Demise.        10 Power Points      Instant, Special.
    • This spell, when cast on a character in their Death Count, cuts their Death Count and current count in half. This can only be cast on a character once per Death Count; it does not stack with itself.
    • For example, Zagon and his friends are fighting a Demonologist and his minions. Zagon is reduced to -1 Body Points and falls. The player begins his Death Count and hopes his friends come by to save him. The Demonologist casts a Hasten Your Demise on Zagon. His current Death Count is Bleeding to Death at 40 seconds. After the spell is cast, Zagon’ current Death Count is Bleeding to Death at 20 seconds and only has 10 seconds before he goes to the Brink of Death. After that he will only have 2 and a half minutes at the Brink of Death to get a life effect.
    • The spell ends when the character dies or receives appropriate healing. Dispel Magic has no effect on this spell.
 
  • ...Dominate this Demon.     12 Power Points      1 Hour.
    • When a demon is affected by this spell, it will obey all the commands given by the caster. This spell will affect all demons, including greater demons, but not Hierarchs. However, intelligent demons cannot be ordered to kill themselves; they will also remember who cast the spell on them and may seek vengeance once the spell has worn off. Unlike the Charm School spells, the affected, intelligent demonic character may attack the caster if they wish unless ordered not to.
    • This spell allows the caster to control any demon type regardless of their aspect
 
  • ...Summon Dark Energies to Power Me.       15 Power Points        Special
    • This spell grants the caster a demonic energy pool of the type listed below. The caster can throw the pool at any rate up to the total of their current points or empower their weapons or claws to swing for +1 for each pool point put into the attack. This requires no verbal to use. The pool will fade away after 1 hour if not used
    • Fire: 40 Magic Fire
    • Ice: 40 Magic Ice
    • Undeath: 40 Magic Rot*
    • Shadow: 40 Magic Ghost
    • This spell is NOT stackable with itself.
*This pool does not heal undead.
  • ...Summon a Demon to Obey Me      20 Power Points       1 Hour, Special
    • This spell will summon a Superior Demon of the appropriate type depending on the Demonologists Aspect. The character must be in their Death Count for the spell to affect them; if cast upon an undead character or a character who is not at least Bleeding to Death, the spell has no effect and the Power Points are wasted. At the end of the character’s Death Count, their soul is sacrificed to Hell and a Demon will emerge from the dead character’s body. The character’s soul spends a short time in Hell where it is tormented by the denizens of Hell. If the character is healed before the end of their Death Count, the spell ends and the summoning fails. Dispel magic will not stop the spell.
    • When the demon is destroyed, banished, or 1 hour passes, then the demon returns to Hell, leaving whatever worldly possessions it had behind. The player may now go to the Healer’s Guild and resurrect. There is no special consequence of their time spent in Hell other than not being able to play, while playing the demon
  • ...Summon Total Demonic Power To Infuse me With Magic      20 Power Points       End of Tag Cycle
    • This spell draws upon Hell’s infernal power to grant the caster extra Power Points which can only be used to cast other Demonology spells. Every time this spell is cast, the caster gains 30 Power Points. The character can only use unadjusted Power Points to cast this spell, they cannot use Demonic Power Points to cast this spell.
    • The character should write the spells name on the back of the Power Point Tags used to cast the spell indicting their increased value.
Demonology Rank 1
Demonology Rank 2
Demonology Rank 3
Demonology Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Demonology Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: From the Pits of Hell I...

  • ...Banish This Demon Back to the Abyss from Whence it Came for a Moon and a Day.        30 Temporary Power Points      1 Event.
    • This spell is considered Lost Magic.
    • This spell will banish any demon back to Hell including Hierarchs for the rest of the current Event and the next Event.
Demonology Rank 1
Demonology Rank 2
Demonology Rank 3
Demonology Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Paladin, Detect Vile Spawn
Skill List: Paladin

This skill will destroy any lesser Vile Spawn such as undead or lesser demons by touch or through a weapon bringing them to the end of their Death Count. This skill can be blocked by a magical defense against physical attacks and the Destroy Lesser Vile Spawn skill is used. A martial parry skill will block the attack, but the Destroy Lesser Vile Spawn skill is not used.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 7
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Destroy Lesser Vile Spawn
Skill List: Paladin

This skill will destroy any Vile Spawn such as undead or demons of any type by touch or through a weapon. The targeted character is completely destroyed and turns to dust if corporeal or vanishes if non-corporeal. Demons or Hierarchs are brought to the Brink of Death and instantly banished to their home plane leaving their worldly possessions behind. The Paladin is brought to the Brink of Death after successful use of this skill.

Unlike other skills, this skill is not used if it is stopped by any defense that stops physical attacks and the Paladin suffers no ill effects. If stopped by an Empowerment skill, this skill is used and the Paladin suffers no ill effects. However, if this skill is blocked by an innate Resist ability, the skill is used and the Paladin is brought to the Brink of Death.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric ~or~ Paladin
Skill List: Paladin

This skill will test the veracity of the last statement made by another character. To use this skill, the character should call a Hold, privately ask the target player if they are lying, then call the Lay On. The skill is undetectable in-game to bystanders and the target character. However, a character with the Lie skill can use their skill as a defense. This is the only defense to this skill.

The veracity of the statement is based on what the player, not the character, knows is the truth. Therefore, if the character is intentionally lying or lying under compulsion (charm effect, Forget and Remember poison, etc), they are lying and will detect as such. Even if the character’s perception of the truth is skewed, the skill will detect the statement as a lie.

For example, a character does not believe it is murder to kill Halflings. After killing Kay, Scanlon asks the character if they killed Kay. The character says no, and Scanlon uses his Detect Lie skill to test the truthfulness of the statement. While the character does not believe killing Halflings is murder, the player must tell Scanlon that he is lying.

The player should not draw upon out-of-game knowledge their character should not know about when judging the truthfulness of their answer.

For example, Susan helped a Plot Marshal set up an ambush down the road. The marshal decides to make her the bait, an innocent farmer’s wife who is being chased by a Lesser Troll the brigands have dominated. The farmer’s wife screams for help and Calandris and his friends hear the call for help and investigate. Calandris asks the farmer’s wife if this is a trap, and she answers no. Calandris uses his Detect Lie skill and learns the farmer’s wife is not lying. While Susan knows there is a trap planned for the characters, her NPC is ignorant of the trick.

If a character is lied to and later tells people the lie believing it to be the truth, he will not detect as lying.

For example, while on an adventure Constantine meets a Dark Paladin who says he killed Squire Scanlon and shows him is tabard. Believing the Dark Paladin, Constantine runs to Avalon to get help. Suspecting this may be a trap, Juhani uses her Detect Lie skill to test the veracity of his statement. The skill reveals Constantine is not lying and they go off to find the Dark Paladin. Along the way they meet Squire Scanlon who is alive and well and is looking for his missing tabard.

In the above example, Constantine was not attempting to lie to Juhani, even though he was wrong and Squire Scanlon was alive, the skill still revealed he was telling the truth. This skill requires no verbal to use.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric ~or~ Paladin
Skill List: Paladin

This skill allows the character to sense if another character is undead, demonic, draconic, or other higher power by looking at them. This skill can only be stopped by the Cloak Undead skill. If used against a character who is currently possessed, this skill will reveal this fact and the nature of the possessing character.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: None
Skill List: Rogue Basic Career

With this skill, a character may attempt to disarm traps the character comes across while playing the game. This skill does not allow the character to automatically disarm a trap, the player must actually disarm the trap they find during game play.

Without this skill, any character that attempts to disarm a trap will automatically set it off, even if the player successfully disarmed the trap. Any character can detect any trap they can see in-game; this skill is not required to detect traps.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 5 Seconds
Skill Type: Martial
Prerequisites: Any Weapon Skill
Skill List: Warrior Basic Career, Rogue Basic Career, Arcane Grifter

A character can use this skill to disarm another character’s weapon or any other in-game or in-play (you cannot disarm a coffee cup or a spell packet for example) item held in that arm. To use the skill, the character only has to hit the weapon or target character – but not their shield if they are wielding it – to disarm the character.

If your target is wielding a one-handed weapon or holding an object in one hand, you only have to hit them once, and use one purchase of the Disarm skill to disarm them. If the target character is wielding a two- handed weapon or holding an object with two hands, you would need to hit them twice, and use two purchases of the Disarm skill. However, one limb is still unusable for 5 seconds, but the target character can still hold their weapon with the other hand.

To use this skill, the character must call “Disarm” after the blow is delivered followed by any special damage modifiers, such as “Magic”, “Silver”, etc., and the arm – either left or right. For example, “Disarm Magic, Right Arm”. If the character does not designate an arm, then the target can choose which limb – even if there is nothing in that hand – and, if struck multiple times with multiple disarms, can choose the same arm for all attacks.

A character that has been disarmed must drop what is in that hand and cannot use that arm for 5 seconds. They cannot pick up their weapon nor do any other in-game action with that arm for 5 seconds. The character should drop their weapon at their feet; they cannot throw the weapon behind them or to another character.

If the item in the character’s hand is attuned to the character, then the character does not have to drop the item, but they still cannot use that arm for the full 5 seconds. An Attachment spell or a Paste of Stickiness will not prevent the character from losing the weapon or item in their hand.

This skill can be used with ranged attacks. The same rules as above apply, so you only have to strike the target in a legal combat location to disarm a limb.

Shields cannot be disarmed if wielded, but if the character is simply holding the shield then it can be disarmed by striking that character.

This skill can be used to parry a Disarm skill. It cannot be used to parry any other martial attack or for another character. The character should call “Retain” when they use this skill to stop a disarm attempt. This skill is stopped by any defense that stops martial attacks.

When this skill is used offensively, it is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense the skill is used. This skill is always used when used to parry a Disarm skill.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Spell Parry
Skill List: Mystic Warrior

This skill will dispel one active spell on a character or spell effect struck instead of dealing damage. For example, this spell can cancel the effects of most Bond spells, Charm spells, wall spells, etc. The Dispelling Strike skill can be used on the effect of the spell as in the case of Wall of Force or Lock spells or at the character affected by the spell. When the skill is used against a character directly, the character should make an out-of-game comment indicating which spell is being canceled; if the wielder does not specify one, then the target player must choose one active spell to be removed.

This skill does not work against latent spells. It also does not work against Imprisonment or Magic Sanctuary spells, and it cannot undo the creation of undead by the Necromancy School.

This skill is stopped by any defense that stops physical attacks, Master Parry, Slay Parry, Dodge, etc. The character should call “Dispelling Strike”. If the character misses, the skill is not used.

The character’s Dedicated Weapon is needed to use this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore ~or~ Sorcery Lore
Skill List: Alchemist, Sorcerer

This skill allows the character to take and preserve a body part from a dead or immobile character. Using this skill takes 1 minute and the character should roleplay cutting or removing the body part as appropriate. Additionally, the character needs to use a dissection knife to use this skill; no other tools or items can be used.

Normally, any body part taken from a character dissipates after 5 minutes. However, if the body part was removed and preserved by someone with the Dissection skill, the body part does not dissipate. If the character is healed or resurrected, the character is whole and intact even if a portion of its body is preserved elsewhere.

When you start to remove an internal organ, bones or blood, you deliver a Killing Blow in the first three seconds of starting the dissection. You cannot use First Aid, Battle Surgery, Icy Preservation spell, or other means that stop a Death Count while you are Dissecting a part from a character.

This skill allows a character to collect components from various characters. However, you can only collect the same component once from the same character per month. For example, Adriana needs the unwilling heart of a Paladin for her Dark Sorcery. She captures Rynn and dissects his heart, then casts a Life spell on him. She can take his heart again if she wishes but it would not be useable in her ritual; only the first heart is worth anything. Only one component can be taken from the same character per Event, regardless of how many characters are dissecting the body. If multiple characters dissect the same body, then the first one to finish is the only one who gains a usable component. They could take the heart, muscles, or blood but only the first one finished would be a valid component.

This skill is used to extract components from a character. It can never be used to preserve a whole character or body. If a part is dissected that contains other components, those components are null and useless.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 10 Seconds
Skill Type: Dexterity
Prerequisites: Trap Dodge
Skill List: Master Thief

This skill allows the character to distract another character for 10 seconds. While distracted, the character cannot take any offensive action or theft against the target character. The target character cannot be Killing Blowed. Should the distracted character be attacked or any violent action takes place within 10 feet of them the character is no longer distracted.

The targeted character should roleplay being distracted by something for the duration of this skill.

To use this skill the character needs to hit the target character with a spell packet and call “Distraction”. This skill cannot be combined with the True Aim skill. This charm like skill can be stopped by an Iron Will or a use of the Hypnosis skill used defensively. This is not stopped by martial or magical defenses that stop physical attacks. The target of this skill is aware that they have been distracted by the character.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: None
Skill List: Miscellaneous

By taking 10 minutes of in-game roleplay, the character is able to see into the beyond and divine the fate of a character. This skill is rather unreliable, not all predictions come true and those that do, rarely the way the characters expected. Once the diviner is finished with their reading, they should write down their prediction on a sheet of paper and hand it to a Plot Marshal. The Plot Marshal, at their own discretion and under no obligation, may or may not act on the information and should they chose to act, they are under no obligation to use it the way the character would wish or think.

Knowing this skill allows the character to use any divination tools they wish to, for example: tarot cards, dice, bones, tea leaves, crystal balls, palm reading, etc.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: 1 Assassinate, 2 Side Steps ~or~ Master Thief, 2 Critical Backstabs, 2 Side Steps ~or~ Iron Hand, 4 Monk Proficiencies
Skill List: Master Assassin, Master Thief, Monk

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.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills
Skill List: Warlock

This skill allows a character to cast two identical spells at the same time. The caster must pay the power point cost for each spell and use two purchases of every Warlock skill they use in the casting. However the character only needs one use of the speed cast skill.

The caster must use both hands within the normal 5 second limit after saying the verbal; the spell packets do not need to have been thrown simultaneously, and the caster may transfer a spell packet from one hand to the other during this time. It is not possible to augment only one of the spells with a Warlock skill.

This skill can only be used with a speed cast when used by the character and not when invoked from an item or read from a scroll. One defense that stops spells must be used for each spell, even if both spells are directed against the same target. This is true even when using a Dodge skill to stop the attack.

For example, Lascula is fighting some Sea Elves and one of them attacks him, casting a spell "With Perfect Aim, Double Cast Death Slave Spell". Lascula calls "Dodge, Dodge" and moves behind a large rock. The Warlock can no longer see him. After the fight, the players hand over their tags and Lascula needs to mark off two uses of his dodge skills, one for each of the Death Slave spells cast. 

To use this skill, the caster must have nothing but a spell packet in each hand and prefix the spell verbal with "Double Cast..."

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: No
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills
Skill List: Warlock

This skill allows the character to double the numerical effect of either: twice the damage, twice the size, or twice the effect of any spell. This does not change the cost in Power Points of the spell.

For example, a Double Power Dragon’s Breath spell would do 64 points of magical fire damage and cost 8 Power Points. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

For the spell to be doubled, it must involve a numeric quantity. For example: Double Power Armor spell grants 6 points of armor, Double Power Fortitude spell has an 8 Threshold, Double Power Blast spell would destroy a door twice as large, a Double Power Wall of Force spell would be 20 feet by 20 feet, a Double Power Lock spell would require a Strength Bonus of +6, etc.

This skill does not increase the duration or number of uses of a spell. The use of this skill is indicated by prefixing the spell verbal by “Double Power…”

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: 2 Ranger Proficiencies
Skill List: Ranger

This skill allows a character to shoot two arrows at the same time. The character fires their bow or crossbow normally and throws one arrow packet or shoots one arrow at the target. The character may combine any Martial or Dexterity tag skill with the attack, but they must use two purchases of every Martial or Dexterity skill they use to augment their Double Shot. It is not possible to augment only one of the arrows with a skill.

One defense that stops physical attacks must be used for each arrow. This is true even when using a Dodge skill to stop the attack.

For example, Rain is fighting some Superior Skeletons and one of them attacks him. Rain uses his bow to take the undead down before it can get within weapons range. He decides to use a True Aim to make sure he does not miss. He calls, “Double Shot, True Aim, Slay Magic!” The Superior Skeleton calls his Invulerability, but has nothing to stop the second Slay attack so drops. After the encounter, Rain marks off one use of his Double Shot skill, two uses of his True Aim and Slay skills.

To use this skill, the character must prefix the damage verbal with “Double Shot...”.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval, Herbal Lore
Skill List: Druid

This skill makes the character a Druid and gives the character access to the Druid Advanced Career Skill List.

With this skill, the character gains a limited immunity to necromancy. The character is immune to any undead creation spell in the Necromancy School. Damaging spells from that school still effects the character normally and a Death Slave spell effects the character as a Kill spell would. Undead creating sorcery rituals effect 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.

This skill also allows the Druid to communicate with animals and plants at will. The Druid’s words are understandable to the people around them, but the responses from the plant or animal are not. The animals or plants are not automatically friendly or benevolent towards the Druid.

This ability will work on some “monsters” that are natural creations of the Mother. The player must learn about these in-game. For plants or animals not played by an NPC, a Marshal is required to use this skill. If none is available, the plant or animal has nothing to say

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: General
Prerequisites: None
Skill List: General

This skill will stop any poison or disease that affects the character.

This skill is not latent and the character has to call this skill when they are affected by a poison or disease. If a character has another defense against the effect they must call their Dwarven Resist skill first. If a character is out of Dwarven Resist skill uses for that Tag Cycle they do not have to call another defense against the poison or disease effect.

The character must call “Dwarven Resist” when they use this skill. This skill will not work if the character is unconscious.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Arcane
Prerequisites: Spell Singing Rank 3
Skill List: Spell Singer

By means of this skill, the Spell Singer is able to change the duration of any spell song from “While Sung” to “10 Minutes”.

For this skill, the Spell Singer must create two lines that are prefixed to the Spell Singer’s song they want to Echo. When the song is completed the player should call the name of the song and “Echo”. For example, if the character is using Echo on their Sleep song, the player would call “Sleep Echo”.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Special
Skill Type: General
Prerequisites: None
Skill List: General

This skill allows the character to curse another character when they are killed. The curse is enacted when the character leaves their body after being at the Brink of Death. The player should announce the curse to the offending character and the effect is immediate. There is no defense to this skill except for the Resist or Resist Curse abilities.

The curse can be removed by the character or by a clan’s leader. Otherwise, the character must find a way to remove the curse. As with other curses, this curse will stay with the character even if they are killed. Below are the curses a character can use. They can choose a curse for their level or any lower level.


Character
Level
Curse
1-4Curse the Character to end every senence with one word, chosen at time of curse.
Curse the character to kneel while they are speaking to an Eforie.
Curse the character to never use their hands to eat.
5-9Curse the character to always accept a bet, no more than 5sp wager.
Curse the character to always yell- as loud as they can- everything they say.
Curse the character to always walk in light. They must carry a light source as bright as a Light spell if it is dark. If there is no light present they cannot move.
10-14Curse the Character to always tell the full and complete truth.
Curse character to be blind.
Curse character to never be able to run.
15-19Curse character to be unable to move unless there is another character in line of sight.
Curse character to never refuse a request for help.
Curse character to wither away, loosing 10%, rounded up, of their original Body Point total per month down to a minimum of 1 Body Point.
20-29Curse character to take whatever damage they deal in hand to hand combat.
Curse character to stutter, making them unable to use any skill that requires a verbal or cast spells.
Curse character to take double damage from all forms of attacks, no effect on durations.
30+Curse character to be brought to the Brink of Death before every dawn by any means plot devises.
Curse Character to never be able to hurt another character directly.

 

---Previously Called "Gypsy Curse" this skill is still under that name in the pdf rules for 4th Edition LAIRE---

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: 2 Elemental Pool
Skill List: Druid

When the character learns the Elemental Pool skill, they gain one element of their choice that they can use with their pool. This skill allows them to attune themselves to one new element each time this skill is purchased.

This skill can only be purchased five times. Also, each purchase of this skill counts as a new master level skill.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Druid
Skill List: Druid

Once this skill is purchased, the character gains an Elemental Pool. For each purchase of this skill, the character gains 20 Elemental Pool Points. The character may use this to deal magical damage of the type given in the table below. The character must choose one element from the table below when the skill is purchased. Later, the character can learn the Elemental Attunement skill to learn to wield more elements from the table below.


ElementOppositeEffect
AirEarthLightning Damage
EarthAirEarth Damage
FireWaterFire Damage
WaterFireIce Damage
LifeDeathHealing Damage
DeathLifeBody Damage

 

The character may use this pool to throw the elemental damage at a rate of one EPP for one point of damage up to the maximum of the character’s current pool total. The character may use this skill to increase the damage of their weapon strikes in addition to changing the type of damage to the element called upon. The character may use any amount of their available Elemental Pool to increase their damage on a one for one basis.

For example, Kjellian is fighting a pack of undead that is normally only affected by silver weapons or better and some trolls. Having only normal weapons and swinging 3 points of damage, he uses seven points of his Elemental Pool with each swing calling upon elemental Life when striking the undead and elemental Fire when attacking the Trolls. He now swings 10 points of damage and calls “10 Magic Fire” or “10 Magic Life”. Kjellian can use more of his Elemental Pool with each attack to increase his damage accordingly.

The character can also use their Elemental Pool to protect themselves and others from an elemental attack. The character can place a latent Elemental Protection that will stop any one elemental attack on a character for 15 EPPs. It will stop any elemental damage – even one augmented by a Warlock skill or damage suffixed with “Eldritch”, any spell from an elemental school, or damage from a physical elemental attack. The defense will not stop effects from physical attacks, for example: Slay, Assassinates, Disarms, Stuns (but it does stop the damage), etc. The Druid does not need to specify what the element is when the protection is granted and the Elemental Protection does not stack with itself.

Finally, the Druid may cast Nature Magic from their Elemental Pool in addition to no normal Power Points. It costs a number of EPPs equal to twice the listed Power Point cost.

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. Additionally the character must include the element called upon in the verbal when used as an attack. This skill can be delivered by touch or through a weapon. If delivered through a weapon, the targeted character must be struck, and unlike Channeled spells, weapons and shields will stop the attack. If the character misses their target or the target uses a martial skill to stop the attack, the skill is not used.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: Yes
Duration: 1 Hour
Skill Type: Faith
Prerequisites: Nature Magic Rank 4
Skill List: Druid

When this skill is purchased, the character embraces the elemental power of nature and gains the ability to call upon one element (chosen when the skill is purchased) and merge with it, transforming their body into a partial elemental. All armor and items worn are unchanged in the new form.

When a character transforms, they must drop to their hands and knees for 1 minute to roleplay the shift. During this time, the character puts on the appropriate costuming for the elemental which must at least be a mask and a tabard. The character can be attacked and harmed during this time and no skills or abilities can be used. The Druid may call latent spell defenses or invoke spell defenses from items, however. Taking damage will not interrupt the transformation unless the Druid is rendered unconscious or worse. If the character is interrupted, they do not use the skill for that Tag Cycle.

When transformed, the Druid gains the following abilities:

• +20 Elemental Pool Points

• Deals 2 points of damage for each EPP used when using their embraced element.

• Claws always swing the embraced element and magic

• One special ability from the table below

• Immunity to all charm effects

• Immunity to Fear

They also suffer the following detriments while shape shifted:

• The character becomes somewhat non-corporeal and loses the ability to wield weapons or shields.

Element
Special Ability

Air
Thunder and Lightning x3

Earth
Flesh to Stone/Stone to Flesh x2

Fire
Total Power Lava Burst x2

Water
Arctic Wind x3

Life
Elemental Life x2

Death
Elemental Death x2

For air, earth, fire, an water, the abilities are stopped by defenses that stop spells (including absorption which gives the appropriate Power Points). For life and death, the abilities are physical effects and are stopped by any magical defense that stops a physical attack. The abilities require no verbals and the player should suffix the spell effects with the word “…Spell”.

While in their quintessence form, the character appears as their character with aspects of the element. The character gains no special movement powers.

The change normally lasts 1 hour, but the character may change back to their natural form at will. If while in the quintessence form, the character is brought to the Brink of Death, they are forced back into their natural form.

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 may only purchase Aspect of the Beast or Elemental Quintessence, not both. Once learned this skill cannot be unlearned in order to purchase the other skill.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: General
Prerequisites: None
Skill List: General

This skill will stop the following charm effects: any Charm School spell even if augmented with the Total Power skill, any charm effect Spell Song, any charm effect Nature Magic spell, sorcery charm effect and friendship charm effects. This skill will not stop the Hypnosis skill, Vampiric Domination, alchemical items, demonic charms or draconic Charms.

This skill is not latent and the character has to call this skill when they are affected by one of the listed effects. If a character has another defense against the charm effect they must call their Elven Resist skill first. If a character is out of Elven Resist skill uses for that Tag Cycle they do not have to call another defense against the charm affect.

This skill will not work if the character is unconscious.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Arcane
Prerequisites: Alchemy Lore, Dissection
Skill List: Alchemist

By use of this skill, the character is able to permanently preserve a corpse whole unlike Dissection, which only allows a character to preserve only parts of a creature. The body does not dissipate while it is being embalmed. The body can still be healed from the Brink of Death by the usual means, embalming does not end a character’s Death Count. Body parts of an Embalmed creature cannot be used as components except for golem creation.

In order to use this skill, the body must be at the Brink of Death or Dead, the character must use Embalming Oil, and take 5 minutes ingame.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Assassinate
Skill List: Arcane Grifter

This skill allows the character to empower their Assassinate skill so that it will deal double damage to any character that would normally take damage instead. For example, if an NPC’s Character Card says they take 50 points of damage from an Assassinate, they would take 100 points of damage if the character used the Empower Assassinate skill. Additionally, the attack counts as magical damage for that swing only.

To use this skill, the character must have a use of their Assassinate skill and expend 6 Power Points. No in-game verbal is required to activate the skill. The Assassinate skill works normally, except for the above mentioned change. The character would call, “Empower Assassinate Magic” and strike their target. Regardless if the Assassinate is used, blocked, or misses, the character loses their 6 Power Points.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Latent
Skill Type: Faith
Prerequisites: 3 Wounding
Skill List: Dark Paladin

This skill allows the character to empower an intelligent lesser undead, a greater undead, any demon, or a Servant of Darkness to resist one Follower of the Light destroy skill, turn skill, Heal Wounds skill, or Heal Life skill. Additionally the Empower Evil skill will stop one Servant of Darkness Pain skill, Envenom skill, Death Touch skill, control skill, Wounding skill, Fear Gaze skill (not ability), and Withering Touch. Empower Evil is latent and non-stackable.

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

The character must call “Empower Evil” when they invoke this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Enchantments is air magic, and deals lightning damage. The color of its magic is Orange.

There are no special rules for Enchantments.


Rank 1:

Spell Verbal:  With Pure Magic I Cast a...

  • ...Shock.        1 Power Point      Instant.
    • This spell does 5 points of magical damage due to lightning.
 
  • ...Giant Strength.     2 Power Points      Latent.
    • When invoked, this spell grants the character a temporary +3 Strength Bonus, Non-Combinable allowing the character to add +3 to the weapon damage of their next attack, or to perform one act of giant strength for no longer than 15 seconds. If the character normally calls “Two Damage” when they hit, if they invoke a Giant Strength they would call “Five Damage”. If the character fails to hit, they do not use up the Giant Strength spell.
    • This spell can never be used to increase the distance a character jumps
 

Enchantments Rank 2
Enchantments Rank 3
Enchantments Rank 4
Enchantments Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Enchantments Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal:  With Pure Magic I Cast a...

  • ...Lightning Shield.        3 Power Point      Latent.
    • When invoked, this spell will cancel the effects of one Enchantments School spell. The Lightning Shield spell will also negate one blow from a weapon that does normal or magical lighting or electrical damage, but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills. A Lightning Shield will protect against extreme non-magical lightning or electricity for 5 seconds.
 
  • ...Lightning Bolt.     4 Power Points      Instant.
    • This spell does 20 points of magical damage due to lightning.
 
  • ...Magic Weapon        4 Power Points        Latent
    • This spell can only be cast on a weapon. If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be magical. The Magic Weapon spell does not add any damage to the blow. The attacker must add, “Magic”, to the damage done by the weapon when invoking the spell; for example, “Two Magic”. The Magic Weapon spell only lasts for one blow, but if an attacker fails to hit their target the spell is not used up. Magic Weapon can be combined with any other combat skill such as Waylay, Slay, Assassinate, Critical Attack, etc.
    • This spell can be invoked and used with the Dissection skill to harvest a component from another character. This spell will last for 1 minute, but should the dissection be interrupted, the spell ends and must be recast.
    • This spell can never be invoked as a defense to the Shatter or Blast spells, nor does it give the weapon any properties of a magic weapon except what is listed here
 
  • ...Mighty Shatter <item>        4 Power Points        Instant
    • This spell will destroy a non-magical object of One-Handed Edge size or smaller. The name of the item that the caster wishes to shatter is an out-of-game comment that the caster says when the spell packet hits a target, for example, “With Pure Magic I Cast a Mighty Shatter… sword.” If the character is carrying more than one weapon in their hands, the caster can specify which weapon or hand is affected; if the caster does not specify then the target can choose which hand is affected.
    • The object that is being shattered must be visible to the caster; the caster cannot shatter a spell book completely contained within a pouch even if the caster knows that a spell book is there. This spell will not affect part of an object – a piece of the object that will damage or destroy it by removing the part out-of-game. For example, you could not destroy: the hinge on a box, the branch of a tree, a lock built into a box, the leg of a small stool, the doorknob of a door, etc. You can destroy: a box, a branch on the ground, a Master Lock on a box, a small stool, etc.
    • Clothing worn by a player can never be shattered with this spell; this includes: shirts, pants, belts, pouches, hats, shoes, etc. You can destroy jewelry or other things attached to the clothing such as: rings, bangles, necklaces, pins, etc. Armor cannot be shattered by means of this spell. No shield, regardless of size, can be shattered.
    • If any weapon or item card was associated with the shattered item, the card should be torn in two. An item that has been shattered is broken into too many pieces to be collected.
 

Enchantments Rank 1
Enchantments Rank 3
Enchantments Rank 4
Enchantments Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Enchantments Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal:  With Pure Magic I Cast an Unyielding...

  • ...Wall of Force.        6 Power Point      While in Line of Sight.
    • This spell creates a 10 foot by 10 foot impenetrable wall. Nothing can pass through the wall, including spells and alchemical items; only clean non-poisoned air is allowed to pass. The Total Power skill will pierce through a Wall of Force, even if the original spell was cast with Total Power.
    • This spell follows the normal wall spell rules found at the beginning of chapter 3.
 
  • ...Powerful Blast.     6 Power Points      Instant.
    • This spell will destroy a non-magical object of door size or smaller. The name of the item that the caster wishes to blast is an out-of-game comment that the caster says when the spell packet hits a target, for example, “With Pure Magic I Cast a Powerful Blast… door” or “With Pure Magic I Cast a Powerful Blast… Polearm.”
    • In all other respects, this spell obeys the same rules as the Shatter <item> spell except any shield can be affected by the Blast spell.
 
  • ...Electrocution        6 Power Points        Latent
    • This Spell is considered Lost Magic.
    • This spell does 30 points of magical damage due to lightning
 
  • ...Magic Sanctuary        9 Power Points        While Concentrating
    • This spell creates a skin-tight impenetrable barrier around the caster. The Magic Sanctuary spell protects the caster from all attacks, spells, and alchemical items; and provides the caster with clean air. Neither the Dispel Magic nor Destroy Magic spells can negate this spell. A Magic Sanctuary is a complete protection against the outside world; other characters may not pick up or move the caster, nor may they apply weight to the caster’s arm to make the caster lower it before the caster chooses.
    • The caster is still affected by certain attacks. Hypnosis is one such attack. The character can be ordered to drop the Magic Sanctuary. The Total Power skill will pierce through a Magic Sanctuary, even if the original spell was cast with Total Power.
    • While a caster maintains a Magic Sanctuary, they may not pick up objects, drop objects, strike with a weapon, drink potions, or cast any spells, even on themselves. The caster can pass through anything that is not actively resisting such as light branches. If someone blocks the caster’s path, the caster cannot move them and cannot be moved by them either. This spell will allow the character to walk through water, blizzards, sandstorms, or even lava unharmed. A caster can move through a free swinging door, but cannot turn a knob or open a latch. The caster cannot affect the outside world with any skills, spells, abilities, magic items, etc while they are maintaining this spell. The caster could not, for example, use gaseous alchemical items or invoke area affect magic items while in a Magic Sanctuary spell.
    • A Magic Sanctuary only protects the caster; if someone is touching the caster when the spell is cast, they are not protected as well.
    • While they are maintaining a Magic Sanctuary, the player must hold an arm out to their side parallel to the ground, elbow bent up at a right angle, and palm forward. Also, the caster must walk slowly, no faster than one step per second. If the caster drops their arm or moves faster than one step per second, the sanctuary dissipates.
    • Like all spells, a Magic Sanctuary does not last beyond the end of an Event.
Enchantments Rank 1
Enchantments Rank 2
Enchantments Rank 4
Enchantments Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Enchantments Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal:  With Pure Magic I Cast an Unyielding...

  • ...Powerful and Masterful Strength.        10 Power Points      Latent, 5 Minutes.
    • This spell is considered Lost Magic.
    • This latent spell grants the character a +2 Strength Bonus, Non-Combinable for 5 minutes after the character invokes the spell. This Strength Bonus can be stacked with other Strength Bonuses, even a Giant Strength spell
 
  • ...Circle of Force to Protect Me.     12 Power Points      While Concentrating.
    • This spell is considered Lost Magic.
    • This spell creates a 10 foot high, 10 foot radius impenetrable wall. Nothing harmful can pass through the wall, including spells and alchemical items; only clean non-poisoned air is allowed to pass. The Total Power skill will pierce through a Circle of Force, even if the original spell was cast with Total Power. The Circle of Force is centered on the caster and the caster cannot move while maintaining this spell.
    • This spell follows the normal rules for wall spells found at the beginning of chapter 3.
Enchantments Rank 1
Enchantments Rank 2
Enchantments Rank 3
Enchantments Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Enchantments Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal:  With Pure Magic I Cast an Unyielding...

  • ...Haven About Me to Protect Me on My Way.        21 Temporary Power Points, 1 Permanent Power Point             While Concentrating.
    • This spell is considered Lost Magic.
    • This spell creates a 10 foot high, 10 foot radius impenetrable closed cylinder centered on the caster. Nothing harmful can pass through the wall, including spells and alchemical items; this spell will provide clean air enough for everyone inside. The Total Power skill will pierce through a Haven, even if the original spell was cast with Total Power.
    • While they are maintaining a Haven, the player must hold both arms out to their sides parallel to the ground, elbows bent up at a right angle, and palms forward. If the caster drops their arm, the spell dissipates. Also, the caster must walk slowly, no faster than one step per second. Unlike Magic Sanctuary, this spell will push characters out of the way and will conform to allow the caster to move through smaller diameter portals. When cast, the caster can specify who is in the initial 10 foot radius; all other characters are pushed out to 10 feet.
    • This spell is not affected by Dispel Magic spell
 
  • ...Electrical Storm to Incinerate All Before Me.     20 Temporary Power Points, 1 Permanent Power Point         Instant, Special.
    • This spell is considered Lost Magic.
    • This spell allows the caster to throw ten bolts of lightning doing 20 points of magical lightning damage each. If the caster moves or takes damage then they will loose whatever bolts of lightning they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the bolts of lightning at once or one at a time or any combination they want.
Enchantments Rank 1
Enchantments Rank 2
Enchantments Rank 3
Enchantments Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Faith
Prerequisites: Follower of the Light
Skill List: Paladin

Official sacred endowment skill from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Dodge ~or~ Magic Tools
Skill List: Master Thief, Master Assassin, Monk, Arcane Grifter

This skill allows the character to skillfully escape from any mundane restraint that bind their arms and/or legs. This includes ropes, shackles, webs, Paste of Binding, Tangler Trees, Entomb attack of an Earth Elemental, etc. This skill will not allow the character to escape from magical bindings such as Pin, Bind, being paralyzed, etc.

Only one use of this skill is needed to free both the character’s arms and legs. This skill cannot be used as a defense and can only be called after the character is affected by the restraint.

The character must call “Escape” when they use this skill. The player may, if they wish or need to, call a Hold to remove the bonds.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

After spending 1 minute in-game examining an item, the character can tell how much it is worth in-game. Every in-game LAIRE item has a number engraved on it. The character can consult an Evaluate Item List to determine its value. The character cannot tell if an item is magical or not, nor can they identify an alchemical item or component with this skill.

There is an out-of-game logistical limitation to this skill. If there is no Evaluate Item List available, the attempt fails.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Special
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Channeling, Rank 1 of School to be Channeled
Skill List: Mystic Warrior

This skill allows the character to channel one additional School of Magic per purchase. The character can purchase this skill multiple times, once for each elemental school available to the character.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore, Any one Rank 4 of Potions, Poisons, Solutions
Skill List: Alchemist

This skill allows the Alchemist to increase the duration of an alchemical item. This skill must be used at the time of creation and cannot be used after the alchemical item is made. Using this skill increases the number of Production Points and Reagent Tags needed. Below is a table that outlines these cost increases.


Time Increments
Instant
10 Min
1 Hour
6 Hour
24 Hour
1 Event

To Increase a Duration by 1 step on the table, it costs +50% more Reagents and Production Points.
To increase a Duration by 2 steps on the table, it costs +100% more Reagents and Production Points.

For example, going from 10 Min to 1 Hour is one step, and going from 10 Min to 6 Hour is two steps.

An alchemical item can never increase its duration by more than two levels and can never last longer than an Event. Whether this skill works on an alchemical item is noted in the item’s description

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Arcane
Prerequisites: Spell Singing Rank 4
Skill List: Spell Singer

This skill allows the character to extend the range of the Heroism song. In order to use this skill effectively, there must be other Spell Singers who can hear the song in the area. The character starts their song and calls “Extension” at the end, then any other Spell Singer who heard the song can then take up the song and extend its range. The Spell Singers must still be able to hear the originator of the song in order to continue extending it.

Should one of the Spell Singers move too far away and can no longer hear the originator, they may move back in range and take up the song again. Only characters with the Spell Singer skill can extend the song. If the originator should stop singing, the song ends for everyone.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 5 Min
Skill Type: Martial
Prerequisites: Channeling
Skill List: Mystic Warrior

When the character invokes this skill, it will allow them to increase the duration for holding a spell they are going to channel from 5 seconds to 5 minutes. After the spell verbal is completed, the caster must still state the name of the spell every 5 to 10 seconds. The skill is used once the spell verbal is successfully completed. If the character takes damage or the 5 minutes are up, the spell is lost.

The verbal for this skill is “Extension” which must prefix the normal spell verbal. A character cannot use this skill with the Redirect skill, only spells they cast themselves can be extended.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: True Aim, 2 Ranger Proficiencies
Skill List: Ranger

Once purchased, the character may use this skill with their True Aim skill to no longer have any range limitation on their True Aim augmented attacks. So long as the character has an unobstructed line of sight to the target, the attack lands. However, the target, or someone near them, has to be able to hear the attack. This skill does not permit silent kills, the attack is loud and obvious. A marshal cannot be sent to the target with the intention of marshaling the attack. However, if a marshal is present and they hear the attack and the target did not hear it, the marshal can inform the player they were hit by the attack.

The Far Shot skill can be used with bows and crossbows only. It can be combined with any other Martial or Dexterity skill the character knows.

If the character wants to make a far shot attack they should prefix their damage with, “Far Shot...”. The character must expend one True Aim tag and one Far Shot tag each time they make a far shot.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Tracking, Ranger Weapons
Skill List: Ranger

This skill allows the character to track an opponent at a jogging pace. It is still up to the marshal whether the tracking is successful or not and all the other rules for the Tracking skill apply. This skills improves the character’s chance to track their target, even if the target is using the Tracking Skill to cover their tracks.

Using this skill, the character can outpace another character who is using their Tracking skill to cover their tracks, thus allowing a greater chance for the character to catch their target. It does not make it any easier to detect concealed tracks. Also, a character using this skill will have a better chance of catching their target who is trying to get away by reaching them before the target can reach safety. This is all up to the marshal’s discretion.

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Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 10 Minutes
Skill Type: Faith
Prerequisites: Dark Paladin, Death Touch
Skill List: Dark Paladin

This skill allows the character to cause fear in a single target character within line-of-sight and 20 feet. The target character must be able to see the character and hear them for this skill to take effect. The target character, if effected, must flee from the character for the duration of effect. They cannot attack or take any offensive action while they are under the fear effect. The target character may stop fleeing once they can no longer see the character but can still not take any offensive action. The target character may call defenses while under the fear effect.

Once the target character is no longer able to see the character, they may take other non-hostile actions including attempting to remove the fear effect. This is not a physical or magical effect and is stopped by the Courage skill, Resist Evil, or being immune to fear. A heal mind effect will end the fear effect.

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 and the character’s focus. The skill is used once it is called.

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Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Martial
Prerequisites: Warrior Basic Career, 2 Staminas
Skill List: Master Warrior

Using this skill gives the character a +3 Strength Bonus, NonCombinable, allowing the character to perform a feat of great strength, adding 3 points of damage to one swing, performing an action such as carrying a body for 15 seconds, or similar actions.

This skill may be stacked with the Giant Strength spell, Feat of Heroes spell, any giant strength potion, or any other Strength Bonus.

Unlike any other type of Strength Bonuses, the Feat of Strength skill will stack with itself. So, if a character has three purchases of the skill he can increase his damage for one swing by 9 points of damage, or perform an action requiring a +9 Strength Bonus, NonCombinable.

If this skill is used to increase the character’s damage, it is not used if they miss or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.

The character must call “Feat of Strength” when they use this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

This skill can be used to heal a living character that is Bleeding to Death. The character places two free hands on the target character and calls “First Aid” and begins a 1 minute count. Once a character starts to use this skill the target character’s Death Count stops. After the 1 minute count, the character is Unconscious at 0 Body Points and after 5 minutes will regain consciousness and be at 1 Body Point. Also, this skill can be used to wake up a character that is Unconscious and has more than 1 Body Point. The character should place a free hand on the target character and begin a 1 minute count. No Body Points are restored when using the First Aid Skill in this manner.

A character can only be first aided by one character at a time and a character can only first aid one character at a time. The use of this skill requires the character to concentrate while they are using this skill. The player should look at the character they are using this skill on and can only talk, invoke Latent spells, or use a Dodge skill while first aiding someone. If the use of this skill is interrupted by either taking damage or the character choosing to stop, the target character must resume their Death Count. If the character wishes to try to first aid again, they must start from the beginning.

A character can also use this skill to assess the condition of another character. The character places a free hand on the target character, says “First Aid Assess” and takes a 5 second count. Once the character starts to assess the condition of the target character, and if that character is Bleeding to Death, their Death Count stops. The character using this skill will learn what stage their Death Count is at and how many Body Points the target character is down.

This skill cannot be used to heal characters who are Mortally Wounded or at the Brink of Death.

A character can choose to use a real bandage when using this skill. The bandage is in-game, does not have to be purchased, must be white, and must be larger than 2 feet by 3 inches. The character must either have their hand on the target character or be bandaging to use this skill. If the character uses a bandage, the time it takes for the target character to wake up is cut in half – only taking 2½ minutes. Once the target character wakes up, the bandages are no longer needed and can be removed or returned to the first-aider to re-use.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Any One-Handed Weapon Skill
Skill List: Warrior Basic Career, Rogue Basic Career

This skill allows the character to use an Edged Weapon, Blunt Weapon, or Small Weapon in one hand and a Small Weapon in the other. The character must strike and call damage separately for each weapon. Any Strength Bonus the character has adds to the damage of both hands, unless that Strength Bonus is for only one attack – such as the Strength Bonus from a Giant Strength spell, then the character can only apply it to one hand for one attack. The character may block an attack with either weapon.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Spirit Palm
Skill List: Monk

By use of this skill, the character can make multiple attacks with only one swing. For each use of one of these tagged skills, the character will deliver damage equal to their Talon damage. For example, if the character deals 8 damage with their Talons and uses 2 Flurry of Blows tags, they will hit their target with 8 damage 3 times. This skill cannot be combined with any other skill except the Speed and Weapon Accuracy skills. The character will need one Speed tag for each use of a Flurry of Blows tag, so if the character uses 3 Flurry of Blows tags, they will need 3 Speed tags as well. You only need one Weapon Accuracy tag since it has a duration of 5 minutes. The character may only use five Flurry of Blows tags at one time in one attack.

This skill is stopped by any master skill that stops physical attacks, for example, Master Parry, Slay Parry or Dodge, or any magical defense that stops physical attacks, but one defense is required for each strike. Therefore, in the above example, the target character would need three defenses to stop all the damage.

This skill is not used if the character misses their target, does not hit the appropriate area on the target, or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.

To use this skill, the character should call “Flurry of X Blows, Y Damage”. If the character misses their target all of the tags used to perform the strike are not consumed. T

he Damage Bonus from instantaneous Strength Bonuses does not add to the damage of this skill. For example, Giant Strength spell, Feat of Heroes spell, Feat of Strength skill, etc. would not add to the damage done by the Flurry of Blows skill.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: No
Duration: Special
Skill Type: Faith
Prerequisites: Pass Without a Trace
Skill List: Druid

For each use of this skill purchased, the character may become undetectable while standing next to a tree or shrub. Once invoked, the character may not move or speak or the effect is negated and the ability is used. To use this ability, the player stands next to a tree or shrub and crosses their hands or weapons over their head.

This skill cannot be used while in combat. 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.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 1 Hour
Skill Type: Miscellaneous
Prerequisites: Tracking, Ranger Weapons
Skill List: Ranger

This skill allows a character to move though natural settings without leaving any trace of their passing which includes foot prints, broken twigs, ect. The skill does not mask their odors and therefore, the character can be tracked by scent.

This skill also allows the character to try and track another character using this skill. Using the skill this way does not use one of their Tags and if the character has used their tag for that Tag Cycle, they still can still try and detect a character using Ghost Step.

The skill lasts one hour, after which time, the character must either use another purchase or begin leaving a trail.

This skill is subject to a Plot Marshal’s ruling and may not always work.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: No
Duration: Special
Skill Type: Arcane
Prerequisites: Magic Blade, Rank 3 in any 2 Low Magic Schools
Skill List: Arcane Grifter

This skill allows the character to store a low magic, un-augmented spell they personally cast into a unique personal Glyph that they must draw before the time this skill is used. Once drawn the character can then cast any spell they know into the Glyph by reciting the spell verbal and expending 50% more Power Points rounded up. The character must be the caster of the spell, so they cannot place spells from scrolls, items, spells stored with spell storing skill, etc. Only spells they personally cast can be placed in a glyph. What spells they can cast and into what kinds of items is given by the table below:

 


ObjectUse TypeSpells
WeaponInvokableAny Spell
Any Other Item, Shield, or SelfInvokableAny Healing or Auras School Spell
" "CastableAny School EXCEPT Healing or Auras

 

The maximum number of Power Points that a character can store in a glyph is 20 PP. Any spell with more Power Points than 20 will not be stored and ALL of the Power Points used in casting and empowering the glyph will be lost. For example, if a character tries to store a Heal Person Spell for 90 Body, the character will lose 45 Power Points, 30 for the spell and 15 more for the cost of activating the Glyph.

The character may have one Glyph charged per purchase of this skill. A Glyph will detect as magical and if identified, will reveal what spell is in the Glyph. A Dispel Magic spell cast on the Glyph will empty it and render it inert. Only the character who drew and charged the Glyph may activate it. In another character’s hands, even another character with the Glyph skill, it is useless.

The Glyph will last until it is destroyed. A Glyph will be destroyed if the object it is drawn up on is destroyed, the limb is severed, or if a character actively removes the skin the Glyph is drawn upon. In the latter case, the character must either be willing or unresisting to have their Glyph removed from their body. If a Glyph is destroyed, the character has to redraw the Glyph expending using another dose of Glyph Ink. The spell stored in the Glyph will last until used or the end of the Event. The Glyph Ink can usually be purchased in-game or made by a character with the Glyph skill. Making the ink requires 10 minutes in-game and the following components to create:

 


ComponentDoses
White Ritual Powder1
Red Casting Powder3
Essence of a Memory Moss1
Crushed Emerald5 sp worth

 

This will yield 3 Doses of Glyph Ink.

If a Glyph is drawn on the person, it must be in a place that can be exposed in public legally and it must be accessible without undressing. A Glyph cannot be put on a character’s feet unless the player does not wear shoes.

A player may reapply their glyphs for free if the Glyph becomes washed out or smugged.

A Glyph can be drawn on oneself, weapons, shields, armor, clothing, or even a piece of paper. However, if the rune is not on the player’s skin, they must touch it with their hand to activate. The Glyph must be at least 2" by 2" and as big as the player wants so long as it fits on the item.

LAIRE Skill Reference Full Rules →
Build Cost: 7
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Disarm, Master Proficiency
Skill List: Master Warrior

This skill works just like a Disarm skill, except:

1) The skill can be used to disarm a shield. Therefore shields are now a legal target for this skill. The character can choose to disarm the shield or other limb. Just like the Disarm skill, if the character does not specify which limb is affected, then the target character chooses.

2) A weapon wielded in two hands is disarmed with one use of this skill.

3) If a weapon (not a shield) is disarmed, the target character must gently and safely toss the weapon underhanded to the character. The character can opt to catch the weapon or allow it to fall safely to the ground. No other character may attempt to interrupt the weapon in transit and must wait for the weapon to be caught or fall to the ground before interacting with it.

4) To clarify, a Greater Disarm can be used to stop a Disarm or Greater Disarm and the player should call “Greater Retain”.

Since this skill is a Master Skill, it is only stopped by Greater Disarm, Master Parry, Slay Parry, Dodge, etc. and any magical defense that stops physical attacks.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 30 Min
Skill Type: Faith
Prerequisites: Paladin ~or~ Dark Paladin
Skill List: Paladin, Dark Paladin

When invoked, this skill will empower any weapon the character holds to swing for magical damage for 30 minutes. This skill is hand specific and once invoked, only weapons in that hand will be augmented. There is no Damage Bonus or other effect from the use of this skill. The weapon can still be shattered.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Demon Lore
Skill List: Demon Hunter

This skill gives the Demon Hunter the ability to harvest and process demon flesh into a usable jerky. Without this skill, the demon flesh will dissipate when the demon's corpse does. It takes the character 10 seconds to cut away a piece of flesh large enough to suit their purposes. Up to 10 pieces of flesh can be taken from one demon. This does not count as disecting the demon.

The Demon Hunter can also make Umor Purgatio. The following components make 10 doses.

  • 2 doses of Cup of Alcohol
  • 2 doses of Brine
It takes 5 minutes of steeping in the Purgatio for each piece of flesh to be purified enough to use with endowments.

Uncured demon flesh will expire at the end of the event. After being cured with the Umor Purgatio it will last for 6 months (counting the event it is cured in).

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: 2 Heal Wounds
Skill List: Paladin

This skill allows the character to bring another character that is at the Brink of Death back to life at 1 Body Point without having to use the Death System. The character using this skill in this manner suffers a Weakness spell-like affect. This is not actually the spell and there is no way to end the affect or reduce the duration. The character cannot prevent the affect from effecting them.

This skill may also be used as an attack, either by touch or through a weapon, against undead or other characters harmed by Life affects only. It can also be used to block the Death Touch skill. Using the skill in either of these ways does not cause the character to be affected by the weakness affect.

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. This skill can be delivered by touch or through a weapon. If delivered through a weapon, the targeted character must be struck, and unlike Channeled spells, weapons and shields will stop the attack. If the character misses their target or the target uses a martial skill to stop the attack, the skill is not used. If the attack is stopped by an Empower skill or a magical defense that stops physical attacks, the skill is used.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Cleric ~or~ Paladin
Skill List: Paladin

Once this skill is purchased, the character gains a Healing Pool. For each purchase of this skill, the character gains 25 Healing Points. How the character may use this pool depends on whether they are a Cleric or Paladin.

A Cleric or Paladin may heal any living character’s Body Points at a rate of one for one. The character may also use their pool to mimic Healing School spells at double the Power Point cost. The table below outlines what spells they can mimic and how many Healing Pool Points it costs. After the verbal is called, the character should suffix the effect with the word “…Light.” Note: Empower Evil will not stop these spell effects and the Absorption spell will stop the spell but not give any Power Points.

Healing Spell
Healing Pool Points

Detect Life
0, 2 if Thrown*

Purify Blood
4

Assess Ailment
8

Heal Body
8

Heal this Mind
8

Heal this Limb
10

Heal this Mortal Wound
12

Return Ghoul**
16

Return Death Slave**
40

* The character must have at least 1 Healing Pool Point to Detect Life

** Only Clerics can mimic these two effects, not Paladins.

A Cleric or Paladin can use their pool points to harm undead, demonic or other Vile Spawn characters at a rate of one for one. The attack damages the target character’s Body Points and is considered magical damage for the purposes of Damage Resistance. This can be delivered by touch out of combat or thrown via a spell packet. The character determines the amount of damage when the skill is called, up to their current Healing Pool total.

For example, Kida has three purchases of the Heal Wounds skill giving her 75 Healing Pool Points. She has used 20 Healing Pool Points already that Tag Cycle. She sees a demon pontificating to the Avalonians attempting to cower them into submission. She walks up behind the demon and touches the character using her Healing Pool to inflict damage. She says, “By the light of the sun I cleanse your evil taint with 30 Light”. The NPC demon takes 30 points of direct Body Point damage. Now Kida is engaged in combat and cannot touch the NPC. She uses her dagger to attack the demon. Normally she swings 1 damage with her dagger, but Kida has used a Holy Blessing and a +3 Strength Potion. She uses 1 point of her Healing Pool to augment her damage and now swings “6 Light” – 1 for the dagger, +1 for the Holy Blessing, +1 for the Healing Pool point, and +3 for the Giant Strength potion.

A Cleric or Paladin may use this skill to augment their damage to “Light” which will deal direct body damage to all undead, demons and Vile Spawn and requires at least one point of their Healing Pool per attack – damage or skill. If the character has the Cleric skill, they may use up to one purchase or 25 points of their Healing Pool to increase their damage. A character with the Paladin skill may use as much of their Healing Pool as they wish, up to their current total pool points. Either way, the character must call their verbal before each strike and the damage dealt is always “Light” damage. If the character fails to land their attack, they have 5 seconds to try to land the attack before they must recite their in-game verbal again.

For example, Reylos is fighting a pack of undead that is normally only affected by silver weapons or better. Having only normal weapons and swinging 7 points of damage, he uses three points of his Healing Pool with each swing. He now swings 10 points of damage and calls “10 Light”. Reylos can use more of his Healing Pool with each attack to increase his damage accordingly.

Damage augmented with “Light”, in either case, does not harm living characters unless noted on their Character Card.

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, no matter how it is delivered, or the target uses a martial skill to stop the attack, the skill is not used. If the attack is stopped by an Empower skill or a magical defense that stops physical attacks, the skill is used.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Healing is the magic of life, restoring and rejuvenating the injured and destroying undead. There is a flash of Pink when it is cast.

Special Rules for the Healing School:

If your character knows how to cast any Healing spells, you must be aware of all the logistical responsibilities involved. The necessary tag exchanges are described below, but you should read the Playing the Game Chapter for more details.

Healing magic that harms undead does double the normal damage. For example, a Heal Person spell that would normally heal for 12 Body Points would do 24 points of direct body damage to the undead character. Like with any spell, the caster should not double the damage when calling the effect of their spell, the player of the undead character will do the appropriate modifications themselves. If a spell does not list a special affect for undead characters, then it has no effect


Rank 1:

Spell Verbal: I Draw Upon the Earth to...

  • ...Detect Life.        0/1 Power Points      Instant.
    • This spell informs the caster of the state of a character’s health. Detect Life can be used to determine if a character is truly dead or just faking it, is Unconscious, Bleeding to Death, Mortally Wounded, at the Brink of Death, or Dead and can be used to determine whether a character is undead. This spell can also be used to determine how hurt a character is. The target character of the spell should state how many Body Points they have lost. This spell cannot reveal a Feign Death spell or if the character has any parasitic or symbiotic life forms in them.
    • The Detect Life spell costs no Power Points if the caster is touching the character; the spell costs 1 Power Point if the caster tosses a spell packet at the character.
 
  • ...Heal this Person        3 Body Points per 1 Power Point, variable        Instant
    • This spell will cure 3 Body Points for every Power Point spent by the caster. When the spell is cast, the caster must state the number of Body Points being cured; for example, “I Draw Upon the Earth to Heal This Person… Fifteen Body Points” cures 15 Body Points and means that the caster spent 5 Power Points. Characters may not be healed above their normal Body Point maximum.
    • This spell will damage undead. For every point that would normally be cured, an undead will take 2 Body Points of damage.
Healing Rank 2
Healing Rank 3
Healing Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Healing Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: I Draw Upon the Earth to...

  • ...Purify Blood.        2 Power Points      Instant.
    • This spell will undo the effects of most poisons and alchemical items the character is currently affected by, including intoxication. All applicable poisons or alchemical items are removed with one application of this spell
 
  • ...Assess Your Ailment        4 Power Point        Instant
    • By means of this spell, the caster can assess a characters condition revealing more than a Detect Life spell. This spell will reveal: if the character is alive, what stage in their Death Count they are at, how many Body Points they are down, if they are poisoned, diseased, and if they are waylaid. It will also reveal how much time has elapsed in the characters Death Count. This spell will also reveal any additional parasitic or symbiotic life forms inhabiting the character. This spell will not reveal more specific information such as what kind of poison or disease is affecting the character.
    • For example, Pierre has been paralyzed by some ghouls and is currently Bleeding to Death. Additionally, while he was laying there, a necromancer cast a Cause Disease spell upon him. Nimue casts an Assess Your Ailment spell upon him. Pierre responds by telling Nimue, “I am Bleeding to Death for 30 seconds, poisoned, diseased and down 9 Body Points.” Nimue begins to cast the necessary healing spells to restore Pierre.
 
  • ...Heal This Body.        4 Power Points      Instant.
    • This spell will cure most diseases, including the one caused by the Cause Disease and Plague spells. It will also undo the effects of a Paralysis or Weaken spell.
    • Heal Body has only one effect each time it is cast; you cannot both cure someone of a disease and paralysis with a single use of the spell.
 
  • ...Heal This Mind        4 Power Point        Instant
    • This spell will undo the effects of an Enfeeble spell. It may also cure insanity, amnesia, and possession; a Plot Marshal will determine whether the Heal Mind is successful.
    • This spell will also cure the affects of fear, but the caster must be out of Line of Sight with the source of the fear affect before they can cast it on themselves. This spell has no affect on the Hypnosis skill, any Charm School spell, Rage skill, or charm like effect.
    • Heal Mind has only one effect each time it is cast; you cannot both cure someone of amnesia and of an Enfeeble with a single use of the spell.
Healing Rank 1
Healing Rank 3
Healing Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Healing Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: I Draw Upon the Earth to Aid Me and...

  • ...Heal this Limb.        5 Power Points      Instant.
    • This spell will restore a limb or body part that was severed or incapacitated even the head. A new limb is regenerated; it is not necessary to “re-attach” the severed limb. Heal Limb restores a limb that was damaged with a Stunning Blow. It will also undo the effects of a Take Your Sight spell or a Mute spell. It will not re-grow “dead” body parts like hair.
    • Heal Limb has only one effect each time it is cast; you cannot both cure someone of a broken arm and of a Take Your Sight with a single use of the spell.
 
  • ...Heal this Mortal Wound        6 Power Point        Instant
    • This spell will restore a character who is Mortally Wounded, by the Slay or Assassinate skill for example, to 1 Body Point.
 
  • ...Return Your Spirit.        6 Power Points      Permanent.
    • This spell will resurrect a character and restore all their Body Points. A substantial portion of the character’s body must be available and the head must be attached; the character’s spirit must be willing to be resurrected. For the Return Spirit spell to work, the caster must be in contact with the body for a full 10 minutes. The Death System must be used to determine whether Return Spirit is successful, and therefore the death must be recorded on the player’s Character Card. Players who cast a Return Spirit spell must use the Power Point tags used in casting the spell to replace any Body Point tags of the target character.
    • To cast this spell, you must keep your hand on the target character’s torso for the full 10 minutes. If you are attacked or are forced to run away during the time it takes to cast this spell, then the Power Points are lost and the spell does not work. Out-of-game, you may remove your hand to help the player pick a stone from the resurrection bag, write on Power Point tags, etc.
    • Characters restored by Return Spirit suffer the normal consequences of the Death System.
    • A character healed by a Return Spirit is restored to the state of health they had when last alive: broken limbs, diseases, amnesia, insanity, intoxication, etc. The Return Spirit spell is not a substitute for any other spell of the Healing school.
    • Return Spirit has no effect on an undead. If a character has been turned into a lesser undead and then killed, Return Spirit will not resurrect the character; the player must go to the Healers Guild to be resurrected.
    • The difference between this spell and Heal Life is that Return Spirit will work on a body no matter how long the character has been dead, restores the character to full Body Points, and requires use of the death system; Heal Life only works within a limited amount of time, restores the character to 1 Body Point, and does not use the Death System.
 
  • ...Bring this Ghoul to Life        8 Power Point        Instant
    • This spell will turn a character that has been made into a Ghoul back to life. The character cannot have been a Ghoul longer than 1 hour. The character is at 0 Body Points and will wake up in 5 minutes if left alone.
    • Ghouls that were created spontaneously or by means other than casting the Create Ghoul spell on a character are destroyed by this spell. Greater Ghouls and Ghoul Lords are not affected by this spell.
Healing Rank 1
Healing Rank 2
Healing Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Healing Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: I Draw Upon the Earth to Aid Me and...

  • ...Heal This Life and Reclaim This Spirit.        12 Power Points      Instant.
    • This spell will restore a character back to life from the Brink of Death and leaves them at 1 Body Point; the Death System is not used. Heal Life must be cast on the character’s body within 5 minutes – 10 minutes if the character has the Coma skill – of their character going to the Brink of Death. The character’s body must be relatively intact and the head must be attached.
    • Heal Life will only work on a character once per day – a period of time from 7am to 7am the next day. When you cast Heal Life on a character, you should write “Life” on their Character Card along with the date, time and your initials; this allows another player to verify whether the character has already been lifed earlier that day. If the spell is cast on a character twice in the same day, the second use has no effect.
    • A character restored by a Heal Life is restored to the state of health they had when last alive: broken limbs, diseases, amnesia, insanity, intoxication, etc. The Heal Life spell is not a substitute for any other spell of the Healing school.
    • Heal Life is the equivalent of a Kill spell to an undead. If a character has been turned into an undead and then killed, Heal Life will not restore the character.
    • The difference between this spell and Return Spirit is that Return Spirit will work on a body no matter how long the character has been dead, restores the character to full Body Points, and requires use of the death system; Heal Life only works within a limited amount of time, restores the character to 1 Body Point, and does not use the Death System.
    • This spell cast upon a living character, a character that is Bleeding to Death, or a character who is Mortally Wounded has no effect and does not use up that character’s ability to receive a Life spell for that day.
 
  • ...Purge This Death Slave of Their Necromantic Taint and Restore Their Will        20 Power Point        Instant
    • This spell will turn a character that has been made a Death Slave back to life and at the Brink of Death. They begin their Death Count normally and must receive the appropriate healing in the normal time.
 
  • ...Heal This Person and Restore Them to Full Health.        14 Power Points      Permanent.
    • This spell is considered Lost Magic.
    • This spell will totally restore the target character’s Body Points. Additionally, this spell will also act as a Purify Blood, Heal Mind, Heal Body, and Heal Limb spells. Additionally, for the last three effects, all ailments or limbs are restored, not just one as in the spells of the same name.
    • This spell will not heal a person’s Body Points if they are past the Bleeding to Death stage, however the rest of the spell will still take affect normally.
    • This spell does 50 direct Body Points of damage to a character hurt by the element of Life – such as undead characters. Undead characters still take double damage from this spell, i.e. 100 points of damage.
Healing Rank 1
Healing Rank 2
Healing Rank 3

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once, Special
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Wounding
Skill List: Dark Paladin

Once purchased, this skill allows the character to add Fire, Ice, Shadow, or Rot effect to their Wounding damage. This effect is in addition to, not instead of, the normal Dark damage normally dealt with their Wounding pool. For example, a character using 10 Wounding Pool points and has chosen the fire effect would call, “10 Fire Dark”. In the specific case of this skill, the added effect must be called before “Dark” always. This additional effect is optional, and the character can choose when to use it.

When this skill is purchased, the character has to choose one of the four effects. This choice is final and cannot be changed once selected, unless by Infernal Intervention (ie they become a Demon Knight and their patron does it). Further, if the character chose Demonology School to use with their Wounding Pool, their Hellish Attunement must match that aspect.

If the character is attempting to use their pool to heal, the added effect may affect the attempt. If the target character would be harmed by the added effect, the healing will harm the target character instead.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

This skill allows the character to identify and collect herbs during an Event. The player should go to the NPC Cabin and inform a marshal they are attempting to collect herbs. The player must then spend time in-game looking for herbs. The longer the character looks, the more likely it is they will find something. When the character finishes, they return to the NPC Cabin and a random roll will determine what the character finds.

With this skill, the character can bring in-game any common herb that they have a physical representation for. For example, the player brings in a pack of mint leaves from the supermarket and can ask the Treasure Manager to write them out the appropriate number of tags. The maximum amount of herbs a player can bring in is 1 silver piece worth per month

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Faith
Prerequisites: Forest Meld
Skill List: Druid

This skill allows the character to meld with nature and fall asleep for as long as the character wants, but:

• The time specified has to be longer than one week,

• The Duration has to specified at the time the skill is used, and

• Has to be used in a natural surrounding.

While hibernating, the character is safe from all outside harm and cannot be found. The character does not need to eat, sleep or excrete. They do not age nor do they have any sense of the outside world or the passage of time.

If this skill is used between Events, the character does not need to pay their upkeep and cannot learn any new skills.

To use this skill, the character cannot be in danger of being attacked, engaged in combat, and must sit and meditate for 1 hour. 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.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: 2 Heal Wounds
Skill List: Paladin

This skill allows the character to bless Followers of the Light, Acolytes, and non-mortal beings of good (such as Dragons, Drakes, and Solars) with a +1 Strength Bonus and immunity to fear. This skill is non-latent and will last for 10 minutes from time of blessing. If this skill is used on an unaligned person, a Servant of Evil, or a being of evil, the skill is used but it will have no effect. This skill cannot be stacked with itself, but will stack with other Strength Bonuses.

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.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Ice is the magic of freezing. Whether it's blood or breath it can stop it in its tracks. There is a Light Blue flash of light when Ice spells are cast.

There are no special rules for the Ice School.


Rank 1:

Spell Verbal: By the North Mists I Form a(n)...

  • ...Ice Dart        2 Power Points      Instant
    • This spell does 10 points of magic damage due to ice.
 
  • ...Frost Brand        2 Power Points        Latent
    • This spell can only be cast on a weapon. If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be ice based. Frost Brand does not make the attack magical and it does not add any damage to the weapon. The attacker declares a blow to be ice based by adding the word “ice” to the damage done by the attack; for example: “Two Ice.” Frost Brand only lasts for one blow, but if an attacker fails to hit their target the spell is not used up. Frost Brand can be combined with any martial skill such as Weapon Proficiencies, Slay, Assassinate, Critical Attack, Waylay, etc.
 
  • ...Ice Cast        2 Power Points      30 Seconds
    • This spell can be used to immobilize one arm, leg, wing, tail or tentacle. The limb cannot be used for 30 seconds. The ice cast can be broken with a +3 or greater Strength Bonus, Non-Combinable and takes 5 seconds. If the target character is immune to the Pin spell due to their Strength Bonus, they are immune to this spell as well. The caster should state what limb is affected when they cast the spell, “By the North Mist I Form an Ice Cast… right arm,” but the name of the limb is not part of the spell verbal. If the caster does not specify which limb is being frozen, the target character must choose a limb to be immobilized.
    • While the limb is encased in ice, any blow on that limb will affect the character normally, leaving the ice cast unharmed. For example, a Stunning Blow to the limb will not shatter the ice cast, but this will incapacitate the limb as per a normal Stunning Blow. The ice itself is magical and therefore a Dispel Magic will remove the Ice Cast spell.
    • The ice from this spell sublimates when removed or the spell ends.
Ice Rank 2
Ice Rank 3
Ice Rank 4
Ice Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Ice Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: By the North Mists I Form a Freezing...

  • ...Ice Shield        3 Power Points      Latent
    • When invoked, this spell will cancel the effects of one Ice School spell. The Ice Shield spell will also negate one blow from a weapon that does normal or magical ice or water damage but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills. An Ice Shield will protect against extreme non-magical cold for 5 seconds.
 
  • ...Ice Bolt        4 Power Points        Instant
    • This spell does 20 points of magic damage due to ice.
 
  • ...Preservation        5 Power Points      While caster maintains Contact with target
    • This spell is cast on a character that is Bleeding to Death, Mortally Wounded or at the Brink of Death. While a hand of the caster is touching the target, the target’s Death Count pauses. This spell does not require concentration, just contact between caster and target. Should the caster be rendered unconscious or they remove their hand the spell is broken.
    • The maximum number of characters the caster can preserve at once is two.
 

Ice Rank 1
Ice Rank 3
Ice Rank 4
Ice Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Ice Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: By the North Mists I Form a Freezing Cold...

  • ...Spear of Ice        6 Power Points      Instant
    • This spell does 30 points of magic damage due to ice.
 
  • ...Wall of Frost       6 Power Points        While within line of sight
    • This spell creates a 10 foot by 10 foot by 1 foot wall of frost; if anyone touches or passes through the Wall of Frost spell they take 48 points of magical damage due to ice. This spell follows the normal rules for walls described earlier in this chapter 3.
 

Ice Rank 1
Ice Rank 2
Ice Rank 4
Ice Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Ice Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: By the North Mists I Form a Freezing Cold...

  • ...Arctic Wind to Stun You        10 Power Points      10 Seconds
    • This spell causes the targeted character to be Torso Stunned for 10 seconds.
 
  • ...Icy Imprisonment       10 Power Points        1 Hour
    • This spell will turn a character to ice. This spell can only be cast upon a character that is in their Death Count. This spell only affects the character’s body not their possessions or clothing. While under the effects of this spell, the character is in stasis and their Death Count and all other timed effects – alchemical durations, diseases, Death Slave, etc. – stop. Only normal strength is needed to move the character.
    • This spell will end after 1 hour, the caster ends the spell, or a Dispel Magic is cast upon the character.
 

Ice Rank 1
Ice Rank 2
Ice Rank 3
Ice Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Ice Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank :

Spell Verbal: By the North Mists I Form a Freezing Cold...

  • ...Arctic Maelstrom to Rend my Enemies with the Bone Chilling Power of Ice        20 Temporary Power Points, 1 Permanent Power Point      Instant,Special
    • This spell is considered Lost Magic.
    • This spell allows the caster to throw 10 bolts of ice doing 20 points of magical ice damage each. If the caster moves or takes damage then they will loose whatever bolts of ice they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the bolts of ice at once or one at a time or any combination they want.
Ice Rank 1
Ice Rank 2
Ice Rank 3
Ice Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Dissection
Skill List: Alchemist

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.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Track Demon
Skill List: Demon Hunter

The Demon Hunter spends many hours studying their hated enemy and have learned to recognize them on sight – even through their trickery and disguises. A Demon Hunter can identify the type of demon that is not shape changed instantly. If the demon is shape changed, the Demon Hunter can identify it after 1 minute of study. In either case, the character has to be able to see the target character to use the skill. So if the target is in the inn or in a field during the day this can easily be accomplished. However, it would be impossible to identify a demon down a path or hidden in woods on a dark night. The Demon Hunter has to be able to see, hear, and be conscious to use this skill on a non- shape changed demon and, additionally, if the target character is shape changed, they must be within 10 feet. Engaging in close combat – in other words, weapons length – is generally sufficient to identify the character. This skill will also allow the character to identify if a demon is possessing another character in the same manner as identifying a shape changed demon, in other words, they must be within 10 feet and spend 1 minute studying the target character.

The Demon Hunter will learn the type and relative strength of the demon. So for example, identifying a character would tell them if it is a Minor Fire Demon, Greater Battle Demon, Icey Hellhoud, etc.

This skill is blocked by the Cloak Undead skill, any demon cloaking ritual effect, or similar magic or ability – not including a demon’s shapechange ability. This skill has no effect on identifying demonically charmed characters.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 10 Minutes
Skill Type: Arcane
Prerequisites: Channeling
Skill List: Mystic Warrior

This skill allows the character to imbue one of their weapons with the power of a single element. The element can be any element they can channel, i.e. the element from the school you can channel plus each additional school leaned with Expanded Focus. The weapon will swing for the type of damage given in the table below. The character should suffix their damage by the effect in the second column.

So if a character invokes this skill and chooses fire as their element, they would suffix “...Fire” to their damage.For example, Vendric’s Dedicated Blade is an enchanted long sword, which he has purchased 4 Weapon Proficiency skills with. Normally he would call “8 Magic”, but after using the Elemental Weapon skill, he now calls “8 Magic Fire” or he could call “8 Fire Magic”.It takes 10 seconds to activate this skill, the effect is active after that time, and has a duration of 10 minutes. If a character has two uses of this skill and wishes to imbue two weapons with an element, they only need to spend 10 seconds, but still expends two purchases of this skill. The element for each weapon can be different. Therefore, the character can imbue fire in one weapon and ice in another other so long as they are both dedicated weapons. This uses two purchases of the skill, and the character spends only 10 seconds of in-game time to activate the skill. Once this skill is active on the character’s weapon, it can be dispelled with a Dispel Magic spell or similar affect cast on the character or on the weapon if the character is not holding it.Since dedicated weapons are personal, the elemental affect is only active for the character invoking this skill. If they lose their weapon for any reason, they can reclaim the weapon and use the elemental effect until the duration expires. Regardless how long the character is in possession of or uses their weapon, the total time this skill is active is never more than 10 minutes.To use this skill, the character has to take a knee, kneel, or sit, hold out their weapon(s) in a manner obvious they are performing some in-game action. This skill can only be used on a weapon the character has previously dedicated.


ElementEffect Called
FireFire
WaterIce
AirLightning
EarthMithril
LifeLife
DeathBody
LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Paladin ~or~ Dark Paladin
Skill List: Dark Paladin, Paladin

This skill will allow the character to become completely and permanently immune to one specific charm or charm-like effect per purchase of this skill. Some of the charms that can be chosen are given below.

Charm Category
What is Stopped

Charm School Spell
That specific spell only.

Domination
Any domination effect, spell, ritual, or ability.

Vampiric Charm
Any charm effect from Vampires

Demonic Charm
Any charm effect from any demon or Heirarch

Possession
Any possession effect from any type of character

Hypnosis
Any hypnosis effect from any skill or ability

Undead Control
Any skill or ritual that controls undead (not Faith skills)

A character may not use this skill to become immune to any alchemical affect, even if that effect is similar to the categories listed above. Additionally, a character may not become immune to any Follower of the Light or Servant of Darkness compel or turn skills.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: 4 Master Proficiencies, 2 Slays
Skill List: Master Warrior

Once purchased, this skill changes how the character interacts with certain damaging attacks.

  •  Kill Spell (or life effect if the character is effected by healing instead) mortally wounds the character instead of bring them to the Brink of Death. If they are already Mortally Wounded, they are brought to the Brink of Death.
  •  The Slay and Assassinate skills bring the character to -1 Body Points instead of Mortally Wounded.
  • An Eldritch Attack will bring the character with this skill to Mortally Wounded. A second Eldritch attack will bring the character to the Brink of Death and destroy their items, just like standard Eldritch attack definition.
 

When the character reaches 0 or -1 Body Points from damage, they may invoke this skill by calling out, “I shall not die!” The character may continue fighting normally or perform any other action for 10 seconds. At the end of the 10 seconds, the character will be Mortally Wounded. The character is not immune to other skills, effects or spells, so a Kill spell or Slay skill, for example, will still stop the character. The character becomes immune to Ice Cast, Pin and Bind spells for the 10 seconds after activating this skill. The character cannot be healed until the effect ends.

LAIRE Skill Reference Full Rules →
Build Cost: 0
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Potions Rank 5
Skill List: Alchemist

This Alchemist only skill allows the character to increase the duration of any potion they consume. The character is able to increase the duration by one level. This can extend the duration past what can normally be made. For example, if a character consumes a +3 Giant Strength potion with a duration of 1 hour, this skill would allow them to increase that duration to 6 hours.

This skill must be used when the alchemy is first consumed. The player cannot decide later they wish to increase the duration. This skill cannot be used to decrease the duration of a potion, even if they used this skill to increase the duration prior. The character must record their use of this skill on the alchemical item tag.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

The character with this skill is particularly good at teaching others the things they know. Normally, it takes 5 minutes per Build Point to teach someone a new skill. The character with this skill takes only half that time. So to teach someone the Slay skill normally takes 50 minutes, but with the Instructor skill it will only take 25 minutes of in-game roleplay to teach.

This skill is cumulative with the Quick Study skill therefore, if the student has the Quick Study skill, it would only take 12½ minutes to teach the Slay skill.

This skill is not list or Teach skill specific and any skill the character knows can be taught quickly.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous

This skill allows the character to interrogate another character and force one truthful answer from them. It takes 5 minutes to use this skill and during that time the character should roleplay his interrogation of the target character. For every purchase of the Stamina skill the target character has, they can prolong the time it takes to use this skill by 10 minutes. So a character with three purchases of the Stamina skill could hold out for 35 minutes. This skill can be countered by the Courage skill. No other skill or spell will stop this skill.

Paladins and Dark Paladins are immune to the Interrogate skill.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career, Rogue Basic Career Skill List, 1 Weapon Skill, either: 2 Sidesteps ~or~ 2 Critical Attacks ~or~ 1 Sidestep, 1 Critical Attack
Skill List: Monk

This skill allows the character to use Talons, with a base damage of 4 points, to represent their hands in combat. All the standard rules for claw combat apply, i.e. the character may not touch cast, etc. However, they gain the ability to use the following skills with their hands (talons): Stun, Critical Attack, Disarm, Cheap Trick, Throat Punch, Master Parry, Shatter Weapon, Speed, Slay, Weapon Accuracy, Waylay, Critical Backstab, Missile Defection, Agony Strike, Assassinate, and Assassin Strike, skills.

When a character purchases this skill they gain the ability to use: Small Weapon, Thrown Weapon, and Quarterstaff. Additionally, any Build Points the character may have spent on these weapon skills are refunded when this skill is learned. So, if a character has Thrown Weapon and Quarterstaff they would get back a total of 4 Build Points.

NOTE: Backstabs, Master Proficiencies and Assassin Proficiencies will work with Talons from the Iron Hand skill.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Soul Palm
Skill List: Monk

With their mastery of their spiritual energy, the character permanently gains 20 points of armor. These armor points are lost after all other types of magical armor. The character can reset their armor points by sitting or kneeling and meditating for 5 minutes.

There is no visible effect to this skill. These armor points do not count as physical armor and therefore do not stop poisons.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous

This skill trains the character’s mind to resist charms. The character can use this skill to stop: any Charm School spell, any racial charms like Satyr/Faun charm, the Hypnosis skill, charm like effect Spell Songs, charm like effect Nature Magic, Ritual of Domination, Possession, Vampiric charm, Draconic or Hierarch charm, or any other charm affect.

This skill will not stop a fear effect. This skill has no obvious effects when used and does not need to be called out loud. This skill must be used immediately after the attack. A player could not wait until they are given a command they do not like then use this skill to free their mind to disobey the order. The one exception to this rule is charm effects that have a base duration of longer than 1 hour. The character may use his Iron Will to regain self control for 10 minutes. Some examples are: being an undead under the control of another, being under the effects of a Ritual of Domination, or a Demonic Charm. A spell that has been augmented with the Spell Binding skill does not fall under this exception as the base duration is still 1 hour or less.

This skill can never be used to stop any Follower of the Light or Servant of Darkness turn or control skill.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Dexterity
Prerequisites: None
Skill List: Master Miscellaneous

This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It cannot be used to jump over a stone wall if the stone wall is there out-of-game, but if the Marshal only describes the wall or if the wall is only represented by a tarp, string or other out-of-game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. This skill cannot be used to prevent falling damage of any kind.

The character is able to jump 10 feet straight up, 20 feet out, or 30 feet down. This skill cannot ever be used in a combat situation, in other words the character cannot use this skill to jump into a fight, out of a fight, as a means to escape pursuit, or to leap to an unreachable location and attack. It can never be used as a means to jump from tree to tree as a mode of travel, regardless of the character. This skill can only be used to overcome non-existent obstacles

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Mage Basic Career Skill List, Rank 4 of any School of Magic
Skill List: Warlock

This skill allows the character to augment a Killing Blow done with their bare hands. Normally, a bare hand can only do 1 point of damage for Killing Blows only; a character with this skill can do 10 points of magical damage with their bare handed Killing Blows.

The character must say: “One Killing Blow, Two Killing Blow, Three Killing Blow, Ten Magic”. You may do less than 10 points of damage, but it is always magical damage. This skill can be blocked with the use of a defense that stops magical attacks. It can be performed any number of times after it is purchased.

Use of this skill does not require a focus. No other Warlock skills can be used with this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Dark Cleric ~or~ Dark Paladin
Skill List: Dark Paladin

With the purchase of this skill, the character is able to lie while under the effects of a charm spell or truth inducer once, per tag, per question asked per truth inducer or charm. Therefore if the character is subjected to a Speak the Truth spell, they can use one use of this skill to lie to this question. If asked the same question with another Speak the Truth spell, the character needs to use another use of this skill. However, if the character is dominated or enslaved by spell or skill, then no matter how many times they are asked the same question, they may use one Lie tag to stop all those questions.

This skill will also prevent you from being forced to commit an action that would answer a question. For example, if a character was dominated and asked if they were an assassin, they could use this skill to lie to that question. For as long as that particular Domination spell was in affect they could continue to lie. If they were asked to raise their arm, stand, dance, etc. if they were an assassin they could “lie” and not follow those commands. However, if they were ordered to follow the caster, protect the caster, or any other similar action they would be compelled to do so. If the character was again dominated and asked the same question, they would have to use another purchase of the Lie skill to lie.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

This skill allows the character to read and write one specific language per purchase of this skill. A separate Literacy skill is needed for each language the character wishes to know. This skill does not give the character the ability to speak the language. Most of the languages a character can learn are given below.


Language
Common
Elven
Dark Elven
Dwarven
Kalitanian
Nymidian
Carthidian
Dragonic
Hierarch

 

A character can only start with the Literacy skills for their race.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Skill List: Arcane Grifter

When activated, this skill will empower any weapon the character holds to swing for magical damage for 10 minutes. This skill is hand specific and once invoked, only weapons in that hand will be augmented. There is no Damage Bonus or other effect from the use of this skill. The weapon can still be shattered.

To active this skill, the character should call “Magic Blade” and expend 10 Power Points. The verbal is out-of-game, but, has a visible in-game flash that can be seen by anyone that can hear it. The verbal must be called at a normal conversational tone.

This effect can be dispelled with the Dispel Magic spell. Sever Magic spell has no effect.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Magic Blade, 2 Arcane Proficiencies
Skill List: Arcane Grifter

Using pure magical force, the character creates a clear blue throwing knife, which is obviously not a real blade, that they can then used as they would a real throwing knife. The attack is a magical, physical attack and stopped by any defense that stops physical attacks. The character expends 2 Power Points and prefixes their damage with “Magic Knife, ...” and suffixes with “...Magic”. The character then throws a spell pack and calls their damage. They may use any Damage Bonus or skill applicable to a throwing dagger. So if a character had a +1 Strength Bonus, +2 Arcane Proficiencies, +1 Assassin Proficiency, and decided to use a True Aim skill, they would call, “Magic Knife, True Aim 5 Magic.” Once the packet lands, the magical knife disappears.

The Power Points are expended when the character throws the packet, so they can abort their attack at any point before the spell packet is thrown without losing any Power Points. The martial defense needed is determined by the attack type, not this skill, so a Crit Parry will stop a straight damaging attack, a Master Parry will stop a True Aim or Assassinate attack, and so forth.

A Magic Knife cannot be disarmed because it only comes into being when the character powers the knife which is just before they throw it.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Skill List: Arcane Grifter

This skill allows the character to conjure up magical thief tools they can use to pick a lock or disarm a trap. The tools can be anything the character can image, but the player must carry an out-of-game physrep for each tool he wishes to use. No tool physrep, no tool.

Alternatively, if the character has no out-of-game tools, they can expend 3 Power Points and use as many Quick Pick or Quick Disarm Trap Tags as they have and need to get past each lock or trap. So, if a box has 1 trap and one lock, the character would need to spend a total of 6 Power Points and one or each tag to open the box.

To use this skill, the character must expend 1 Power Points and use the in-game verbal, “With my Arcane Power, I conjure Magic Tools” at a normal conversation volume, which has a visible in-game effect that any character nearby can see. The tools will last as long as the character concentrates. This means they may not speak at all, move faster than a slow walking pace, engage in combat, use other skills, cast spells or take damage. They may invoke magical defenses on themselves or in items if they are struck to maintain concentration.

This effect can be dispelled with the Dispel Magic spell. Sever Magic spell has no effect.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Any One Rank 3 of Potions, Poisons, Solutions
Skill List: Alchemist

This skill will make an alchemical item into contact item. Contact items can be administered by touch, by applying it to an item, applying it to an edged weapon, or thrown. If placed on an item, the character must make skin contact to take effect. When used on a weapon the player must call poison after the damage of the blow, and if Body Points are hit, the item takes effect. When thrown it must hit the player and the character must have 0 Armor Points currently for it take effect.

This skill cannot be used on alchemical items that have already been created. Using this skill increases the number of Production Points and Reagent Tags needed by +50%, as well as one dose of Pitchblende.

Whether this skill works on an alchemical item is noted in the item’s description

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Any Two Rank 4 of Potions, Poisons, Solutions
Skill List: Alchemist

This skill allows the alchemist to make some alchemical items gaseous. All gaseous items have a radius indoors and outdoors and effects every one in the radius, including the character who delivered it if they are in the area of effect. To determine who is effected, the character struck with the gas or the closest player to the gas should stretch their arms out to either side and turn in a circle and anyone in that radius that the player can touch is affected.

This skill cannot be used on alchemical items that have already been created. Using this skill increases the number of Production Points and Reagent Tags needed by +100%, as well as 1pt. of Acid.

Whether this skill works on an alchemical item is noted in the item’s description.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Far Shot
Skill List: Ranger

Once purchased, the character will gain a +1.5 Damage Bonus from each of the following skills: Weapon Proficiency, Master Proficiency, and Ranger Proficiency instead of the normal damage bonus with Bows and Crossbows ONLY.

For example, a human character has 2 Weapon Proficiencies, 1 Master Prof, and 3 Ranger Profs. Normally the character would deal 10 points of damage with their bow, but when they purchase the Marksman skill they would deal 13 points of damage with each shot.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Side Step, Backstab
Skill List: Master Assassin

When a character purchases this skill they gain the ability to use: Small Weapon, Thrown Weapon, Edged Weapon, Bow, and the Florentine skill. The character also gains the ability to use two Edged Weapons Florentine style.

Additionally, any Build Points the character may have spent on these weapon skills are refunded when this skill is learned. So, if a character has Edged Weapon skill, Florentine skill and Thrown Weapon skill the character would get back a total of 9 Build Points, effectively getting the Master Assassin skill for free and refunding 1 build point.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Skill List: Master Warrior

A character with this skill may use any weapon of any length in either hand that the character has the skill to use. Two-handed weapons may be used only to block, and bastard weapons may be used to deal one-handed damage. This skill will allow the character to use two one-handed weapons at the same time.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 2 Proficiencies ~or~ 1 Monk Proficiency
Skill List: Master Warrior, Ranger, Monk

This skill may be used to parry any physical blow including special attacks such as Critical Attack, Stunning Blow, Disarm, or a blow that does damage, but not the Slay or Soul Strike skills. This skill can be used even if it is delivered from behind, but not if from a surprise attack. It is also possible to parry an attack directed against someone else as long as they are within weapons length. A character cannot use a ranged attack to parry an attack for another. The character may block any low magic or Nature Magic spell that is not combined with a Perfect Aim skill for another character, but they then take the effect of the spell and must call an appropriate defense that will stop the spell in order to avoid the effects of the spell themselves.

For example, Drokk is fighting three brigands. One of them runs away into the woods. The fight with the last two continues for a while. The two brigands move around so they are on opposite sides of Drokk, then one of them, from behind, uses the Speed and Stun skills against Drokk. Drokk might not have seen the blow coming, but he knew his opponent was there and uses his Master Parry skill to stop the attack. Distracted, Drokk does not see the third brigand sneaking back up to him. This one sees his chance and uses a Shatter Weapon skill against Drokk from behind and surprise. Drokk cannot use his Master Parry skill to stop this attack and calls his Invulnerability spell to stop the attack. Now Drokk is really mad and the brigands are in for a tough time.

A character must have one Martial Proficiency skill per Master Parry skill they wish to purchase. So, a character that wants three Master Parry skills must have three Martial Proficiency skills. The Master Parry skill can be used with any weapon the character has two Martial Proficiency skills of either type. Therefore, if the character has two Master Proficiency skills they can use their Master Parry with any weapon.

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

LAIRE Skill Reference Full Rules →
Build Cost: 13
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 2 Non-Master Proficiencies
Skill List: Master Warrior

For each purchase of this skill, a character gains a Damage Bonus with all weapons in which they have a weapon skill and according to the table below.

 

Weapon TypeDamage Bonus
Small, Thrown, One-Handed, Bastard, Staffs, and Crossbows+1
Two-Handed, Polearm, Bows+1.5*

 

This may be combined with any other Damage Bonus the character has. Master Proficiency is not hand specific and therefore will add to both weapons of a character using the Florentine skill, but only adds once for two-handed or bastard weapons.

*The damage bonus rounds down, so one purchase is +1 damage, and two purchases is +3 damage.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Quick Disarm, Set Trap Rank 4
Skill List: Master Thief

This skill allows the character to set traps with no minimum time requirement other than the time it actually takes the player to set the trap. Additionally, it gives the character an extra free rank of Set Traps. So, if the character has Set Traps 4, then can set traps as if they had Set Traps 5.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Waylay, Pick Lock, Disarm Trap
Skill List: Master Thief

When a character purchases this skill they gain the ability to use: Waylay, Pick Locks, Disarm Trap Skills, Small Weapons, and Thrown Weapons.

Additionally, any Build Points the character may have spent on these skills are refunded when this skill is learned. So, if a character has Waylay, Pick Locks, Disarm Trap skills, the character would get back a total of 8 Build Points.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: 5 Min
Skill Type: Dexterity
Prerequisites: Waylay, 20 Build of Additional Dexterity Skills
Skill List: Master Thief

This skill works the same way as the Waylay skill with three exceptions. First, Master Waylay is delivered subtly so the character only needs to call the attack loud enough for the target to hear it. The character being attacked may be in combat but the character using this skill cannot be in combat. Finally, the character should prefix their damage with “Master Waylay.”

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: None
Skill List: Miscellaneous

This skill allows the character to perform a séance which takes 10 minutes of roleplay and requires the normal trappings of a séance – such as candles, incense, holding hands, etc. – and thereby speak to spirits. The spirits must be willing, though the character can request a spirit’s presence. It is up to the discretion of a Plot Marshal as to whether the spirit appears or not and whether the skill works. A spirit can make its presence known to the medium and it is up to the medium whether or not they wish to perform the séance.

This skill does not allow the character to see spirits and the character cannot be sure by simply the sound of the voice if they have contacted the correct spirit.

This skill will only let the character speak to a spirit that has been dead for more than 10 years.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List
Skill List: Master Assassin, Master Thief, Monk, Arcane Grifter

This parry skill allows the character to deflect any ranged attack including ones that use the True Aim skill or use any special martial skill, except the Slay skill. The character should call “Missile Deflect” to use this skill. This skill can be used even if it is delivered from behind, but not if from a surprise attack; therefore it is impossible to parry the Assassinate skill. It is also possible to parry an attack directed against someone else as long as they are within weapons length. A character cannot use a ranged attack to parry an attack for another. The character may block any low magic or Nature Magic spell that is not combined with a Perfect Aim skill for another character, but they then take the effect of the spell and must call an appropriate defense that will stop the spell in order to avoid the effects of the spell themselves.

This skill is always used once called.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Iron Hand
Skill List: Monk

When this skill is purchased the character gains a Damage Bonus to their attacks with their Talons. This skill is only usable with the characters Talons and is applied to both of the character’s hands at the same time.

This skill is stackable with itself and all Monk Proficiencies learned are cumulative. So a character with 5 purchases would swing 6 damage with each hand.

Note that Monk proficiencies and skills do not work with claws or talons derived from any other source such as Druid claw, natural claw, natural talons, etc.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 5 Minutes
Skill Type: Martial
Prerequisites: Warrior Basic Career, 1 Proficiency Skill
Skill List: Warrior Basic Career

This skill allows the character to make a rousing soliloquy and inspire up to five friends or allies to fighter harder for five minutes. Each character, if they accept the inspiration, gains +1 Damage Bonus for the duration. A character may willingly refuse to accept the bonus. The character using this skill does not gain the damage bonus.

This skill does not stack with itself, either from the same character or another character using the same skill. One character can only be under the effects of one Morale Boost at a time. Should a character under the effects of a Morale Boost be brought to 0 Body Points or worse, feared or fall unconscious, the effect will end for them. Should the character using this skill be brought to 0 Body Points or worse, feared or fall unconscious, the effect ends for everyone. Should characters gaining the benefit of a morale boost move out of Line of Sight with the character using this skill, the effect ends. Once the effect ends, it ends and should the character want the benefit of the skill, another use of Morale Boost must be expended for that Tag Cycle.

To use this skill, the character needs to make a 13 syllable, including the name of the skill, rallying speech. It should be obvious to other characters that this skill is being used, it cannot be used quietly or subtly. It does not have to be yelled or shouted, it can be delivered at a conversational tone so long as all of the friends and allies can clearly hear the words. For example, “My friends, rally to me and smash our foes, Morale Boost!” or “For our homes, for our friends, for Avalon, Morale Boost!” or “Avalonians, drive these fools into the dust and show them your furry, Morale Boost!” An example of a bad and unacceptable verbal would be, “Blah, blah blah, blah blah, blah blah blah, blah blah, blah, Morale Boost!” Not only will this not work, but the marshal is likely to give you lots of negative roleplaying points.

This skill is used once the verbal is finished, even if there is no one around to hear it any longer. A Plot Marshal may rule that a speech is not rousing enough and the skill does not activate and the tag is not used.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: 5 Monk Proficiencies, Soul Palm
Skill List: Monk

By learning to further channel their spiritual energy into their fighting style, the character is able to swing for Magic Damage with their Talons. To use this skill, the character should suffix their damage with “...Magic”. There is no cost to use this skill and they can choose to use it or not when they attack and they do not have to call Magic Damage if they do not want to.

The character’s hands do not really turn into magic, but when the skill is used there is a visible magic aura around their hands.

This skill allow the character to swing for magic damage and should suffix their damage with “...Magic”.

LAIRE Skill Reference Full Rules →
Build Cost: 12
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Mystic Weapons
Skill List: Mystic Warrior

For each purchase of this skill a character gains a Damage Bonus with all weapon skills in the Mystic Weapons skill according to the table below.

 


Weapon TypeDamage Bonus
Small, One-handed edge/blunt, Staff, and Spear+1
Two-Handed edge/blunt, Polearm+1.5*

*This bonus is rounded down, so one purchase gies a +1 damage bonus and two gives a +3 damage bonus.
This skill may be combined with other Damage Bonuses. The Mystic Proficiency skill is not hand specific.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 2 Proficiencies, Mage Basic Career Skill List, Rank 2 of any 3 Schools of Magic
Skill List: Mystic Warrior

This skill allows the character to use the following weapons: One- handed Edge, One-Handed Blunt, Bastard Edge, Bastard Blunt, Spear, Two-Handed Edge, Two-Handed Blunt, Staff, Pole Arm and Small Weapon. Additionally, they gain a limited form of Master Florentine and can use any combination of these weapons in either hand. Any Build Points spent on the weapon skills listed above (and only those skills) and the Florentine skill are refunded when this skill is learned. For example, if a character has One-handed Edge, Bastard Edge, and Florentine skill the character would get back a total of 9 Build Points. The character does not get his build back for the Master Florentine skill.

Can use any weapon to Channel, but the skill only gives you weapon proficiencies listed above. However, you cannot channel with a bow, crossbows, or thrown weapons.

This skill also allows the character to create a dedicated weapon. The character needs the following components to create a dedicated weapon:

  • White Ritual Powder, 1 dose (3 sp)
  • Red Casting Powder, 1 dose (1 sp)
  • Mithril Dust, 1 dose (2 sp)
  • Cinquefoil Leaf, 1 dose (1 sp)
  • The character’s own blood, dissected, 1 dose
The components are mixed together and used to draw a mark upon the weapon in a 10 minute ceremony. The mark must be at least 2 in2 Out- of-game, the player needs to mark the weapon with a design using any legal weapon construction rules. While the design may be anything the character wants, it can never change once chosen.

LAIRE Skill Reference Full Rules →
Build Cost: 0
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: General
Prerequisites: Special
Skill List: General

This skill allows the character to extend and retract sharp claws. The character must use approved LAIRE claws in combat dealing 1 point of damage with each blow. The claws are part of the character’s body and may not be coated with poison and doing so would poison the character. Even if the character were immune to the poison, the poison would be expended when applied. The character’s claws take damage and any damage dealt to the claws is taken from the character’s Body Points.

Damage Bonuses and special weapon attacks, like the Slay, Stun, Waylay, Assassinate, etc. skills, with the exception of the Speed skill and Inspire and Heroism spell songs, may not be used with the Natural Claws skill. However, the character’s Strength Bonus does add to the damage.

The prerequisite for this skill is being a member of a race that has claws. It is normally not available to characters outside these races

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: 2 Elemental Pool Purchases
Skill List: Druid

Nature Magic is unique to Druids and their connection with The Mother.

Special Rules of Nature Magic:

Nature Magic works just like any regular low magic school; it must be learned rank by rank, requires the use of the correct full verbal and costs Power Points. Standard spell defenses will stop the effects of these spells – Negation, Spell Shield, etc – except the character gains no Elemental Pool Points or Power Points if an Absorption spell is used. A character can use the Redirect skill to redirect a Nature Magic spell.

Nature Magic spells cannot be used with Warlock skills, Create Scroll skill, or Sorcery Rituals.


Rank 1:

Spell Verbal: By Nature's Will, I...

  • ...Create Food and Water       2 Power Points        Instant
    • With this spell, the Druid may produce an edible meal out of the earth. The meal created is the minimum requirement for healthy survival for one person for a day. The food is neither very filling nor great in quality. The Druid also causes a small jet of water to spring from the ground for one minute producing 4 liters of pure drinking water.
    • The Druid may produce food for themselves for the month instead of paying the monthly maintenance to Logistics.
 
  • ...Repel This Being       3 Power Points        While Concentrating
    • This spell compels the target character to be unable to attack the Druid with attacks or spells. If the Druid attacks the target, the spell will end.
    • The spell lasts as long as the Druid concentrates. Out-of-game, in order to represent this, the player must hold their arm outstretched parallel to the ground with their palm facing towards the target.
    • This spell is a charm like effect and therefore can be stopped by Resist Suggestion spell, the Iron Will skill, Elven Resist skill, and other defenses that stop charms in addition to other defenses that stop spells.
 

Nature Magic Rank 2
Nature Magic Rank 3
Nature Magic Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Nature Magic Rank 1, 4 Elemental Pool Purchases
Skill List: Druid

Rank 2:

Spell Verbal: By Nature's Will, I...

  • ...Entangle Your Limbs       4 Power Points        3 Seconds
    • This spell causes vines to rise up and entangle the targeted character’s arms and legs together and pinning them to the ground for 3 seconds. While under the effects of this spell, the character is unable to move and must place their arms at their sides and legs together.
    • If the target has a +10 or greater Strength Bonus, Non-Combinable they are unaffected at all by this spell. The character must have this before they are affected by the spell, they cannot invoke latent spells or skills or invoke items to gain the +10 Strength Bonus, NonCombinable after they are affected by this spell to free themselves.
  • ...Heal Your Disease       4 Power Points        Instant
    • This spell will cure most diseases, including the one caused by the Cause Disease and Plague spells.
Nature Magic Rank 1
Nature Magic Rank 3
Nature Magic Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Nature Magic Rank 2, 6 Elemental Pool Purchases
Skill List: Druid

Rank 3:

Spell Verbal: By Nature's Will, I...

  • ...Strike Your Down with Thunder and Lightning       9 Power Points        Instant
    • Target character suffers 30 points of damage from magical lightning and effected by a 5 second Torso Stun.
    • Shield will block the torso stun portion of this spell, but the damage will go through.
  • ...Grow a Wall of Brambles       9 Power Points        End of Tag, or Until Destroyed
    • This spell creates a 10 foot by 10 foot by 1 foot nearly impassable wall of thorny vines and brambles. The wall is non-magical and can be destroyed by receiving 100 Body Points of damage or a Kill Spell. The wall suffers double damage from fire attacks.
    • Any creature attempting to pass through the wall suffers 14 points of normal damage and becomes stuck in the wall. Any creature stuck in the wall may push their way through in 5 seconds with a +3 or greater Strength Bonus. Characters with a +6 or greater Strength Bonus may pass unhindered but not undamaged.
    • The Wall of Brambles follows the normal wall spell rules except that the Druid need not concentrate to maintain the wall. The Druid must have a 10 foot long piece of green garland to represent the wall. When the wall is first cast, anyone in the area of effect must choose which side of the wall they wish to wind up on.
    • The wall remains until the end of the current Tag Cycle or the wall has taken enough damage to destroy it. The wall may not be removed by a Dispel Magic or Sever Magic spell and the wall cannot be healed, but the caster can freely pass through the wall at will. If the player who cast the wall leaves Line of Sight, they should sign and leave the Elemental Pool Points with the garland. Any damage done to the wall that does not destroy it should be recorded on the tag.
    • Other than what was stated above, this follows the normal wall spell rules.
 

Nature Magic Rank 1
Nature Magic Rank 2
Nature Magic Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Nature Magic Rank 3, 8 Elemental Pool Purchases
Skill List: Druid

Rank 4:

Spell Verbal: By Nature's Will, I...

  • ...Travel Through this Tree to Another Place       12 Power Points        Special
    • By use of this spell, the Druid may transport themselves and all items carried and worn through one tree to another. The tree must be touched and be at least one foot in diameter. The Druid may take one other willing, living character with them.
    • After completion of the verbal, the character must put on a white headband. From the time the Druid puts on a white headband, they have 20 seconds to reach the other tree and the Druid cannot be blocked by other characters while moving. If the Druid does not reach another tree by that time, they are brought to the Brink of Death and rise up through the earth where the time ran out with everything they are carrying including another character. This additional character is not harmed.
    • The Druid cannot drop or pick up any items while they are tree walking.
    • Note that the player does not call a Hold to use this spell.
  • ...Transmute Your Flesh to Stone Forever       14 Power Points        End of Event
    • The targeted character and all items carried or in hand including Mithril and magical items are turned to magical stone until the end of the current Event.
    • The target is not dead but in stasis, their Death Count and all other timed effects – alchemical durations, diseases, Death Slave, etc. – stop. They cannot be affected by physical attacks or spells including those augmented by Warlockery.
    • The affected character may be moved with a +6 Strength Bonus, Non-Combinable or better.
    • This spell may be undone with Oil of Stone to Flesh or Restore Flesh spell or certain sorcery rituals. Dispel Magic and Sever Magic spells have no effect on the stoned character. The Druid who cast the spell can remove it by touching the player.
 
  • ...Restore You Back to Flesh Again       14 Power Points        Instant
    • This spell turns a character that is currently turned to stone back to being flesh again in the same state they were when turned to stone. Therefore, if a character was Mortally Wounded and then turned to stone, they are still Mortally Wounded and their Death Count continues.
    • This will undo most turn to stone effects such as a Basilisk’s gaze, a Gorgon’s Gaze, the Flesh to Stone spell or similar spells or effects.
 

Nature Magic Rank 1
Nature Magic Rank 2
Nature Magic Rank 3

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: Pass Without a Trace
Skill List: Druid

When this skill is used the character becomes one with the land, rendering the character inoffensive to plants and animals for 10 minutes. Plants and animals may not attack the character but may attack anyone that may be with them. If the character willingly attacks any plants or animals while this skill is active, the creatures will fight back. A character that does so, loses access to all Followers of the Mother spells and abilities until the end of the next Tag Cycle, and must contact a Plot Marshal.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Elemental Pool
Skill List: Druid

This skill makes the character completely immune to all diseases, natural or magical. If the character loses their focus, they lose the protection of this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: Elemental Pool
Skill List: Druid

This skill makes the character completely immune to all poisons, natural or magical, when invoked. The skill can be called as a defense to an attack, however the character must be conscious in order to use the skill.

This skill requires the use of the character’s focus.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Necromancy involves the creation and control of undead. When it is cast there is a sickly black miasma of a flash of color.

Special Rules for the Necromancy School:

There are five types of undead that can be created with magic spells: Zombies, Skeletons, Ghouls, Revenants, and Death Slaves. All other forms of undead are created by ritual magic, which players must learn about in-game or are spontaneously created. When your character learns Necromancy, you must carry any costuming and claws for the undead you wish to create and their approved undead Character Card.

No undead creation spell can be cast on a body in sunlight. The Create Zombie, Create Skeleton, and Create Revenant spells work in two ways. First the character can cast it on an already dead corpse of the appropriate type. The second method allows the character to cast the spell on a character in their Death Count, “infecting” them with the creation spell. When character reaches the end of their Death Count, they will be raised as the appropriate type of undead.

If a caster creates an undead with a necromantic spell, they have control over it. The creatures made by Create Zombie, Create Skeleton, Create Ghoul, and Create Revenant are mindless undead; they can obey simple commands for example: “Guard me,” “Give all your possessions to that soldier,” “Walk around this cemetery and attack all living things but me,” but they cannot do anything that requires creative thought or forces them to make a decision, for example, “Establish a defensive perimeter,” “Guard my friends but attack my enemies,” “If I die, carry my body back to the Necromancer’s Guild.”

All undead are hurt by Heal Person and by Heal Life spells, and can be healed by certain spells of the Death School. Heal Life is never a saving grace for a living character that has been turned into an undead; the only common way an undead character can be brought back to life is through some Healing School spell or to be resurrected at the Healers Guild. There may exist other lost magical spells or sorcery rituals that can bring the character back from being undead.

If Sever Magic is used on the caster to cancel their control over their undead, they will continue to follow and carry out their last commands. If they did not have any specific commands, then the undead revert to their normal behavior: attack and slay all living things including their creator. If another caster uses a Command Undead to issue a command, the original creator may override that command if they are present; the original caster just has to speak for the undead to obey.

If your character is turned into an undead, then a death must be recorded on your character card when you are resurrected, and you will suffer the normal consequences of the Death System. All of the undead created in this school, unless noted in the spell description, will last for 1 hour then turn to dust. However, if the character is un-resurrectable, the effect is permanent until destroyed. As with all spells, the undead creation spells do not last past the end of an Event, so if a character is undead at the end of an Event, they are not undead at the beginning of the following Event. However, the player must still go to the Healer’s Guild and resurrect normally, unless their character is unresurrectable.


Rank 1:

Spell Verbal: I Control Chaos to...

  • ...Feign Life        1 Power Point      10 Minutes
    • This spell will make an undead character look alive; their skin will be a normal, healthy color and feel warm to the touch; they will appear to have a normal pulse and breath. A Detect Life spell, Assess Your Ailment spell or the First Aid skill will not reveal that the character is dead. Feign Life will only work on undead whose bodies are intact; the skeletal class of undead or non-corporal undead cannot impersonate a living being with this spell.
 
  • ...Cause Disease        2 Power Points        6 Hours
    • This spell causes the target to contract a deadly disease and immediately loses 1 Body Point and swings 1 point of damage less, then the character will begin to lose an additional 1 Body Point and swing 1 point of damage less every 10 minutes. The character will stop losing Body Points at 1 Body Point and will always swing a minimum of 1 point of damage. The effects of this spell are not cumulative with other Cause Disease spells and the Body Points lost due to this spell cannot be healed until the disease is cured.
    • For example, Orion has 10 Body Points and does 4 points of damage with his sword. He is hit with this spell and is not healed right away. After 30 minutes, he has 6 Body Points and swings 1 point of damage. After 80 minutes, he has 1 Body Point and would still swing for 1 point of damage.
    • The target will be at the Brink of Death at the end of 6 hours unless a Heal Body spell or similar effect is cast on them.
 
  • ...Create a Zombie        2 Power Points      Special
    • When cast on a dead body, this spell will turn the corpse into a Zombie. The body must have been dead for less than five days.
    • If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Zombie when the character reaches the end of their Death Count.
 
  • ...Command Undead        3 Power Points        1 Command
    • This spell allows the caster to give a single command that will be obeyed by all lesser undead who hear it. The command must be a single sentence, and it must be simple enough for a mindless undead to obey. The command cannot be “Obey my commands” or some similar command. No wishing for more wishes.
 

Necromancy Rank 2
Necromancy Rank 3
Necromancy Rank 4
Necromancy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Necromancy Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: I Control Chaos and Evil to...

  • ...Create a Skeleton        3 Power Points      Special
    • When cast on a skeletal dead body, this spell will turn it into a Skeleton. This spell will work on any corpse regardless of how long it has been dead, the bones of a fresh corpse will tear out of the body leaving the flesh behind.
    • If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Skeleton when the character reaches the end of their Death Count.
 
  • ...Rot Flesh        5 Power Points        Instant
    • This spell does 15 points of magical rot damage. If cast on an undead, Rot Flesh will restore 15 Body Points; however, the spell cannot restore destroyed lesser undead.
 
  • ...Wither Limb        6 Power Point      Instant
    • This spell will cause an arm or leg to wither and become useless. The caster can specify an arm or leg to affect when the spell is cast, however if the caster fails to specify a limb, the target character must choose one to be affected. The target character does not suffer any Body Point loss from this spell.
    • The affects of this spell are permanent until healed by a Heal Limb spell. A Dispel Magic spell has no effect on a withered limb
 

Necromancy Rank 1
Necromancy Rank 3
Necromancy Rank 4
Necromancy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Necromancy Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: I Control Chaos and Evil From my Heart to...

  • ...Create a Ghoul        8 Power Points      Special
    • When cast on an Unconscious body, this spell will turn them into a Ghoul. The body must be Unconscious at 0 Body Points. A body that is unconscious solely due to a Waylay or a spell will not be affected by Create Ghoul; a character that is Bleeding to Death, Mortally Wounded or at the Brink of Death will also be unaffected.
 
  • ...Dominate Undead        9 Power Points        1 Hour
    • When an undead is affected by this spell, it will obey all the commands given by the caster. This spell will affect all undead, including greater undead. However, intelligent undead cannot be ordered to kill themselves; they will also remember who cast the spell on them and may seek vengeance once the spell has worn off. A Dominate Undead spell will work on a Death Slave. Unlike the Charm School spells, the affected, intelligent undead character may attack the caster if they wish.
 
  • ...Shield from Sunlight       9 Power Point      Until Sundown
    • When this spell is cast on an undead, it is no longer harmed or repelled by sunlight. Shield from Sunlight can be cast from the time light first shows in the sky through sunset; it does not work if cast at night.
  • ...Cripple You with the Plague        9 Power Points        5 Minutes
    • This spell causes the target character to be instantly infected with a debilitating, non-contagious plague for 5 minutes or until cured with a Heal Body spell or effect. While under the effects of this spell, the character looks pasty, weak and sickly. They have a fever and feel warm to the touch. The character will swing for 1 point of damage, is reduced to 1 Body Point until the spell ends, cannot use any Advanced Career skill except for Faith skills, and can only move at a normal walking pace.
    • At the end of the 5 minutes, if the character is not healed of the plague, they will be brought to the Brink of Death and the spell ends. If the character dies from the Plague spell, they will rise up as a Superior Skeleton.
 

Necromancy Rank 1
Necromancy Rank 2
Necromancy Rank 4
Necromancy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Necromancy Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: I Control Chaos and Evil From my Heart to...

  • ...Decay Flesh and Bones        10 Power Points      Instant
    • This spell does 30 points of magical rot damage. If cast on an undead, Decay Flesh and Bones will restore 30 Body Points; however, the spell cannot restore destroyed lesser undead.
 
  • ...Create a Revenant       12 Power Points        Special
    • When cast on a large corpse, this spell will turn it into a Revenant. Create Revenant requires a substantial portion of the body of a large creature such as: Ogres, Giants, Adult Trolls, Colossal Trolls, Titans, etc.; it does not work on a human body, no matter how tall it is.
    • If this spell is cast upon a character in their Death Count, the character is infected with the creation spell and will be turned into a Revenant when the character reaches the end of their Death Count.
 
  • ...Create a Death Slave Who Will Obey my Each and Every Whim       20 Power Point      1 Hour
    • This spell turns a character – with the exception of undead, constructs or other characters as indicated on their Character Card – into a Death Slave, a special form of greater undead. The Death Slave has all the abilities, knowledge, and skills the character had when alive. Death Slaves are completely obedient to their creators, and will obey their creators’ commands with all their intellect and creativity; for example, “Trick your best friend into stealing the Queen’s crown.” Death Slaves know who controls them, but they will not reveal their controller unless the revelation fits in with the controller’s commands.
    • The targeted character is brought to full Body Points and all limbs are healed when affected by a Death Slave spell. Even if the character was at the Brink of Death, they will be turned into a Death Slave at full Body Points. Note that this does not use up one of the characters life effects for the day as they are turned into an undead not lifed.
    • When the character is brought back to life they recall everything they did during the time they were a Death Slave and they remember who cast the Death Slave spell on them. They retain their memory even if they are killed before their hour of undead existence is over. The character’s death must be recorded on their character card.
    • Should the caster die or be affected by a Sever Magic spell, the Death Slave will continue to carry out any orders it was already given; otherwise, it will act according to its own volition. A Dominate Undead will override a creator’s control over their Death Slave.
    • Death Slaves have the normal Death Count their character had while alive. A Death Slave will only exist for 1 hour. During that time the character looks obviously undead with pale rotting flesh. After 1 hour, the Death Slave turns to dust, even if they are being persevered by an Icy Preservation spell.
Necromancy Rank 1
Necromancy Rank 2
Necromancy Rank 3
Necromancy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Necromancy Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: I Control Chaos and Evil From my Heart to...

  • ...Raise all the Dead Who Rest in this Graveyard to Serve my Each and Every Whim        30 Temporary Power Points, 2 Permanent Power Points      Until Destroyed
    • This spell is considered Lost Magic
    • This spell can be cast anywhere, not just a graveyard as the name implies, and will raise 100 lesser undead. The specific undead raised is up to the Plot Committee. The undead are under the control of the caster and will remain until destroyed.
    • The undead will be some combination of: Zombie, Skeleton, Ghoul, Revenant, Specter, and Wraiths.
 

Necromancy Rank 1
Necromancy Rank 2
Necromancy Rank 3
Necromancy Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills, Special
Skill List: Warlock

With this skill the character can cast a latent spell on the target character contrary to the normal spell stacking restrictions. In order to use the Overlay skill, the overlaid spell must be cast after the regular spell. When invoking latent spells, the overlaid spell or spells must be invoked in the exact reverse order they were placed upon the character or all spells above the one invoked are lost. Latent overlaid spells are invoked normally and are preceded by the word “Overlay”. There is no restriction to the number of stacked spells. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

For example, Herrin has an Absorption spell, Overlay Negation spell, and Overlay Absorption spell cast on him in that order, the first one he would call is “Overlay Absorption”, then the “Overlay Negation”, then “Absorption”. If Herrin called the Overlay Negation spell first, the Overlay Absorption spell would be lost, but the regular Absorption spell remains.

A Destroy Magic spell will remove all overlaid latent spells, including ones augmented by any other Warlockery, such as the Total Power skill.

The use of this skill is indicated by prefixing the spell verbal by “Upon Your Mystical Defenses…”

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 30 Seconds
Skill Type: Faith
Prerequisites: 2 Wounding
Skill List: Dark Paladin

This skill will cause the targeted character to fall to the ground or to their knee in extreme pain. The target character cannot move or take any other action except invoke latent spells. This affect can be cured by using the Heal Wounds skill to Heal Body.

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.

This skill can be delivered by touch or through a weapon. This skill can be blocked by, and is expended by, a magical defense that stops physical attacks or the Resist Evil skill, or a defensive martial skill which is used but does not expend the Pain Touch skill for that Tag Cycle. This effect can only be cured by a Heal Body cast from a Heal Wounds skill, not the spell.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Plot Approval
Skill List: Paladin

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.

This skill makes the character permanently immune to all fear effects.

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 Paladin to a Cleric by swapping this skill for Cleric, with the appropriate Build Point change.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: 5 Minutes
Skill Type: Dexterity
Prerequisites: Mystic Fist
Skill List: Monk

By further mastering their control over their spiritual energy, the Warrior Monk can cause temporary paralysis in their opponents. To use this skill, the character needs to strike their opponent with their Talon in a viable martial target and call “Paralysis Strike”. The target is then paralyzed for 5 minutes. A heal body effect will end the paralysis effect. The character can release their own paralysis effect at will. They can also release the effects of a Paralysis Strike or Paralysis Touch skills with a use of one of their Paralysis Strike tags. The character must touch the effected character with their talon and, therefore, cannot release themselves from the effect.

This skill is stopped by any master skill that stops physical attacks, for example, Master Parry or Dodge, or any magical defense that stops physical attacks.

This skill is not used if the character misses their target, does not hit the appropriate area on the target, or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Dexterity
Prerequisites: Master Assassin Skill
Skill List: Master Assassin

This skill allows the character to paralyze the target character with a touch. The character may touch their target anywhere on their body with a spell packet held in their hand. This skill is a non-combat skill and cannot be used on someone engaged in fighting. The Paralysis Touch skill can be countered by the appropriate defense for a physical attack; namely Invulnerability spell, a parry skill, Dodge, etc., however, if the target character is surprised, they many not use their martial parry skills.

The target of this skill is rendered paralyzed for 10 minutes. The paralysis can be released by the original character or another character with their use of the Paralysis Touch skill. A Heal Body spell will release a paralyzed character.

This skill is not used if the character misses their target or the attack is blocked. If they succeed in touching their target or if the target calls an appropriate defense, the skill is used.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Faith
Prerequisites: Druid
Skill List: Druid

Once learned, this skill makes the character unable to be tracked either by skill, scent or other tracking abilities. The character may opt to leave tracks if they wish, but then any character with the appropriate skill can track them.

This skill will not prevent the character from being scried upon with sorcery.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills, Special
Skill List: Warlock

Learning this skill allows a character to cast a spell without throwing a spell packet. The spell starts at the caster’s index finger and travels to the target. The hand that points the index finger must either be empty or be holding a spell packet. Perfect aimed spells cannot bend corners or “follow” a character out of sight. A Perfect aimed spell can go over a wall spell, but not if that wall spell fills a doorway or other similar structures. As a general rule, so long as a spell packet could physically move from the caster to the target – however improbable – the target is hit.

The range of a Perfect Aim skill is limited to however far the casting character can throw a spell packet when the targeted character is outdoors. The player need not hit the target but has to throw the packet at least as far as the target. It can go farther, but cannot land short. If the character and the targeted character are indoors, the player does not need to throw a spell packet and the attack is not limited by range. Indoors and outdoors, in this case, refers to real world, out-of-game buildings not in-game caves or buildings.

The target can invoke a defense that stops spells normally, but the player cannot physically dodge the spell. All other rules of spell casting apply. The target must be in line of sight at the start and end of the spell verbal – including any Warlock skill verbals.

The Dodge skill can be used to stop a Perfect Aim skill.

For example, Logan is attacked by a Warlock who begins casting his verbal, “With Perfect Aim, Double Cast, Dragon’s Breath Spell.” Logan hears the verbal being cast and runs behind the inn out of sight of the caster before she finishes casting. Logan is safe for now and the Warlock has expended the one Speed Cast and 16 Power Points, but not the two Perfect Aims or the Double Cast. Un-daunted, the Warlock picks another target, Dom Dom, who is busy fighting some of the Warlock’s undead minions. The Warlock successfully completes the verbal and Dom Dom finds out too late he has been hit by the two spells. He calls two of his Dodge skills stopping each of the spells cast at him. The Warlock is foiled once more.

This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

To use this skill, the character must prefix the spell verbal by “With Perfect Aim…”, and then point their index finger at the target of the spell.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: None
Skill List: Rogue Basic Career

This skill allows the character to attempt to pick an in-game lock. Without this skill a character cannot even attempt to pick the lock.

This skill does not guarantee success; the player must pick the lock with what ever tools they have on hand.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: No
Duration: Instant
Skill Type: Dexterity
Prerequisites: Speed Search
Skill List: Master Thief

This skill allows a character to pick the pockets of other characters. In order to use this skill the character needs an out-of-game pick pocket tool, which is an alligator clip with a piece of string attached to it. The length of the string starts out at 2 inches and increases by 1 inch for every additional purchase of this skill. The string should be knotted or marked at one inch intervals, and must be approved by a Rogue or Arms Marshal before use. Players may carry any number of clips of the appropriate length.

To use this skill, the character must first get a Rogue Marshal to marshal this skill then the character must place their pick pocket tool anywhere on the targeted character’s clothing or person. The clip may not be placed on weapons, shields, or props. Once the clip is placed on the character’s person the character walks over to the Marshal, only then are the items stolen. The Marshal will approach the targeted character and remove any single in-game item which the string can reach designated by the character using this skill.

This skill will not allow you to take items which hold other items, such as bags or pouches. Items may be retrieved from within pouches or pockets, from under clothing, or other items of apparel, as long as the string can touch the item while still clipped where the character placed it. The item pilfered can be no larger than the palm of the pickpocket’s hand in any direction. If it is larger then the palm the item is not stolen and the attempt fails. No item that is attuned can be stolen and the attempt automatically fails and the target character is alerted to the attempt.

Additional clips may be attached to the target character to steal additional items. Any interruption during the process results in a failed attempt. If the target character catches you placing clips or if you are caught by someone else, you have been caught red-handed and the last attempt fails – nothing is gained from that attempt.

A Marshal must be present to use this skill, no exceptions. If your Marshal is pulled away while marshaling your theft, the attempt fails, but you escape detection for the time-being. The Marshal has final say as to whether something can be pick pocketed.

A character may also use this skill to place items on a character. The character must still place the alligator clip in the area in which they intend to place the item and have the item they wish to place in-hand. When the clip is placed, the character using the skill gives the item to the marshal who then places it within the range of the string. The item to be placed must still be palm sized.

Out-of-game, personal items may be removed only at player’s discretion. Items actively held in the hand, being actively used by the target character, or under a glove may not be pick pocketed.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, 20 Build Points of Dexterity Skills ~or~ Resist Alchemy
Skill List: Alchemist, Master Assassin, Master Thief, Arcane Grifter

The character becomes immune to a type of poison and therefore they are immune to all forms of that poison. For example, if they become immune to death poison, then they are immune to Instant Death, Slow Death and Quick Death. Similarly, if the character is immune to damaging poisons then they are immune to all damaging poisons – 8, 12, 16, and 24 point versions. The following table outlines what categories the character can choose from.

Category

Amnesia Poison

Blindness Poison

Damaging Poison

Death Poison

Feeblemind Poison

Forget and Remember Poison

Love Poison

Paralysis Poison

Paranoia Poison

Silence Poison

Sleep Poison

Weakness Poison

The character may not become immune to solutions or potions.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Herbal Lore, Literacy
Skill List: Rogue Basic Career

This skill allows the character to recognize alchemical reagents. This is the basic skill for learning the Poison School only and grants the character the knowledge of how to brew, distill, mix, and perform the other basic skills needed to create poisons. It does not grant the character the ability to actually make anything; a separate skill is required for that. This skill is required to read and identify poison recipes in-game.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: General
Prerequisites: None
Skill List: General

This skill allows the character to spit a dose of contact Paralysis poison at a target character. This effect is exactly the same as the poison of the same name.

The poison from this skill cannot be collected, stored or dissected by anyone in any way. It cannot be placed on a weapon, and can only be thrown.

The character must call “Poison Spit” when they use this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore ~or~ Poison Lore
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic. Rank 1 Poisons allows the character to identify all Poisons, which takes the character 1 minute of roleplaying in-game to perform. This can be used to detect and identify poisons in food, drink, or a person’s blood.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Poisons Rank 1
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 2 Poisons can brew any poison of Rank 2 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Poisons Rank 2
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 3 Poisons can brew any poison of Rank 3 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Poisons Rank 3
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 4 Poisons can brew any poison of Rank 4 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Poisons Rank 4
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 5 Poisons can brew any poison of Rank 5 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Poisons Rank 5
Skill List: Alchemist

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

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

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic. Rank 1 Potions allows the character to identify all Potions, which takes the character 1 minute of roleplaying in-game to perform.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Potions Rank 1
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 2 Potions can brew any Potion of Rank 2 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Potions Rank 2
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 3 Potions can brew any Potion of Rank 3 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Potions Rank 3
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 4 Potions can brew any Potion of Rank 4 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Potions Rank 4
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 5 Potions can brew any Potion of Rank 5 or lower.

LAIRE Skill Reference Full Rules →
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.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Multi
Tagged: Yes
Duration: Constant
Skill Type: Arcane
Prerequisites: None
Skill List: Mage Basic Career

For each build spent in Power Points, a character will earn 1 Power Point to use to cast spells with. If the character has Mage Basic Career Skill List then they instead earn 1.5 Power Points per build spent. This is retroactive if they later learn the skill list.

For Example, Finn has spent 50 build in Power Points and thus has 50 Power Points. He decides that he wants to learn higher ranks of magic and learns Mage Basic Career Skill List. Next event Finn will have 50*1.5=75 plus 3 from Mage Basic Career for a total of 78 Power Points. 

Power Points are per-tag and will refresh back up to the character's learned max every 12 hours at 7:00. Because of this each purchase counts as a tag skill for rare rules that interact with a character's tags.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: 2 Arcane Proficiencies
Skill List: Arcane Grifter

This skill gives the character a +10 Damage Bonus for one swing and augments their attack with magic. To use this skill, the character must expend 4 Power Points, prefix their damage with “Power Strike...” and suffix their attack with “...Magic”. For example, if a character normally deals 5 points of damage with their weapon and they used this skill, they would call “Power Strike, 15 Magic”. This bonus is added to the base damage of the character’s attack, therefore anything that increases or decreases the character’s damage affects this bonus. For example, using the numbers from the prior example, if the character used a Critical Attack skill, they would swing “Power Strike, 45 Crit Magic.”

The Power Points are expended when the skill is successfully used, so if the character misses their target or fails to connect with the blow, the Power Points are not lost. The Power Points are expended if the target character calls a defense to the attack.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Harvest Demon Flesh
Skill List: Demon Hunter

This skill allows Demon Hunters to further preserve the flesh they require for endowments by using the Umor Tuendam created from:

  • 1 Embalming Oil
  • 2 doses of Comfrey
  • 1 dose of Pure Spring Water
Which creates 10 doses of Umor Tuendam.

Preserving demon flesh further with the Umor Tuendam will allow it to last for 6 more months from when it was harvested.

For example, a demon hunter collects 10 chunks of ice demon flesh in April. They only have 6 Umor Purgatio on them, so they spend 5 minutes and preserve 6 doses for 6 months. In October they have used 4 of their 6, but because they haven't seen any other ice demons they decide to use 2 doses of Umor Tuendam to make those doses last throughout the winter. Otherwise they would have expired at the end of the October event. 
LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Venom Master
Skill List: Master Assassin

Normally, a venom only lasts for 3 months. By use of this skill and a preservative, the character can make the venom last 1 year from the month it was extracted (not 1 year from when it was preserved). Therefore, a venom extracted during the June Event in 2019 will last until the end of the June Even in 2020.

To acquire the preservative, the character can either purchase it or make it themselves. To make the preservative they must spend 10 minutes in- game mixing the following components:

  •  1 Embalming Oil, 1 doses of Cup of Alcohol, 1 dose of Brine, which creates 1 dose of Preservative
 

When they are done, they can get a tag from Treasure or an appropriate marshal by handing in their component tags. The preservative has an indefinite shelf life and can be used at any time after it was created – just like Alchemy.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

A professional skill is way for a player to round out their character’s background or personality. Professional skills never have any impact on game play other than the rare, incidental situations where, at the marshal’s sole discretion and under no obligation, the character may gain some roleplay insight or otherwise unavailable information. For example, a player who has the Professional Skill: Sailor may find themselves in a situation where they must steer a boat, or raise or drop an anchor. The marshal may let the player do this if it fits within the story or module.

The character does not ever gain any kind of income, item, exclusion, information or preference by having a Professional Skill. Using the above example, the character who chooses to learn Professional Skill: Sailor does not get a boat, trade routes, connections, contracts, cargo, insight into the economic machinations of the Nobles or a land, receipt of cargo, exemption of their monthly maintenance fee, a place to sleep out-of-game (i.e. on the boat they do not have), etc. Any of these benefits must be earned in-game if ever possible and do not ever come from this skill.

A character may only have one Professional Skill for every 10 Levels, excluding their starting Professional Skill, rounded down. So a Level 14 character may only have an additional Professional Skill; once they turn Level 20 they may learn another if they wish. Characters whose race is Common Man start the game with twoProfessional Skills, instead of one. They are still bound by the limit on the number of additional Professional Skills they may purchase. For example, a Level 20 Common Man could have four Professional Skills.

The list of approved and accepted Professional Skills is given in the following list:

Animal Trainer, Artist, Baker, Bartender, Blacksmith, Candle Maker, Carpenter, Cartwright, Clothier, Cobbler, Cooper, Crop Farmer, Dairy Farmer, Fisherman, Furrier, Gaoler, Glass Blower, Guardsman, Herder, Hunter, Innkeep, Laborer, Lumberjack, Mason, Merchant, Miller, Miner, Pig Farmer, Rancher, Sailor, Scribe, Servant, Shipwright, Shop Keeper, Soldier, Tanner, Teamster, Thatcher, Tinker, Town Crier, Trapper.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Harvest Demon Flesh
Skill List: Demon Hunter

Learning this skill allow the character to activate the Protection Endowment by consuming specific kinds of demon flesh. Once activated, the endowment makes the character immune to either fire, ice, or rot damage – but not effects. Therefore they would take 0 damage from an attack dealing “12 Magic Fire/Ice/Rot” but would take full effect from any spells or martial attacks that have an effect like Plague Spell, Death Slave Spell, Slay, Stun, Disarm, etc. This will not protect the character from Eldritch attacks, and Eldritch attacks will do double damage for the detrimental element. Additionally, the character will take double damage from the opposite element, or half effect of healing in the case of Rot Protection.

Depending on the type of demon, different effects and detriments are gained. See the table below.

TypeEffectDetrimentDemon Type
Ice Protection Immune to Ice Double Damage from Fire Ice
Fire Protection Immune to Fire Double Damage from Ice Fire
Rot Protection Immune to Rot Half Effect from Healing*.
Double damage from Elemental Healing
Undead
*This includes Heal Person spell, Paladin Healing, Druid Healing, but no changes to Spell Singer Healing or Alchemical Healing. Heal Full is not numeric and thus uneffected.  

Rank 1 will last for 10 minutes at the cost of 1 corruption points.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Protection Endowment while they have a Protection Endowment active. They do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Protection Endowment last for 10 or 20 minutes at the cost of 1 or 2 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Protection Endowment while they have one active, they do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Demon Hunter

Learning this skill allows the Demon Hunter to choose to have their Protection Endowment last for 10,  20, or 60 minutes at the cost of 1, 2, or 3 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Protection Endowment while they have one active, they do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Pyrotechnics is fire magic. From creating a simple flame to the highest damage single spell in the elements, that is pyro. There is a telltale flash of Red light when pyro is cast.

Special rules of Pyrotechnics:

Except for the Match spell, Pyrotechnics spells do not create actual fires. The flames do magical damage and do not actually burn anything; a caster can hurt a character with a Fireball spell, but they cannot use Fireball to set a house on fire.

Despite the word "eldritch" in the pyrotechnics verbal, no spell in this school deals "Eldritch" typed damage. It is only "Magic Fire" damage for purposes of damage resistance and appropriate defenses.


Rank 1:

Spell Verbal: I Summon Forth an Eldritch...

  • ...Light        0/1 Power Point      Special
    • This spell causes an object long sword or smaller to glow. This spell has no effect on most characters. Light costs no Power Points if the caster is touching the object or 1 Power Point if the caster throws the spell. The character holding the light spell may extinguish the light by covering it with their hand, but they cannot restore the light again without another Light spell.
    • Out-of-game, a small flashlight that must be supplied by the player represents the Light spell for each Light spell cast. If there is no flashlight then the spell will not work. However, if the player casts this spell during the out-of-game daytime, the caster gets one free Light spell without the need for a flashlight. The Light spell lasts until the flashlight’s batteries run out. Even if you have replacement batteries, the Light spell must be recast after the new batteries are installed.
 
  • ...Match        0/1 Power Points        Until Flame Burns Out
    • This spell causes the tip of a piece of wood to burst into flame. The piece of wood can be no larger than 2 feet by 2 inches by 2 inches. You may light an actual match or torch if a Marshal permits and if it is permitted by the rules of the campsite. Otherwise, you must use some representation of the torch and, if necessary, a Marshal will note that the wood is on fire.
 
  • ...Flare        2 Power Points      Instant
    • This spell does 10 points of magical damage due to fire.
 
  • ...Fire Brand        2 Power Points        Latent
    • This spell can only be cast on a weapon. If you hold the weapon, you can invoke this spell, which causes the next weapon attack done by the weapon to be fire based. Fire Brand does not make the attack magical and it does not add any damage to the weapon. The attacker declares a blow to be fire based by adding the word “Fire” to the damage done by the attack; for example: “Two Fire.” Fire Brand only lasts for one blow, but if an attacker fails to hit their target the spell is not used up. Fire Brand can be combined with any martial skill such as Weapon Proficiencies, Slay, Assassinate, Critical Attack, Waylay, etc
 

Pyrotechnics Rank 2
Pyrotechnics Rank 3
Pyrotechnics Rank 4
Pyrotechnics Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Pyrotechnics Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: I Summon Forth an Eldritch...

  • ...Fire Shield        3 Power Point      Latent
    • When invoked, this spell will cancel the effects of one Pyrotechnics spell. Fire Shield will also negate one blow from a weapon that does normal or magical flame damage but will not stop special damaging martial attacks such as the Slay, Critical Strike, Stun, Assassinate, etc. skills. A Fire Shield will protect against extreme non-magical heat such as molten lava for 5 seconds.
 
  • ...Fireball        4 Power Points        Instant
    • This spell does 20 points of magical damage due to fire.
 
  • ...Inferno        6 Power Points      Instant
    • This spell does 30 points of magical damage due to fire.
 

Pyrotechnics Rank 1
Pyrotechnics Rank 3
Pyrotechnics Rank 4
Pyrotechnics Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Pyrotechnics Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: I Summon Forth an Eldritch and Fiery...

  • ...Wall of Flame        6 Power Point      While in Line of Sight
    • This spell creates a 10 foot by 10 foot by 1 foot wall of fire; if anyone touches or passes through the Wall of Flame spell they take 48 points of magical damage due to fire. This spell follows the normal rules for walls described earlier in chapter 3.
 
  • ...Dragon's Breath        8 Power Points        Instant
    • This spell does 40 points of magical damage due to fire.
 

Pyrotechnics Rank 1
Pyrotechnics Rank 2
Pyrotechnics Rank 4
Pyrotechnics Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Pyrotechnics Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: I Summon Forth an Eldritch and Fiery...

  • ...Lava Burst to Burn My Enemies       12 Power Points        Instant
    • This spell does 60 points of magical damage due to fire.
 

Pyrotechnics Rank 1
Pyrotechnics Rank 2
Pyrotechnics Rank 3
Pyrotechnics Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Pyrotechnics Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: I Summon Forth an Eldritch and Fiery...

  • ...Meteor Swarm to Destroy my Enemies with the Power of Fire       20 Temporary Power Points, 1 Permanent Power Point        Instant, Special
    • This spell is considered Lost Magic.
    • This spell allows the caster to throw 10 balls of fire doing 20 points of magical fire damage each. If the caster moves or takes damage then they will loose whatever balls of fire they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the balls of fire at once or one at a time or any combination they want.
 
  • ...Volcano to Smite Down my Foes with the Raging Power of the Deep Fires of the Earth      30 Temporary Power Points, 2 Permanent Power Points      Instant, Special
    • This spell is considered Lost Magic.
    • This spell allows the caster to throw 10 balls of fire doing 30 points of magical fire damage each. If the caster moves or takes damage then they will loose whatever balls of fire they have not yet thrown. The caster may pivot on their right foot while this spell is active without ending the spell. The caster has the option to throw all the balls of fire at once or one at a time or any combination they want.
 

Pyrotechnics Rank 1
Pyrotechnics Rank 2
Pyrotechnics Rank 3
Pyrotechnics Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Disarm Trap, Trap Dodge
Skill List: Master Thief

This skill allows the character to disarm any one non-magical trap, seen or unseen, whether the character is aware of it or not. This skill cannot be used as a defense. The player must declare they are using this skill on something they suspect might be trapped. Then the door, box or item is opened and if there is indeed a trap it is automatically disarmed. If there is no trap then the skill is not used. The character must spend 10 seconds working on the suspected trigger to disarm it.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Pick Locks, Trap Dodge
Skill List: Master Thief

The character with this skill is able to pick any one non-magical lock the character can see and reach. The player must declare they are using this skill on something they suspect might be locked. Then the door, box or item is opened and if it is indeed locked, it is automatically unlocked. If the lock is not locked, then the skill is not used. The character must have in-game lock picks to use this skill. The character must spend 10 seconds working on the suspected object to unlock it.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

The character with this skill is a fast learner and can learn a new skill at half the normal in-game time. Normally it takes 5 minutes per Build Point of in-game roleplay to learn a new skill. A quick study will learn a new skill in 2 and a half minutes per Build Point.

To learn an Assassin Proficiency skill normally takes 50 minutes, a character with this skill would learn it in 25 minutes.

This skill is cumulative with the Instructor skill and, so, if the teacher has the Instructor skill, it would only take 12½ minutes to teach an Assassin Proficiency skill.

This skill is not list or skill specific and any skill the character learns can be trained quickly.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 5 Min
Skill Type: General
Prerequisites: None
Skill List: General

This skill causes the character to enter into battle frenzy. The character will gain the following benefits while raging:

• Double their Body Point stat

• +2 Strength Bonus

• Immune to Waylay

• Immune to Torso Stun

There are some disadvantages to raging; they are as follows:

• The character cannot cast any magic

• The character will attack their enemies first, then nonHighlanders or Celts, and Highlanders or Celts last

• While under the affects of a rage, the character cannot use any skill that requires free will

To invoke this skill, the character should roleplay getting angry then call their clan’s name. During the rage, the character should roleplay being angry and out of control and periodically shout out the name of their clan.

The rage will end after the duration or if the character falls unconscious for any reason. Other Highlanders or Celts can end a rage if they roleplay talking the raging character down for 1 minute

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Ranger Weapons
Skill List: Ranger

For each purchase of this skill a character gains a +1 Damage Bonus weapon skills in the Ranger Weapons skill according to the table below.

Weapon Type
Damage Bonus

Small, Thrown, One-handed edge/blunt, and Crossbows
+1

Bows
+1.5*

*This bonus is rounded down, so one purchase gies a +1 damage bonus and two gives a +3 damage bonus.
This skill may be combined with other Damage Bonuses. The Ranger Proficiency skill is not hand specific.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 2 Proficiencies
Skill List: Ranger

This skill allows the character to use the following weapons: One- handed Edge, One-Handed Blunt, Bow, Crossbow, Thrown Weapon and Small Weapon. Additionally, they gain the ability to use the Florentine skill. The character gets a rebate on any of the weapon skills on this list, including Florentine.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Any Literacy Skill
Skill List: Mage Basic Career

When the character learns this skill they are able to read magical writing. This skill is needed to use scrolls, without it a character cannot even tell what spell is written on the scroll.

This skill is also required to read any tome that teaches you magic, for example the magical tomes in the Guild of Arcane Lore

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Prerequisites: Mage Basic Career Skill List, Rank 4 of Any School of Magic
Skill List: Warlock

This skill allows a character to recover the Power Points and the Spell Holding skill they would have lost if they: error in a spell verbal, miss the target with a spell packet, take damage while casting, or throw a spell packet before the verbal is complete. To use this skill the character must say “Recover Power” within 5 seconds after making a mistake. This skill does not work if you hit the target or the target invokes a defense that stops spells to stop the attack.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Multi, Special
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: 2 Spell Parries Per
Skill List: Mystic Warrior

This skill allows the character to channel a spell they were hit with through their weapon into any target. Once successfully hit with a spell attack, the player must call “Redirect” and then has 5 seconds to channel the spell away from them into their target upon a successful weapon strike.

The character can redirect a spell augmented by Warlock skills, however the spell loses all of its augmentations and only the base spell is redirected. A character can only redirect a spell if they are wielding their Dedicated Weapon (not just in their hand) at the time. If the character has two Dedicated Weapons, not including a shield, they may redirect two spells.

If no target is available to redirect the spell into, then the character may redirect the spell into the ground or some other inanimate object. If a character does not ground the spell, after 5 seconds the spell will harmlessly go away.

The character may parry and redirect a spell for another character that is within weapon’s reach just like other martial parry skills except spells augmented by Perfect Aim.

Only low magic schools and Nature Magic can be redirected, therefore, Spell Songs, sorcery, and magical abilities cannot be redirected. A character must have two Spell Parry skills per Redirect skill they wish to learn. This skill is always used once called and requires the character’s Dedicated Weapon to use.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Any 6 Ranks of Endowment Skills
Skill List: Demon Hunter

Learning this skill allow the character to use the Release Soul Endowment by consuming a specific kind of demon flesh. Once activated, the endowment allows the character to do two things.

  •  The character can draw out a demon possessing another character. To do so, the possessed character must be restrained, unresisting, or unconscious. The character then spends one minute of roleplay coaxing, cajoling, insulting, and/or tempting the demon out. Once out, the demon character must initiate combat with the character using this endowment, but then is free to act as it wishes. The demon may not repossess the same character for 5 minutes, but may possess any other character it wishes, including the character using this endowment!
 
  •  The character may free another character of the effects of their Demonic Charm by taking the affect upon themselves. The target character must be restrained, unresisting, or unconscious. The character using this skill must touch the target character for 10 seconds in a manner consistent with the rules. The character then becomes demonically charmed including any orders the target character had. The demon that charmed the target character now has control over the character using this skill and can issue new commands. Out- of-game, the target character should inform only the character using this skill what their commands, if any, are and who the demon that charmed them was.  If the character using this skill has the Clear Mind Endowment active or is otherwise immune to the Demonic Charm, then the Demonic Charm has no effect and both characters are free of any control. Note that the character using this skill may not use an Iron Will to resist the Demonic Charm, only being immune protects them. The Release Soul Endowment requires the flesh of any arcane demon to activate.
This Skill is purchasable only once, and will last for 60 minutes and give the character 2 corruption points.

When this skill is used in either way as demonstrated above, its effects end immediatly and the character must eat more flesh and gain more corruption to use the ability again.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Dispelling Strike
Skill List: Mystic Warrior

This skill allows the character to do one of three effects per use of this skill: remove all latent spells on the target character as per the Destroy Magic spell, dispel a Magic Sanctuary spell, or dispel an Imprisonment spell. Only one of those effects can be used per use of the Rend Magic skill. The character does not have to calls the effect when the skill is used, but the character can only target a Magic Sanctuary or Imprisonment spell if their target is under those effects. So if the target is in a Magic Sanctuary, the character cannot remove the targets latent spells, bypassing the Magic Sanctuary. They would have to use one use of the skill to remove the Magic Sanctuary and another to remove the targets latent spells. To use this skill, the character needs their Dedicated Weapon, and must strike the target character with their weapon. The character should call, “Rend Magic” when using this skill.

To dispel a Magic Sanctuary or Imprisonment spell, the character has to strike any legal combat area on the target character, even their weapon, shield, or cloak since the Magic Sanctuary or Imprisonment spell is the primary target not the target character.

This skill is stopped by a magical defense that stops physical attacks, Master Parry, Slay Parry, Dodge, etc. This master level skill is only stopped by master level parries, therefore Crit Parry, etc. will not work. Note the target cannot use a martial defense if they are under the effects of an Imprisonment or Magical Sanctuary spell; they may use any magical defense that stops physical attacks, such as an Invulnerability or a Ritual of Defense to stop the attack while they are in a Magical Sanctuary or Imprisonment.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Faith
Prerequisites: Turn Lesser Vile Spawn
Skill List: Paladin

This skill will force all lesser undead and lesser demons, or one specific greater undead or greater demon to stay 10 feet away from the character for as long as they hold up their focus. The undead or demons may not attack, cast spells directed towards the character, or even look at the character. This skill does not require concentration and will remain in effect so long as the character continues to hold up their focus and in the case of a single target, towards the target character. The character may take offensive actions and cast spells while maintaining a repel, but should they take damage, the effect will end. Note that a character may only maintain one Repel Undead at a time and cannot use any of their other turn undead skills while maintaining a Repel Undead skill.

This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy or abilities will not counter this skill.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: None
Skill List: Miscellaneous

This skill allows the character a better chance to research a new alchemical item or sorcery ritual. This skill give a +10% bonus to their success role. In addition, this skill will allow a character to research in-game information in a library, such as the Ducal Library, at a reduced in-game price.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Prerequisites: Alchemy Lore, Any Two Rank 3 of Potions, Poisons, Solutions
Skill List: Alchemist

This skill allow the Alchemist to resist the effects of any alchemical item or effect the alchemist is exposed to, except acids, Fire Breath potion, or any other item that causes external direct damage or effect.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Skill List: Arcane Grifter

This skill allows the character to resist any curse – lesser or greater – that tries to affect them once per Tag Cycle per purchase of the skill. The character would call “Resist Curse”, which is an out-of-game verbal but has a visible effect in-game to anyone who hears the verbal.

The character has to be conscious to use this skill. They do not have to use this skill, but once they are curse they may not use this skill to break the curse.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Miscellaneous
Prerequisites: Iron Skin
Skill List: Monk

The character can learn to harness their spirit energy allowing them to resist the effects of all diseases – normal or magical – and any poison once per purchase per Tag Cycle.

To use this skill, the character would call “Resist Disease” or “Resist Poison”, whichever is appropriate.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Paladin
Skill List: Paladin

This skill will stop one of the following skills: Death Touch, Pain Touch, Venom Touch, Sever Soul, Withering Touch, Fear Gaze or one strike of Dark damage or skills augmented with Dark. Dark damage is the only numerical damage stopped by this skill.

One use of Resist Evil will also stop the special abilities of supernatural creations of the Dark Lord that are effects, not damage.

It will not work on skills or spells delivered by these characters, nor will it work on any level of Cosmic Manipulation. A Dark Cleric using their Wounding Pool to cast Necromancy or Demonology Spells cannot be stopped by Resist Evil. Both the Resist Evil and the resisted skill are used.

In the case of use against Sever Soul, this skill can be used when the character is not conscious; the player not the character decides when to use it.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: General
Prerequisites: None
Skill List: General

This skill will allow the character to negate the effects of any one low magic spell, Spell Song, Sorcery ritual, or Warlock augmented spell.

This skill will not stop Nature Magic spells. This skill is not latent and the character has to call this skill when they are affected by one of the listed effects. If a character has another defense against the spell effect they must call their Resist Spell skill first. If a character is out of Resist Spell skill uses for that Tag Cycle they do not have to call another defense against the affect.

This skill will not work if the character is unconscious.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List
Skill List: Master Assassin, Arcane Grifter

With the purchase of this skill, the character is able to lie while under the effects of a charm spell or truth inducer once, per tag, per question asked per truth inducer or charm. Therefore if the character is subjected to a Speak the Truth spell, they can use one use of this skill to lie to this question. If asked the same question with another Speak the Truth spell, the character needs to use another use of this skill. However, if the character is dominated or enslaved by spell or skill, then no matter how many times they are asked the same question, they may use one Resist Truth tag to stop all those questions.

This skill will also prevent you from being forced to commit an action that would answer a question. For example, if a character was dominated and asked if they were an assassin, they could use this skill to lie to that question. For as long as that particular Domination spell was in affect they could continue to lie. If they where asked to raise their arm, stand, dance, etc. if they were an assassin they could “lie” and not follow those commands. However, if they were ordered to follow the caster, protect the caster, or any other similar action they would be compelled to do so. If the character was again dominated and asked the same question, they would have to use another purchase of the Resist Truth skill to lie.

This skill will not work against the Detect Lie skill.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi, Special
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Slay, 2 Master Parries Per
Skill List: Master Warrior

This skill allows the character to reflect, or riposte, any melee attack back to the attacker. The character using the Repost skill does not have to meet the requirements to use the attacking skill, but they do have land a successful blow on the desired target. The attacker is automatically affected by his own attack. The character has 5 seconds or 1 swing to try and land the attack being reposted. If the character fails to land a blow, the Riposte is used, the original attack is stopped, but it is no target is affected. The character using the Riposte skill may target the attacker or any other character they can reach.

A Speed skill can be combined with a Riposte by prefixing “Speed...” with the defensive call. So the character would call, “Speed Riposte...” and the name of the attack they are riposting. You do not need a Speed to riposte an attack delivered with a Speed skill. Also, you do not riposte the Speed, just the main attack.

For example, Wayson is fighting a Death Knight who hits him with a Slay skill. Wayson uses his Riposte and strikes back at the Death Knight calling, ”Riposte, Slay”. The Death Knight calls, “No Effect”, since he is not affected by normal weapons, but Wayson is safe and does not take the Slay. The Death Knight again hits Wayson with a Slay. This time Wayson decides to take out the Necromancer who is healing the Death Knight and uses a second Riposte and his Speed skill calling, “Speed Riposte, Slay” and tags the Necromancer.

The attacker may call a defense to the riposted attack as usual, even another Repost.

Any melee attack can be riposted, such as: damage, Critical Attack, Stun, Shatter Weapon, Speed, Slay, Flurry of Blows (one per blow tag), Decapitate, a channeled spell, etc. In the case of faith skills, the attack is stopped, the faith skill is not used and the faith skill is not redirected. If an attack is defined as an area affect melee attack, the Repost will stop the damage or effect for the character but not reflect the attack back to the attacker or protect any character in the area of effect.

The skill requires the character to be wielding a melee weapon and not be surprised, therefore, you may not repost a Waylay or Assassinate that is used from surprise. Additionally, the attack must come from the front 180° of the character, so attacks from the rear cannot be riposted. If the attacker is standing behind the character, but hits the side, that is from the back. If the attacker is standing in front of the character and hits their side, that is from the front and the skill can be riposted. If the Assassinate skill is used in combat, you may use the Riposte. This skill cannot be used with a shield. The skill is used once called.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Skill List: Arcane Grifter

The Sense Trap skill allows the character to magically detect traps on objects by touching them. The object can be a box, book, door, window, etc. but not an entire room or building. If the character suspects a section of floor is trapped, they would need to touch each section separately.

Once used, the skill will reveal if the object is trapped by either a mundane trap or a magical one such as a rune. The character also learns what the trap does. For example, for a mundane trap, the skill would reveal if it was damaging or a gas trap but not what kind of damage or gas. For a magical trap such as a rune, the skill would reveal the kind of rune (Fire Rune) but not its true name or effect.

To use this skill, the character must touch the object and expend 3 Power Points. The character would call “With my Arcane Power, I Sense Traps”, which is an in-game verbal and has a visible flash in- game that is visible to anyone who can hear the character. They must speak the verbal at a normal conversational tone. The marshal would then inform them of any information they have learned or they may read the marshal notes if present.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: Yes
Duration: Constant
Skill Type: Dexterity
Prerequisites: Disarm Trap
Skill List: Rogue Basic Career

The player with this skill should read the section in Chapter 7 dealing with setting and removing traps and general in-game thievery before they use this skill.

The character with this skill can set traps that vary in effect and damage based on how many ranks of the Set Trap skill they have. There are many different types of approved traps that can be set at LAIRE and the character can set any of them with this skill alone.

For every rank of the Set Trap skill the character has they can make a trap that deals 5 points of normal damage, up to a maximum of 25 points per trap that only effects the character that set off the trap. The trap can be made to affect an area. For every rank used, the radius can be extended by 5 feet, up to a maximum of 10 feet. A rank can only either add to the damage or increase the radius of effect. So, a character with five ranks of the Set Trap skill can make a trap that will affect a single character dealing 25 points of normal damage, a trap that deals 20 points of damage in a 5 foot radius, or 15 points of damage in a 10 foot radius. The character can make traps using less than their maximum number of ranks. In the above case, a character can make a trap that deals 5 points of damage to a single person even though they have five ranks of the Set Trap skill.

The basic trap deals normal physical damage. The type of damage can be changed by expending the additional cost given below. So, a character can make a trap that deals fire damage, silver damage, or Dwarven damage, but not a combination of these effects. With five ranks of the Set Trap skill, the character can incorporate an alchemical item into their traps. The character must choose to deal damage or an alchemical item, not both. If the alchemical item affects a single character then it must be a contact item. The Set Trap skill cannot augment the alchemy in anyway; therefore an alchemical item that is contact cannot be made to affect an area with this skill. The character must acquire the alchemy separately in addition to the appropriate cost for setting a Rank 5 trap.

A Trap Tag must be purchased from the Treasure Marshal or a Rogue Marshal ahead of time. The character declares what the trap’s effect will be when they purchase it and it is recorded on the tag. This cannot be changed later. The character pays the required in-game money and provides any extra cost for making the desired trap at the time the tag is acquired. A character must have the required number of ranks of the Set Trap skill to set a trap. For example, a character finds a Rank 5 trap but only has two ranks of the Set Trap skill; they cannot use that trap. Setting a trap takes 1 minute per rank of the trap. A trap must be placed on an object and cannot be set on a character. A character cannot set a trap on a Skeleton, a Golem, an Elf or any other character. Each trap must have its own independent trigger and each trigger can only have one trap. You cannot string traps together. You can set a trap to go off on a box when it is opened, and on an object in the box, but could not set two traps to go off when the lid is opened, ever, with this skill.

There is no targeting of traps and no chance the trap will miss. The player needs to call the appropriate defense that stops physical attacks to avoid damage. A character many not use marital defenses like the Slay Parry, Master Parry or Critical Attack skills. A trap can only be disarmed with the Disarm Trap skill.

A character can teach another how to disarm a specific trap on a particular object. For example, a character can set a trap on a box and teach his friends how to disarm that specific trap. Even if the character comes across another trap of the exact same type, they cannot disarm it. A trap must always be able to be disarmed.

The cost of a trap is given in the table below.

 


EffectCost
Each Rank of the Trap5 Copper Pieces
Fire Damage5 Copper Pieces
Copper Damage1 Copper Pieces
Silver Damage1 Silver Piece
Gold Damage5 Silver Pieces
Mithril Damage10 Silver Pieces

 

So, a rank 3 trap that deals 10 points of silver damage in a 5 foot radius would cost the character 25 copper pieces. A rank 3 trap that deals 5 points of fire damage in a 10 foot radius would cost the character 20 copper pieces. All traps are purchased whole and cannot be augmented later or disassembled for parts. Once a trap is set, it normally cannot be reused unless it is disarmed without damaging the physical trap itself

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Trap Rank 1
Skill List: Rogue Basic Career

This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Trap Rank 2
Skill List: Rogue Basic Career

This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Trap Rank 3
Skill List: Rogue Basic Career

This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Set Trap Rank 4, Master Thief
Skill List: Master Thief

This skill allows the Character to make more complex traps as defined in Set Traps Rank 1.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: General
Prerequisites: 1 Stun, 1 Slay, Continuous +3 Strength Bonus
Skill List: General

This skill works just like the Stun skill, except the limb is removed. The head is not a limb for this skill. The character should suffix their normal damage called with “Sever Limb”. Anything held in the hand or on the arm should be dropped to the ground next to the target character. This skill has no effect if the character is struck in the torso, a limb must be targeted for this skill to work. Removal of the limb does not influence death system status.

This skill requires the character to have a +3 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 bonus must be a continuous bonus, not one that has a duration or is invoked for a duration. Therefore, a Strength Potion does not count towards this prerequisite.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Death Touch
Skill List: Dark Paladin

This skill can only be used on a character that has been brought to the Brink of Death and will change their Death Count to a special count. This skill takes 5 seconds to use. The character should deliver this skill, by touch or through a weapon, like a Killing Blow, “<verbal> Sever Soul 1, Sever Soul 2, Sever Soul 3…” up to a 5 second count. The character needs to say the verbal and count as loud as the player can, otherwise the skill will not work.

The target character will die after a 60 second special Death Count. Nothing can stop this count. Effects that stop, hasten, or extends a character’s Death Count will not effect this count, for example, Battle Surgery, Icy Preservation spell, Oil of Preservation, Flesh to Stone spell, Hasten Your Demise spell, etc. The spell, skill or ability will take effect as usual and is used, the target character’s special Death Count will continue. Any skill, spell, or ability that reveals the status of their Death Count will reveal that the character’s soul has been severed and how much time is left in the count.

The target character is not forced to leave their body at the end of the special Death Count. This skill can be blocked by the Resist Evil skill, which is called at the end of the 5 second count to deliver the skill.

The target may receive any life effect during this 60 second count which will revive the character and end the Sever Soul affect. The Sever Soul skill is still used. If the target has already received the type of life effect delivered, the special Death Count continues.

For example, a player has received a Life spell that day and then was dropped by a Kill spell and subsequently received a Sever Soul during a fight. If another character then casts a Life spell on them, the spell has no effect, and the Sever Soul Death Count continues.

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 or through a weapon and requires the use of the character’s focus.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Harvest Demon Flesh
Skill List: Demon Hunter

Learning this skill allow the character to activate the Shadow Bane Endowment by consuming specific kinds of demon flesh. Once activated, the endowment allows the character to swing Shadow Lock at will with any melee weapon they wield in either hand. The Shadow Lock effect, when used against any kind of demon, will prevent that target character from using Shadow Walk, Shadow Meld, Hide in Shadows, or any other kind of similar shadow based ability. The character may swing Shadow Lock at will for the duration of the endowment or they may swing their appropriate weapon damage not both at the same time, even if wielding two weapons. The Shadow Lock effect lasts for 10 seconds, is stopped by any defense that stops martial attacks, and cannot be dispelled or ended early. The character should call, “Shadow Lock, 10 seconds” when using this Endowment. Shadow Lock is not affected by Damage Resistance, Soaks or Thresholds.

The Shadow Bane Endowment requires the flesh of any shadow demon to activate.

Rank 1 will last for 10 minutes at the cost of 1 corruption points.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early. The character cannot activate another Shadow Bain Endowment while they have a Shadow Bain Endowment active. They do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Miscellaneous

Learning this skill allows the Demon Hunter to choose to have their Shadow Bane Endowment last for 10 or 20 minutes at the cost of 1 or 2 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Shadow Bane Endowment while they have one active, they do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Skill List: Miscellaneous

Learning this skill allows the Demon Hunter to choose to have their Shadow Bane Endowment last for 10, 20, or 60 minutes at the cost of 12, or 3 Corruption points respectively.

The duration of the endowment must be chosen when the skill is activated and cannot be changed once set.

The character many not end the effect of the endowment early.

The character cannot activate another Shadow Bane Endowment while they have one active, they do not stack.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Shadow Magic is a relatively new school of magic, and not much is known about it. This school deals in shadowy enhancement spells, damaging undead, and causing fear. There is a strange shadow-like emanation of light when its spells are cast or invoked.

Special Rules for the Shadow Magic School:

This school of low magic is only usable from sundown to sunup, 7 pm to 7 am. Additionally, most spells in this school will dissipate with the sun rising instead of the end of the Event.

Damage done in this school is suffixed by the word “…Ghost” and is the same effect as an Oil of Ghost Blade. Ghost damage harms a character’s Body Points directly and bypasses Armor Points. A character with Damage Resistance: Silver or better will not be harmed by the attack (ghost is not better than silver damage). There is one exception to this rule; undead are affected by ghost damage regardless of their Damage Resistance


Rank 1:

Spell Verbal: By the Shadows of Night I...

  • ...Grant a Phantom Strike        2 Power Points      Latent
    • This spell is cast upon a weapon. Once invoked, this spell will cause the weapon’s next strike to swing for ghost damage. This spell does not add any extra damage to the swing and will only work for one swing.
    • The player should suffix the damage called with the word “…Ghost”.
 
  • ...Wrack Your Spirit        2 Power Points         Instant
    • This spell does 8 points of ghost damage.
 
  • ...Form a Black Shield        3 Power Points      Until Used Up
    • This spell gives a character an additional 6 Armor Points. These extra Armor Points are the first to be lost when a character is damaged, even before an Armor spell. Regardless of when the spell is cast, the affect ends after 7 am.
 

Shadow Rank 2
Shadow Rank 3
Shadow Rank 4
Shadow Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Shadow Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: By the Unending Shadows of Night I...

  • ...Rend Your Soul       4 Power Points      Instant
    • This spell does 16 points of ghost damage.
 
  • ...Summon a Black Mantle        6 Power Points         5 Minutes, Self Only
    • This spell is active as soon as it is cast. This spell provides a 2 Soak and can only be cast upon the caster.
 
  • ...Grant a Phantasmal Fury        6 Power Points      1 Minute
    • This spell is cast upon a weapon and is active as soon as it is cast. This spell causes the weapon to swing for ghost damage for 1 minute. The player should suffix the damage called by the word “…Ghost”.
Shadow Rank 1
Shadow Rank 3
Shadow Rank 4
Shadow Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Shadow Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: By the Unending Shadows of Night I...

  • ...Bar This Creature from Shadow       6 Power Points      1 Hour
    • When cast upon a target character that possesses the ability to Shadow Walk, Turn to Shadow, or similar ability, that character cannot use those abilities for the next hour. Note that this effect cannot be dispelled by a Low Magic spell. Regardless of when the spell is cast, the effect ends after 7 am.
 
  • ...Cloak This Form in Darkness        6 Power Points         1 Hour
    • This spell covers the target character in shadow causing the target to appear as an undead Shadow. The spell takes as long to cast as the character takes to put on the shadow costume. All of the characters items and weaponry are also concealed by this spell and are covered in black. The character detects as normal. This spell can be dispelled and, regardless of when the spell is cast, the effect ends after 7 am
 
  • ...Form a Wall of Terror        7 Power Points      While in Line of Sight
    • This spell creates a 10 foot by 10 foot by 1 foot wall of shadow; if anyone touches or passes through the Wall of Terror they are affected by a Fear effect. This spell has no effect on characters immune to fear. Characters affected by this spell must run out of line of sight of the wall for 10 minutes or until a Heal Mind effect or Dispel Magic is cast upon them.
 
  • ...Temper This Weapon       8 Power Points       5 Minutes
    • This spell is cast upon a weapon and is active as soon as it is cast. This spell causes the weapon to gain a +1 Damage Bonus for 5 minutes.
 

Shadow Rank 1
Shadow Rank 2
Shadow Rank 4
Shadow Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Shadow Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: By the Unending Shadows of Night I...

  • ...Cause You to Flee in Terror       10 Power Points      10 Minutes
    • This spell causes the targeted character to run away in fear. The affected character is under a Fear effect. This spell has no effect on characters immune to fear. Characters affected by this spell must run out of line of sight of the caster for 10 minutes or until a Heal Mind effect or a Dispel Magic spell is cast upon them.
 
  • ...Enhance this Being with Phantom Grasp        10 Power Points         5 Minutes
    • This spell makes the target character immune to the Disarm skill and Fumble spell and effects for 5 minutes. The player should call “No Effect, Phantom Grasp spell,” when hit by a Disarm or Fumble spell.
 
  • ...Silence Your Thoughts and Still Your Mind        12 Power Points      Until Sunrise
    • This spell causes the target to fall unconscious until sunrises. The affects of this spell can be ended with a Dispel Magic spell. Causing damage to the character or a Heal Mind spell will not awaken target character. This spell only affects living characters.
 

Shadow Rank 1
Shadow Rank 2
Shadow Rank 3
Shadow Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Shadow Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: By the Unending Shadows of Night I...

  • ...Make Real Your Fears and Cause all Before Me to Flee in Terror       20 Temporary Power Points, 1 Permanent Power Points       1 Hour
    • This spell allows the character to throw 10 bolts of magical energy that each cause a 10 minute fear affect to the targeted character. The caster will lose all bolts not thrown if they take damage or move their right foot.
 

Shadow Rank 1
Shadow Rank 2
Shadow Rank 3
Shadow Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 7
Purchase: Multi
Tagged: Yes
Duration: 1 Hour
Skill Type: Faith
Prerequisites: Claws, Nature's Child
Skill List: Druid

When this skill is purchased, the character gains the ability to transform into a normal animal with stats from the normal form of the animal from the Codex of Monstrous Creatures each time the skill is used. All armor and items worn – magical or otherwise – change into the new form and any access to them is lost, however, the benefits of any magic item is still available to the character except magic items that need to leave the character to be useful.

When a character transforms, they must drop to their hands and knees for 1 minute to role-play the shift. During this time, the character puts on the appropriate costuming for the animal. The character can be attacked and harmed during this time and no skills or abilities can be used. The Druid may call latent spell defenses or invoke spell defenses from items, however. Taking damage will not interrupt the transformation unless the Druid is rendered unconscious or worse. If the character is interrupted, they do not use the skill for that Tag Cycle.

They also suffer the following detriments while shapeshifted:

• They cannot speak common, but can understand what others are saying

• They lose access to all skills, abilities, racial abilities, Body Points, etc of their old form and completely take on the stats of their new form.

• Cannot perform any physical activity the animal cannot naturally perform, for example, opening doors, writing, riding a horse, cooking dinner, etc.

• Cannot use any weapons or shields

While shape changed, the character appears as a completely normal and natural version of the animal form chosen.

When the character changes back to their natural form and they are down Body Points, they are down the same amount of Body Points in their normal form. If this would normally put them at zero or less Body Points, the character is at 1 Body Point.

The change normally lasts 1 hour, but the character may change back to their natural form at will. If while in the animal form, the character is Mortally Wounded or brought to the Brink of Death, they are forced back into their natural form. The character may expend another purchase of this skill at the end of the duration to continue staying in their shapeshifted form without changing back first.

To use this skill the character must have weapons and costuming appropriate to the animal form. Plot has the final say on the stats of the animal and if it is appropriate.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 1 Proficiency ~or~ Iron Hand, 1 Monk Proficiency
Skill List: Master Warrior, Monk

Using this skill, a character may shatter any weapon or shield, regardless of size, using a one-handed edge or a one-handed blunt weapon or larger. Magic, Mithril and unshatterable weapons may not be broken by use of this skill.

To use this skill, the character must strike their target and hit either their body or weapons. This skill can be used as a defense and cannot be called if another character strikes them or they block with their weapon.

This skill is not used if the character misses their target. If they succeed in striking their target, or if the target calls an appropriate defense, the skill is used.

The character must call “Shatter Weapon/Shield” when they use this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: 10 Minutes
Skill Type: Arcane
Prerequisites: Imbue Weapon
Skill List: Mystic Warrior

When this skill is used, the character becomes immune to damage from one element. They are still affected by effects of that element. Therefore if a character using this skill to protect themselves from the element of death was hit with a Maim spell, they would not take any damage, but if they are hit with a Take Your Sight spell, they would not be protected and would be blind for the duration of the spell. This is also true of martial attacks, so the character would be immune to any physical damage but not protected from special attacks such as Slay, Stun, Disarm, etc.

This skill is purchasable multiple times, however, only one Shield of the Elements can be active on the character at one time. This skill creates a magical affect around the character which is visible to other characters when they make an appropriate attack. Whenever affected by an attack of the appropriate element, the character must call, “Shield of the Elements, <element>” and not “No Effect”. Once this skill is active on the character, it can be dispelled with a Dispel Magic spell or similar affect.

The element can be any one of the six and is chosen when the skill is used. Currently, there is no damaging effect in the Bonds School, but using this skill to protect themselves, the character can be unaffected from damage from the Elemental Pool skill, the Elemental pool from Elementals, Ritual of Elemental Energy: Earth, and similar affects.

It takes 10 seconds to activate this skill. To use this skill, the character has to take a knee, kneel, or sit and requires the use of their Dedicated Weapon to activate. If the character loses their weapon after activating this skill, the Shield of the Elements effect remains active for the duration of this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 1 Proficiency, Any Shield Skill
Skill List: Master Warrior

This skill allows the character to use any martial parry skill they know with their shield.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

With this skill, a character becomes able to wield a shield and gives that character ability to block damage with a shield. Without this skill, if a character is holding a shield and the shield is struck, the character takes damage as if they were not holding the shield. A shield must be wielded to be effective; the character must hold it by the handle with a hand and arm that is not impaired. If the character holds it incorrectly or the hand or arm is impaired, then any blows struck on the shield effect the character normally, just as if they did not have the shield.

Shields are not weapons and cannot be used to attack under any circumstances. No martial skill can be used with a shield regardless of the skill. However, if the character purchases the Shield Parry skill, they may then use any of their defensive martial skills with their shield.

A shield worn on the back affords the character no protection. A character cannot block an attack effectively simply by wearing multiple shields, even if they have the appropriate skill.

Currently any shield will stop the effects of any "effect" spell. Eg, a Pin spell, Dazzle spell, the torso stun part of a Burn Your Soul. The one exception is the Powerful Blast spell, which can target a shield and hit the shield.
Damage spells WILL go through any shield. Ex, a Flare spell, a Harm spell, or the damage portion of a Burn Your Soul.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: None
Skill List: Rogue Basic Career

This skill allows the character to avoid any physical or magical attack that does damage only. The attack can be augmented by any damage type, for example fire, ice, silver, magic, etc. Sidestep will stop skills that deal, augment, or increase damage such as Critical Attack, Assassin Strike, Crit Backstab, Power Strike, Magic Knife, etc., but it will not stop attacks that do damage and additionally have an effect such as Stun, Scourge Your Hands spell, Thunder and Lightning spell, etc. This skill will not stop any attack augmented with Eldritch damage. This skill will not stop skills or monster abilities such as Speed, Perfect Aim, True Aim, Slay, etc. Or any Spell Songs. Finally, the Sidestep skill cannot be used on area effect attacks even if they only do damage.

The character must have both feet free and able to move, so if they are under the effects of a Pin spell, Bind spell, Ice Cast spell, Paste of Binding, etc, they cannot use this skill.

To use this skill, the character must call, “Sidestep” and it is used when called.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Identify Demon
Skill List: Demon Hunter

This skill works just like the Slay skill with the following exceptions:

  • It can only be used as an attack and can never be used to parry any attack by any character.
  • It can be used with any weapon the Character is proficient with, in either hand.
  • It will affect any demonic Character regardless of Damage Resistance.
  • It will only work on a Character with the Demonic Monster Type (this is primarily demons, but the character’s card will have this information).
The player has to know the target character is a demon to use this skill. If the target is actually not a demon, this skill is not used. Note, this skill cannot be used as a demon detector. Doing so is a Rules Violation.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 2 Proficiencies ~or~ 2 Ranger Proficiencies
Skill List: Master Warrior, Ranger

This skill allows a character to strike down a target character with one strike. The character hit with this skill is Mortally Wounded and requires the appropriate healing. This skill ignores armor and does not damage it. The character must strike between the elbows to the shoulders and shoulders to the knees of the target character. The character must call “Slay” after the blow is delivered followed by any special damage modifiers, such as “Magic”, “Silver”, etc. This skill can also be used as a Slay Parry, which will stop any one physical martial attack, even a Slay skill. Either use of this skill expends that use of this skill for that Tag Cycle.

A character must have one Proficiency skill per Slay skill they wish to purchase. So, a character that wants three Slay skills must have three Proficiency skills. The Slay skill can be used with any weapon in which the character has two Proficiency skills of either type. Therefore, if the character has two Master Proficiency skills they can use their Slay with any weapon.

This skill is not used if the character misses their target, does not hit the appropriate area on the target, or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Alchemy Lore
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic. Rank 1 Solutions allows the character to identify all Solutions, which takes the character 1 minute of roleplaying in-game to perform.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Solutions Rank 1
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 2 Solutions can brew any Solution of Rank 2 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Solutions Rank 2
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 3 Solutions can brew any Solution of Rank 3 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Solutions Rank 3
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 4 Solutions can brew any Solution of Rank 4 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Solutions Rank 4
Skill List: Alchemist

This skill is purchased in ranks similar to schools of magic.
A character with Rank 5 Solutions can brew any Solution of Rank 5 or lower.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Solutions Rank 5
Skill List: Alchemist

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

This rank is considered Lost, and the knowledge of how to learn it must be found out in-game.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Create Scroll, Rank 4 of Any School of Magic
Skill List: Sorcerer

This skill allows the character to read, write, and understand sorcery rituals. The rituals can be in any language, but the terms and concepts are undecipherable to anyone who does not have this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Lore
Skill List: Sorcerer

This skill gives the character the ability to cast Rank 1 Sorceries.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Rank 1
Skill List: Sorcerer

This skill gives the character the ability to cast Rank 2 Sorceries and below.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Rank 2
Skill List: Sorcerer

This skill gives the character the ability to cast Rank 3 Sorceries and below.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Rank 3
Skill List: Sorcerer

This skill gives the character the ability to cast Rank 4 Sorceries and below.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Rank 4
Skill List: Sorcerer

This skill gives the character the ability to cast Rank 5 Sorceries and below.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Sorcery Rank 5
Skill List: Sorcerer

This skill gives the character the ability to cast Rank 6 Sorceries and below.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: 4 Monk Proficiencies, Spirit Palm
Skill List: Monk

By learning to channel their spiritual energy into their fighting style, the character is able to swing for Mithril Damage with their Talons. To use this skill, the character should suffix their damage with “...Mithril”. There is no cost to use this skill and they can choose to use it or not when they attack and they do not have to call Mithril Damage if they do not want to.

The character’s hands do not really turn into mithril, but when the skill is used there is a visible mithril aura around their hands.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi, Special
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Soul Palm
Skill List: Monk

By further mastering their control over their spiritual energy, the Warrior Monk can fatally disrupt the spiritual energy of their opponent, bringing them to the Brink of Death. To use this skill, the character needs to strike their opponent with their Talon in a viable martial target and call “Soul Strike”. This skill will not work on Golems or Construct type monsters. This skill is stopped by any master skill that stops physical attacks, for example, Slay Parry or Dodge, or any magical defense that stops physical attacks. This skill is not used if the character misses their target, does not hit the appropriate area on the target, or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used. A character must have one Monk Proficiency skill per Soul Strike skill they wish to purchase. So, a character that wants three Soul Strike skills must have three Monk Proficiency skills

LAIRE Skill Reference Full Rules →
Build Cost: 7
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills, Special
Skill List: Warlock

Learning this skill allows a character to cast a spell without saying the complete verbal. When the spell is cast, the Warlock says the name of the spell suffixed by the word “…Spell”. The name of the spell does not have to be technically correct: Life spell, Heal Life spell, Heal this Life spell are all correct. This skill is used when you have said the word “Spell”.

This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Evaluate Item
Skill List: Master Thief, Arcane Grifter

With this skill, the character is able to completely search an immobile – Unconscious, paralyzed, bound, etc. – character in 10 seconds. One hand must be in contact with the target character while calling “Speed Search 1, Speed Search 2… Speed Search 10”. The 10 seconds should be accompanied by an in-game frisking starting at the head or feet and continuing along the body, as the skill is easily recognizable as a frenzied search. The target must give up any ingame items they have in their possession, except those hidden by magical means or items that are attuned. Items located inside the searched character, swallowed items for example, are revealed as such, but the character must remove the item after the search is completed.

Only one character can search another character at a time. The target character is easily recognizable as having been searched.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 2 Proficiencies ~or~ 2 Monk Proficiency
Skill List: Master Warrior, Mystic Warrior, Monk

Using this skill, a character may automatically strike their opponent with a single blow. To use this skill, the character must strike at the opponent and hit any part of them – a legal body part, weapon or shield. The character prefixes the attack with “Speed”, followed by either weapon damage or a specialty attack such as the Disarm or Slay skills. This skill can only be used with hand to hand weapons and not with ranged attacks.

Since Speed is a master level skill, only a Master Parry or a Slay skill will stop this attack. Even if the Speed skill is used with a Disarm, for example, the targeted character must use a master level skill to stop the attack.

This skill is always used once called.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 6 Hour
Skill Type: Arcane
Prerequisites: Mage Basic Career Skill List, Rank 4 of Any School of Magic
Skill List: Warlock

This skill allows a character to bind a spell to a targeted character thereby extending the duration of a spell to 6 hours. This skill does not work on latent or instant spells. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

The use of this skill is indicated by prefixing the spell verbal by “With Spell Binding…

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: 5 Min
Skill Type: Arcane
Prerequisites: Mage Basic Career Skill List, Rank 4 of Any School of Magic
Skill List: Warlock

When the character invokes this skill, it will allow them to increase the duration for holding a spell from 5 seconds to 5 minutes. After the spell verbal is completed, the caster must still state the name of the Warlock skills, if any, used and the name of the spell every 5 to 10 seconds. The skill is used once invoked. If the character takes damage or the 5 minutes are up the spell and any Warlock skills that augmented the spell are lost. Note that the normal rules for having a spell in hand are still followed. For more information on this see the chapter on magic.

This skill cannot be used with any type of wall spell. This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

The verbal for this skill is “With Spell Holding…” which must prefix the normal spell verbal

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Mage Basic Career Skill List, Rank 4 of Any School of Magic
Skill List: Warlock

This skill makes a character permanently immune to a specific spell chosen at the time this skill is learned. The character must know how to cast the spell, that is they must have that rank of magic and the spell in that rank. Once learned, the character is no longer able to cast that spell ever again. For example, if a character purchases Spell Immunity to the Kill spell then they cannot be affected by a Kill spell again under any circumstances. The Character can still cast a spell they are immune to from scrolls or from magic items.

Use of this skill does not require a focus

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi, Special
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Mystic Weapons, 1 Proficiency, 15 Power Points per
Skill List: Mystic Warrior

The character can use the Spell Parry skill to stop (negate) any low magic spell or Nature Magic spell cast at the character except ones augmented by Total Power. Once successfully hit with a spell attack, the player must call “Spell Parry” to indicate the spell has been stopped.

The character can stop a spell augmented Warlock skills except Total Power. A character can only stop a spell if they are wielding their dedicated weapon (not just in their hand) at the time. If the weapon is merely held or sheathed, the character cannot use Spell Parry.

Only low magic schools and Nature Magic can be stopped, therefore, Spell Songs, sorcery, and magical abilities cannot be negated with this skill.

The character may parry a spell for another character that is within weapon’s reach just like other martial parry skills except spells augmented by Perfect Aim.

A character must have 15 Power Points OR one proficiency for every 1 Spell Parry skills they want to learn. This includes the 25 Power Points needed to learn the Channeling skill, therefore if the character has 27 Power Points and 2 Proficiencies, they may learn 3 Spell Parries.

This skill is always used once called. The character’s Dedicated Weapon is needed to use this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Literacy
Skill List: Spell Singer

This skill makes the character a Spell Singer and gives the character access to Spell Singing magic. In addition, it gives the character 3 Spell Singing Points.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Spell Singer
Skill List: Spell Singer

For each build spent in this skill the character earns 1.5 Spell Singing Points. While it is a master skill, they do not count as the pre-requisite for themselves. For example, a character may spend 10 build to learn 15 SSP as long as they did not learn Spell Singer that same month.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Spell Singer, 3 Spell Singing Points, level 5
Skill List: Spell Singer

Spell Singing is a form of magic utilizing the characters Voice and their connection to The Song.

There is no standard verbal for spell songs beyond a minimum syllable count per rank, 15 for rank 1 and +5 for each additional rank. Therefore a Rank 5 spell song would have 35 syllables.

All Spell Singing spells take effect at the end of the song. Some songs must be continuously sung in order to maintain the effect. Should the Spell Singer be forced to stop singing or take any damage when casting or maintaining the effect, the spell ends. The Spell Singer may move, fight, take or use defensive or offensive actions or skills while maintaining their songs. The player may stop singing to call out-of-game effects or invoke spells, call martial defenses, or use abilities that do not require an in-game verbal. However the Spell Singer must sing enough of their song that it is clear to everyone they are still singing.

Spell Songs will not bypass wards or circles or affect a character protected by a Magic Sanctuary or Imprisonment spell. Further, the Spell Singer cannot affect anyone else while inside a Magic Sanctuary spell or anyone outside a ward or circle they are in.

The Dispel Magic and Sever Magic spells work on Spell Singing same as with low magic spells.

All Spell songs affect their targets without the need to hit them with a spell packet. The Spell Singer needs Unobstructed Line of Sight to affect their target. Additionally the character needs to be able to see their target when they start and finish their song and the target must be able to hear the song. If a character is running past some trees while the song is sung, they are still affected, but should they run behind a building, out of line of sight, or behind some semi-transparent obstacle, the song fails and the Spell Singing Points are still expended.

The target player must be able to hear the song, if the character is deaf – either naturally or because they have caused themselves to be deaf – the song still takes effect. Deafness is not a defense. If the player fails to hear the song because their attention is otherwise occupied elsewhere they are still affected by the song, however, if the player is far enough away or the Spell Singer not loud enough to reach the player the song fails. As a general rule, if there is someone else near the target that heard the song, the spell will take affect.

This info and more can be found under the Spell Singer section of Chapter 4: Advanced Classes in the Rulebook.


Rank 1:

Spell Verbal: 15 Syllables in Length

 

  • Will'o'Wisp       0 Spell Singing Points       Special
    • This song summons a small, non-combative lesser Will’o’Wisp that will help to light the way for the singer. Combat of any kind near the Will’o’Wisp will frighten it away. Similarly, the Will’o’Wisp will not fly away from the singer to investigate anything. The Will’o’Wisp cannot speak or communicate with anyone in any way and will not go with anyone else.
    • To represent the light shed by the Will’o’Wisp, the singer should use a small flash light.
  • Feat of Heroes       2 Spell Singing Points       Latent
    • When invoked, this spell grants the character a temporary +3 Strength Bonus, Non-Combinable allowing the character to add +3 to the weapon damage of their next attack, or to perform one act of giant strength for no longer than 15 seconds. If the character normally calls “Two Damage” when they hit, if they invoke a Feat of Heroes they would call “Five Damage”. If the character fails to hit, they do not use up the Feat of Heroes spell.
    • This song can be combined with a normal Giant Strength spell and other Strength Bonuses.
    • The player must call “Feat of Heroes” when invoking this spell
  • Heal      1 Spell Singing Point per 2 Body Points, Variable         Instant
    • By means of this song the Spell Singer is able to heal a character that has lost Body Points, is Bleeding to Death, or Unconscious. It has no effect on a character that is Mortally Wounded or on the Brink of Death. The Spell Singer spends 1 Spell Singing Point per 2 Body Points of healing and can spend as many Spell Singing Points as they wish up to the current number they have.
    • Note, this spell is not from the element of life and will heal undead, demons, elementals, and even Golems.
  • Confusion       3 Spell Singing Points        While Sung
    • One character targeted by this charm song will become confused and disoriented while the Spell Singer continues to sing their song. The target may not do anything except stagger around for the duration of this song. They may not fight, flee, cast spells, call latent spell defenses or invoke magic items. This effect ends if the target character takes any damage or if the caster stops singing or is interrupted.
  • Inspire       3 Spell Singing Points        Latent, 10 Minutes
    • This song will give the recipient a +1 Damage Bonus for 10 minutes. This song is latent and can be invoked any time until the end of the current Event.
 

Spell Singing Rank 2
Spell Singing Rank 3
Spell Singing Rank 4
Spell Singing Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Spell Singing Rank 1, 25 Spell Singing Points, level 7
Skill List: Spell Singer

Rank 2:

Spell Verbal: 20 Syllables in Length

 

  • Injure       1 Spell singing Point per 2 Body Points, Variable       Instant
    • This song causes 2 points of direct, magical body damage for every 1 Spell Singing Point expended. This damage affects all characters, even undead.
    • The singer can spend as many Spell Singing Points they wish up to their current number. This song cannot be used to deliver a Killing Blow.
  • Wake       3 Spell Singing Points       Instant
    • By means of this song, the Spell Singer can awaken a character that is asleep or Unconscious. This song will work on a character who is sleeping due to a spell, Sleep Poison or Dust of Sleep or who has been rendered Unconscious by a Waylay. In the later case, the character must have at least 1 Body Point to wake up. If the character is at zero or negative Body Points, this spell will have no affect.
  • Vocalize       3 Spell Singing Points       Latent or Instant
    • This song can be cast upon a person to protect them from any attack that would affect their ability to speak, for example a Silent and Mute spell or a Silence Poison. This song will last until invoked or until the end of the current Event.
    • This song can also be used to cure a person who is unable to speak whether they are under the affects of some magical spell or alchemy or are naturally mute. In the latter case, a Plot Marshal will determine if the song works
  • Repulse       4 Spell Singing Points       While Sung and Concentrating
    • This song will repel one character back 10 feet away from the Spell Singer. As long as the Spell Singer continues to sing, the target cannot approach within 10 feet of the singer. The target cannot push the caster away from them. The target can still attack the singer with ranged attacks and spells.
    • To represent the singer’s concentration, the player must hold their arm parallel to the ground with palm facing the target.
    • This is a magical force and cannot be over come with strength. This song can be echoed with the Echo skill, but the character must still maintain concentration
  • Resist Spell Song       4 Spell Singing Points       Latent
    • This song protects the character from one spell song. It will also protect the character from the sonic attacks of screecher moss, sirens, banshees, gargoyles, and other characters that have a sonic attack. This song will last until invoked or until the end of the current Event.
    • A character may have only either a Resist Spell Song or a Harmonize upon them at one time, they do not stack
 

Spell Singing Rank 1
Spell Singing Rank 3
Spell Singing Rank 4
Spell Singing Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Spell Singing Rank 2, 50 Spell Singing Points, level 9
Skill List: Spell Singer

Rank 3:

Spell Verbal: 25 Syllables in Length

 

  • Harmonize       5 Spell Singing Points       Latent
    • This latent song will negate any sonic attack directed at the character. Additionally, the character adds the Spell Singing Points used to cast the song to their own. If this song is cast upon a character that does not have the Spell Singing Points skill, the sonic attack is stopped but no Spell Singing Points are gained.
    • Should Harmonize be used to stop an area effect spell song, or a sonic attack from a creature, the character does not gain any Spell Singing Points but the song effect is still negated.
    • A character may have only either a Resist Spell Song or a Harmonize upon them at one time, they do not stack.
  • Silence       6 Spell Singing Points       While Sung
    • The target character of this charm song cannot speak. This means the target cannot cast any spells, use any scrolls or use any skill that requires an in-game verbal. Any defense that would stop Charm School spells will also stop this affect. Remember: the use of latent spells, magic items, and weapon damage does not require the player to speak in-game, and is not affected by this spell. This spell can end early when a Vocalize, Dispel Magic or Heal Limb spell or similar effect is cast upon the target.
  • Sleep       6 Spell Singing Points       While Sung
    • This song is a charm affect that causes the target to fall asleep and will remain asleep for as long as the singer continues to sing. Any defense that would stop the Charm School Sleep spell will also stop this affect. The target can be woken up if they receive one or more points of damage.
  • Freedom       7 Spell Singing Points       Instant
    • This song will free a character from the affects of any Bond School spell, Paralysis Touch, or Paste of Binding. This spell song will not work on mundane restraints.
 

Spell Singing Rank 1
Spell Singing Rank 2
Spell Singing Rank 4
Spell Singing Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Spell Singing Rank 3, 75 Spell Singing Points, level 11
Skill List: Spell Singer

Rank 4:

Spell Verbal: 30 Syllables in Length

 

  • Fear       10 Spell Singing Points       While Sung
    • This charm song causes all living characters that can hear and are in Line of Sight of the Spell Singer to run away in fear. This effect lasts as long as the singer continues to sing. If the affected characters run away and can no longer hear or no longer have Line of Sight with the Spell Singer they no longer have to run. If the character returns to the area of affect they must once again flee until they cannot see or hear the singer or the singer stops.
    • While feared, the character cannot take any offensive actions and can only use defensive martial skills, invoke latent defensive spells or invoke defensive magic items. While a Heal Mind spell or similar effect will cure the character, they may not cast the spell upon themselves until they are out of Line of Sight from the Spell Singer.
    • If the Echo skill is used with this song, only those originally affected are feared for 10 minutes.
  • Heroism       14 Spell Singing Points       While Sung
    • With this song, the Spell Singer can lift the morale of those who fight on their side. Everyone within the sound of the singer’s voice and sight of the Spell Singer gains a +2 Damage Bonus and +9 Body Points that are healable.
    • If a character moves away from the singer but later returns they once again receive the benefit of this song, however they only gain the Body Point modifier once, if they move back into the area, they must be healed back the Body Point bonus.
    • This song is combinable with the affects of an Inspire song
  • Remove Curse       14 Spell Singing Points       Instant
    • By means of this song the Spell Singer is able to remove all curses upon the target character
  • Free Your Mind       15 Spell Singing Points       Instant
    • This song will remove all charm and charm like affects from the target character. This includes: Charm School spells, Vampiric Domination, Hierarch and Draconic Charms, Forget and Remember poison, Amnesia poison, Hypnosis, Satyr and Faun Charms, etc.
 

Spell Singing Rank 1
Spell Singing Rank 2
Spell Singing Rank 3
Spell Singing Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Spell Singing Rank 4, 100 Spell Singing Points, level 13
Skill List: Spell Singer

Rank 5:

Spell Verbal: 35 Syllables in Length

 

  • Repel True       15 Spell Singing Points       While Sung
    • This song forces all characters 10 feet away from the singer. This is a magical force and cannot be over come with strength. Once the singer completes the song, they may designate those that the song will not affect but only once at the time of completion and only for those present.
    • Any character affected by this song cannot attack the singer so long as they maintain this spell. Additionally, the Spell Singer cannot take any violent actions while maintaining this spell.
    • A defense that stops spells will negate this song if the target character invokes their defense when they are in the original area. They can move freely from that point on, entering and leaving the area of affect. However, characters that are not in the original area of affect cannot use a defense that stops spells to later enter the area.
    • This Spell Song cannot be combined with the Echo skill and this song cannot be dispelled.
  • Haven       20 Spell Singing Points       10 Minutes
    • This song causes all hostile actions in the sound of the singer’s voice to cease. While this song is in affect, anyone entering the area is similarly affected. This area is static and does not move. This song does not compel the affected characters to remain in the area and they are able to leave when they wish.
    • No violent actions can enter the havened area, so even if a character leaves the area, they still cannot attack anyone within the Haven. Theft of any kind is considered a violent action so pick pocketing, looting a body or even picking up an item off the ground that does not belong to you is not allowed.
    • There is no defense to this song – even the Resist Ability, once sung the affect will remain until the duration has expired and cannot be dispelled. Even the singer is affected by this spell.
  • Destroy Being      20 Spell Singing Points       Instant
    • Any character this song is sung to will be forced to the Brink of Death by the power of this melody. All characters are affected by this spell whether they take damage from Death magic or Healing magic. Characters that would normally take damage from a Life or Kill spell will take that damage instead. Inanimate objects or constructs, such as golems but not undead, are not affected by this spell. The target character can be healed as per the normal healing rules.
  • Legend Life       24 Spell Singing Points       Instant
    • This song will heal a character that is at the Brink of Death and bring them to 1 Body Point. The Death System is not used when this spell is sung. This song works regardless of any other types of life affects the character has received that day with the exception of a Legend Life.
    • This song has the power to bring a person back from un-death, but it can only reverse the effects of the Necromancy school and only on undead created less than 1 hour. Sorcerously created undead are not affected at all by this spell.
    • This song cannot be cast on a person unless they are at the Brink of Death. Unlike other types of life effects, the target player can refuse the life. The Spell Singing Points are used and the character’s Death Count continues. Once a character has received a Legend Life, they cannot receive any other types of life until 7:00am.
 

Spell Singing Rank 1
Spell Singing Rank 2
Spell Singing Rank 3
Spell Singing Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Tag, Special
Skill Type: Arcane
Prerequisites: Gylph, 4 Arcane Proficiencies
Skill List: Arcane Grifter

This skill allows the character to catch any low magic, Spell Singing, or Nature Magic spell that affects them cast by another character. The character CANNOT store spells they cast themselves with Spell Storing. A character can have as many purchases of the Spell Storing skill as they wish, but can only store one spell at a time. Therefore, if the character has three purchases of the Spell Storing skill, they can capture and store one spell at a time, three times per Tag Cycle. The stored spells are not detectable by any means and cannot be dispelled. Even if the character dies, they retain the spell when they resurrect. Should the character attempt to store a spell already stored, the new spell takes effect and the currently stored spell is lost.

Once stored, the character can release the spell without the use of any ingame or out-of-game verbal. The character will deliver the spell using a Spell Packet with a free and unfettered hand. The character should call the common name of the spell suffixed by the word “…Spell”, for example, “Take Your Sight Spell”.

Any Spell Songs stored with this skill are released and delivered by a Spell Packet. The character can store a Warlock augmented spell, but will only “store” the following augments: Total Power, Double Power, Spell Binding. Any other Warlock skills are not stored and are lost. Only one spell delivered with Double Cast can be store. The second spell will still affect the character.

The stored spell is lost at the end of the Tag Cycle and does not carry over to the next Tag Cycle.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: 3 Monk Proficiencies, Iron Hand
Skill List: Monk

By learning to channel their spiritual energy into their fighting style, the character is able to swing for Silver Damage with their Talons. To use this skill, the character should suffix their damage with “...Silver”. There is no cost to use this skill and they can choose to use it or not when they attack and they do not have to call Silver Damage if they do not want to.

The character’s hands do not really turn into silver, but when the skill is used there is a visible silver aura around their hands.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Miscellaneous

This skill permanently gives the character +3 Body Points each time the skill is purchased. Other than what is listed in this rulebook, this skill will not allow the character to perform any other actions or feats of great stamina.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Identify Demon
Skill List: Demon Hunter

This skill works just like the Stun Skill with these exceptions:

  • It can be used with any weapon the Character is proficient with, in either hand.
  • It will affect any demonic Character regardless of Damage Resistance.
  • It will only work on a Character with the Demonic Monster Type (this is primarily demons, but the character’s card will have this information).
The player has to know the target character is a demon to use this skill. If the target is actually not a demon, this skill is not used. Note, this skill cannot be used as a demon detector. Doing so is a Rules Violation.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Martial
Prerequisites: Any 1 Proficiency
Skill List: Warrior Basic Career

By means of this skill the character is able to deliver a stunning blow to another character. If the target character is struck in the torso then they are affected by a Torso Stun for 5 seconds. If the blow lands on an arm or leg then that limb is broken and must be healed before it can be used again. The character also causes their normal damage when they use this skill. The character should suffix their damage called with the word “Stun”.

For example, Sir Damien normally causes 18 points of damage with his silver sword. He wants to use his Stunning Blow skill to break an opponent’s leg. He swings his sword and calls “18 Silver Stun”, connects with the character’s leg and successfully breaks his leg and does 18 points of damage to the opponent. Satisfied with the results, he moves on to the next target.

A character that is affected by a Torso Stun cannot take any offensive action, any defensive action, call any defenses, invoke any items, cast spells or speak. They may only move slowly and should call out their stun count, “Torso Stun One, Torso Stun Two, etc” for the full 5 seconds. Nothing can heal the character from being Torso Stunned. If a character’s arm is broken, they are disarmed as per the Disarm skill and must keep their arm at their side. A character with a broken leg must kneel on that limb and may only crawl. The character cannot jump or hop around on their good leg.

This skill is not used if the character misses their target or the attack is blocked. If they succeed in striking their target or if the target calls an appropriate defense, the skill is used.

Unless the target character is immune to stunning blows or has damage resistance superior to the attack, they take the damage and the effects of the stunning blow.

LAIRE Skill Reference Full Rules →
Build Cost: 15
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Miscellaneous

This skill grants any character a permanent +1 Strength Bonus, noncombinable. This is combinable with any natural racial Strength Bonus the character already has. This skill can only be purchased and used by a living character. If a living character is turned into an undead, they lose the benefits of this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: 5 Times
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Far Shot
Skill List: Ranger

This skill allows the character to survive off the land. With this skill the character can provide the basics they need to live. They can hunt or scavenge for food, find or collect water and build a shelter. Out-of- game, if the character chooses to live off the land, they do not need topay their upkeep at the end of the Event (which is typically 1 silver piece).

With this skill the character can also help others survive in the wild. When purchased, this skill will allow the character to take one additional person with them. With each purchase of the skill, they can take an additional person. While the character can stay in the wild for an indefinite period of time, character’s without this skill can only stay out in the wild for one month (between two Events regardless of how many weeks there are) before they must return to civilization to recuperate.

Surviving off the land takes all of the character’s time and effort, therefore they are limited to what other activates they can perform in between Events at Plot’s discretion. However, they cannot learn any skills while they are living off the land due to the amount of time it takes them to practice those new skills, unless it is another purchase of Survival, which they can learn while taking advantage of this skill.

This skill can be purchased a maximum of 5 times.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Dexterity
Prerequisites: None
Skill List: Master Miscellaneous

This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It cannot be used to swim across an actual lake or river if the water is there out-of-game, but if the Marshal only describes the water obstacle or if the water is only represented by a tarp, string or other out-of-game item, then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill. The character walks across the out-of-game representation at a slow walk and can swim any reasonable distance.

LAIRE Skill Reference Full Rules →
Build Cost: 1
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: 3 Power Points
Skill List: Mage Basic Career

Thaumaturgy is the magic of magic. It is the main way spellcasters can interact with ongoing spells. There is a flash of Purple light when it's spells are cast or invoked.

Special Rules for the Thaumaturgy School:

The Detect Magic, See Magic, Identify Magic, Detect Curse, and Know Your Curse spells have a logistical limitation. If there is no one present who, out-of-game, can inform the caster of the magical properties of an item, then these spells do not work but do not cost the character any Power Points. Also, the first three spells cannot detect the presence or effects of alchemical items.

Thaumaturgy spells work the same on low magic, Nature Magic and Spell Singing. Many work normally on most sorcery rituals.

The word “thaumaturgy” is pronounced “THAW-ma-tur-jee.”


Rank 1:

Spell Verbal: I Pierce the Veil to ...

  • ...Detect Magic        0/1 Power Point      Instant
    • This spell will identify if an object is magical. The spell costs no Power Points if the caster is touching the object; the spell costs 1 Power Point if the caster tosses a spell packet at the object
 
  • ...See Magic        1 Power Point        Instant
    • This spell will cause all magic within 5 feet to glow with a cerulean color; the 5 feet is measured from the point of impact of the spell packet. Magic items, scrolls, and characters with latent or active spells will all glow briefly. Only the caster can see this glow and the glow is the same regardless of the power level of the magic. The glow cannot be hidden by an intervening object; a magic ring cannot be protected from a See Magic by hiding it in a pouch.
    • A defense against magic will stop the spell if cast directly at a character, but if the spell is targeted at an inanimate object or if a character is in the area of effect, they can only invoke an Obscure spell to stop the effect. If they are not the target of the spell, they will only know that the See Magic was cast in their area if they have an Obscure upon them, and then they will only know that the spell was cast, not who cast it
 
  • ...Know Your Magic        2 Power Points      Instant
    • This spell will reveal to the caster all the spells that are currently affecting that person. The caster gets to look at the all the latent spells on the target character. If the character has any active spells affecting them – Dominate, Enfeeble, Death Slave, etc. – those are also revealed to the caster. This includes any Warlock augmented spells.
    • This spell does not reveal any rituals or curses that currently affect a character. It does not determine any natural racial or natural magical powers that a creature may possess for example, it cannot determine if an elf can resist a Sleep spell. A Know Your Magic spell cannot detect the effects of any alchemical items.
Thaumaturgy Rank 2
Thaumaturgy Rank 3
Thaumaturgy Rank 4
Thaumaturgy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Thaumaturgy Rank 1, 25 Power Points, level 3
Skill List: Mage Basic Career

Rank 2:

Spell Verbal: I Pierce the Veil of Force to...

  • ...Detect Curse        3 Power Points      Instant
    • This spell will reveal to the caster whether or not the target character is cursed – as by a werewolf, a vampire, an eforie, etc. It does not reveal the type of curse or the number of curses on the character, only the fact that a character is cursed.
 
  • ...Sever Magic        4 Power Points        Instant
    • This spell destroys the magical link between a character and one of the active spells they have cast. The spell must be cast on the character that is actively controlling the spell. Sever Magic spell can be used against an Enslave, Dominate, Dominate Undead, Command Undead, Wall of Flame, Wall of Force, the undead creation spells, etc. This spell will not end a spell that does not require concentration, for example, in the case of a Dominate spell the character is still dominated and must follow the commands already given. However, spells that do require concentration such as a wall spell will end if the caster is severed from the spell.
    • Normal defenses against magic do not work against a Sever Magic spell, it is the link that is affected, not the caster, but an Obscure spell will stop the spell. If the caster has multiple magical links, the caster of Sever Magic spell must specify which link is being severed; otherwise the target caster chooses a link to drop.
 
  • ...Obscure        5 Power Points      Latent
    • When invoked, this spell will protect against one Thaumaturgy spell. For example, if someone casts a See Magic spell on a character and they do not want to reveal that they possess any magic items, if the character invokes an Obscure spell then the caster will see no magic when they look at the target character.
    • Important: Unlike most latent spells, an Obscure spell does not have to be announced when it is invoked; there is no characteristic flash of light when this defense is used. If a player invokes an Obscure spell in a manner that is not immediately obvious, they should consult with a Marshal to confirm that the spell was used. For example, if a character uses this spell against a Detect Curse spell to avoid suspicion that they are a werewolf, a Marshal should be informed.
    • An Obscure spell cannot protect against nor prevent a Destroy Magic or Disrupt your Defenses spell.
 
  • ...Dispel Magic        6 Power Points      Instant
    • This spell undoes the effect of one currently active spell. For example, this spell can cancel the effects of most Bond spells, Charm spells, wall spells, etc. The Dispel Magic spell can be cast at the effect of the spell as in the case of Wall of Force or Lock spells or at the character affected by the spell. When the spell is used against the target character directly, the character should make an out-of-game comment indicating which spell is being canceled; if the caster does not specify, then the target player must choose one active spell to be removed.
    • Dispel Magic does not work against latent spells. It also does not work against Imprisonment or Magic Sanctuary, and it cannot undo the creation of undead by the Necromancy School.
 

Thaumaturgy Rank 1
Thaumaturgy Rank 3
Thaumaturgy Rank 4
Thaumaturgy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Thaumaturgy Rank 2, 50 Power Points, level 5
Skill List: Mage Basic Career

Rank 3:

Spell Verbal: I Pierce the Veil of Force and Energy to...

  • ...Drain Magic Power        6 Power Points      Instant
    • This spell will cause the target character to lose up to 10 Power Points and transfer the lost points to the caster of the spell. The target cannot lose more Power Points then they have left, and the caster cannot gain more than their normal Power Point maximum. However, if the caster is at his maximum Power Points and the target has power left, the target character will still loose up to 10 Power Points.
 
  • ...Destroy Magic        9 Power Points        Instant
    • This spell destroys all spells with a duration of latent, even those augmented by Warlock skills, on a character. No spell from the Aura School can prevent this; neither can an Obscure spell. A Destroy Magic spell does not effect active spells such as Paralysis, Imprisonment, and Magic Sanctuary or an active Fortitude.
    • This spell will be stopped by any sorcery ritual that stops spells such as Ritual of Spell Shield. No low magic spell, even one contained in an item, can be used to stop this spell.
 
  • ...Quiet Sorcery        9 Power Points      Instant
    • This spell will temporarily bring down defensive latent sorcery rituals cast directly upon a target character for 5 minutes. If the target has a magic item that is giving them the benefit of some ritual, such as Ritual of Defense, the ritual will not be affected. No ritual magic, even one contained in an item, can be used to stop this spell.
    • This spell will be stopped normally by any low magic defense that stops spells such as the Negation, Absorption, or Obscure spells.
 
  • ...Transfer Magic Power        8 Power Points      Instant
    • This spell will transfer Power Points from the caster to the target character. Any number of power points up to the casters current number of Power Points can be transferred. The caster needs to spend the 8 Power Points to cast the spell, plus the amount of Power Points being transferred. The caster should suffix the spells verbal with amount of Power Points they are transferring. For example, “I Pierce the Veil of Force and Energy to Transfer Magic Power...20 Power Points.” The caster would lose a total of 28 Power Points and the target would gain 20 Power Points.
    • The actual transfer happens after the spell hits, so if a character where to invoke an absorption spell or effect, they will only get the 8 Power Points of the spell and the caster would only lose the power to cast the spell, not the amount they intended to transfer. However, if the caster throws the spell and it hits an unintended target, that character would gain the Power Points stated when cast. If the packet hits an invalid target like a door, floor, rock, etc. (ie not a character), then no power is transferred.
    • The caster cannot transfer more power than they have; trying to do so means the spell fails and the Power Points used to cast the spell are expended.
 

Thaumaturgy Rank 1
Thaumaturgy Rank 2
Thaumaturgy Rank 4
Thaumaturgy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Thaumaturgy Rank 3, 75 Power Points, level 7
Skill List: Mage Basic Career

Rank 4:

Spell Verbal: I Pierce the Veil of Force and Energy to...

  • ...Identify Magic        10 Power Points      Instant
    • This spell will reveal to the caster all the magical properties of an object. Out-of-game, this requires that either the caster sees the item’s card, or that a Marshal has the information to give to the caster. If you have cast an Identify Magic spell on an item, then you know how to use it and can teach someone else how to use it.
    • In addition, if cast on a person, the spell will reveal all the information gained by a Know your Magic spell and what rituals are cast upon a person directly and what they do. If the person has a magic item that is giving them the benefit of some ritual, such as Ritual of Defense, the spell will not reveal such.
    • This spell will never tell the word to any kind of ward or any other key word an item may have.
 
  • ...Identify Your Curse        10 Power Points        Instant
    • This spell will reveal to the caster the type and effect of all curses upon the targeted character. For example, if the character has been cursed by an Eforie to stutter and suffers from werewolf lycanthropy, this spell will reveal that the character is a werewolf and stutters because of an Eforie curse. This spell will not reveal the source of the curse.
 

Thaumaturgy Rank 1
Thaumaturgy Rank 2
Thaumaturgy Rank 3
Thaumaturgy Rank 5

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Thaumaturgy Rank 4, 100 Power Points, level 9
Skill List: Mage Basic Career

Rank 5:

Spell Verbal: I Pierce the Veil of Force and Energy to...

  • ...Disrupt Your Magical Defenses and Kill You Where You Stand        21 Temporary Power Points, 1 Permanent Power Points      Instant
    • This spell is considered Lost Magic.
    • A character hit with this spell will lose all latent low magic spells – even ones augmented by Warlock skills – and all latent defensive rituals on the character for 5 minutes. The character will be brought to 0 Body Points if they have any latent low magic spells and the character will be brought to the Brink of Death if they have any warlock augmented spell defenses or any defensive latent rituals All these spells must be cast upon the character, ones cast in an item do not count. If a character only suffers damage from other effects that brings them to the Brink of Death – Kill or Life spells for example – they are still brought to the Brink of Death.
    • Defensive sorcery rituals that stop spells cast from an item can be used to stop this spell and the character suffers no ill effects. No low magic spell, even one contained in an item, can be used to stop this spell.
Thaumaturgy Rank 1
Thaumaturgy Rank 2
Thaumaturgy Rank 3
Thaumaturgy Rank 4

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 30 Seconds
Skill Type: Dexterity
Prerequisites: Waylay
Skill List: Rogue Basic Career

A character can deliver a blow with a melee weapon to another character and render them mute for 30 seconds. While the skill indicates the target is struck in the throat, the character must NOT hit the target in the throat! The head is not a legal combat target! Instead, the blow needs to hit the target in elbow to knees.

To use this skill the character should call, “Throat Punch X...”, where X is the amount of damage dealt and suffix the verbal with the damage type of the weapon. For example, a character using their silver sword and normally deals 2 points of damage, they would call “Throat Punch, 2 silver”. The skill will not work on characters that do not have a normal humanoid physiology, like most undead.

This skill is stopped by any defense that stops physical attacks. Additionally, neck armor will also protect against a Throat Punch. When armor is evaluated by an Arms Marshal, the armor is assigned a certain number of Armor Points. In order for a Throat Punch to silence a character, it must do more damage than the Armor Points in the neck armor. For example, if the target is wearing a gorget worth 2 Armor Points, and you call “Throat Punch 1 damage”, then the target is not silenced but still takes 1 point of damage. The Armor Points in the neck are the second to last ones to go for purposes of Throat Punch protection.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Climb ~or~ Iron Hand, 2 Monk Proficiencies
Skill List: Master Thief, Monk

This skill has only one use, to overcome obstacles encountered during game play which do not physically exist. It allows the character to traverse narrow surfaces and rope at a normal pace and fight normally so long as one foot remains on the representation. It cannot be used to walk along the roofs of out-of-game buildings or from tree branch to tree branch, but if the Marshal only describes the ledge or if the rope is only represented by a string along the ground then the character can use this skill. The Marshal will have final say as to whether the character successfully uses this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Arcane Grifter
Skill List: Arcane Grifter

Core equipment mastery skill for Arcane Grifters from Playtest 3.2 rulebook release.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: Special
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous

This skill allows the character to interrogate another character and force one truthful answer from them using physical harm and pain so long as it conforms with the decency standards of LAIRE It takes 30 minutes to use this skill and during that time the character should roleplay his torture and interrogation of the target character. For every purchase of the Courage skill the target character has, they can prolong the time it takes to use this skill by 10 minutes. So a character with three purchases of the Courage skill could hold out for 60 minutes. This skill can be countered by the Iron Will skill. No other skill or spell will stop this skill.

To use this skill, the target character must be restrained and unable to resist. The character may either inflict pain without causing Body Point damage or cause damage if they wish at any point while using this skill; they may even deliver a Killing Blow.

The character using this skill may also force the target to perform one action provided it does not cause the target character to lose permanent Body Points or Power Points or takes longer than 30 minutes. This action can be anything the character is capable of performing. For example, a character can be made to cast a spell or lower a Ward. They can be forced to pick a lock or disarm a trap so long as they have the appropriate skill. If the character cannot perform the action they are directed to do, the skill fails and the Tag is used. The action does not have to be performed immediately. The character may bring the target character to a location where the action will be performed, but they must always be present, the target character must remain restrained, and 7the action has to occur within 30 minutes.

For example, Illium is captured by some Servants of Darkness and tortured. After 30 minutes they want him to lower the Ward on his barracks. They take him to the building and the torturer orders him to lower the ward. Illium must comply unless he has an Iron Will. Also, if the torturer wanders away from Illium, he frees himself from his bonds, he runs away, or the trip to the building takes over 30 minutes, Illium does not have to lower the ward. Finally, if Illium does not know the word to the ward or is not a caster of the ward and has no ability to lower the ward, the torture fails. In all of these instances, the Tag is used for that Tag Cycle.

This skill does not allow a character to mutilate the target character without doing damage or magically preserving the character in anyway. For example, a character cannot remove an internal organ or bone without delivering a Killing Blow. They can remove fingers or toenails but not hearts, intestines, or spleens. This skill does not allow the character to alter the target character’s physiology in any way, the Evisceration skill is used for that.

The character can use this skill to inflict pain upon an unresisting target character without doing damage and without using a Tag for that cycle provided they do not try and force the answer to a question or perform an action.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Arcane
Prerequisites: Any 3 Warlock Skills, Special
Skill List: Warlock

A spell augmented with Total Power penetrates all low magic spell defenses, and affects the target directly. The only low magic spell defense against a spell augmented with Total Power is one that was originally cast with the Total Power skill; if a character has a Total Power Negation, they can invoke it against an ordinary Kill spell or a Total Power Kill spell. The Total Power skill only penetrates spell defenses, not racial abilities or ritual spell defenses. A spell defense augmented by Total Power will still be affected by a Dispel Magic spell, or a Destroy Magic spell, for example. In regards to Magic Sanctuary, Imprisonment, and wall spells, Total Power will go through them but in turn cannot be augmented by Total Power to stop a like augmented spell. A Total Power Imprisonment spell will go through a target’s spell defenses imprisoning them, but another Total Power spell upon the imprisoned character will still affect them normally – the Imprisonment spell is not a “Total Power” Imprisonment spell. In the unique case of a character already under the affects of a Imprisonment spell, a character casting a Total Power Imprisonment spell will go through the imprisonment removing the original and affecting the character with a new Imprisonment spell.

This skill can only be used with a spell cast by the character and not when invoked from an item or read from a scroll.

To use this skill, the character prefixes the spell verbal by the phrase “With Total Power…

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Demon Lore
Skill List: Demon Hunter

In order to successfully use this skill, a Marshal must be present. This skill allows the character to track any demonic character, even Shadow Demons, using physical and supernatural signs that may be invisible to others. While using this skill the character must move at a slow walking pace. The Marshal has final say as to the successful use of this skill. If no Marshal is present, this skill fails. In addition, the Marshal must know the whereabouts of the character(s) being tracked. If the Marshal does not know, or cannot discover the whereabouts in a reasonable amount of time, the attempt fails.

The character can recognize the impressions left by a demon gating to or from Hell. They can also track a demon to the point where they Shadow Meld or Shadow Walked. They cannot discover the demon or force them out of the shadows and in the case of Shadow Walking, they can tell where they used the skill but not where they will have appeared. They can also track a demon that has shapechanged. However, they cannot use this skill to detect a demon. The character has to be actively using the skill to track a demon who then uses one of the three aforementioned abilities. If the character is walking along they do not know that someone passing by was a shapechanged demon. This skill is not foolproof. A demon who enters a city and starts changing and hiding in a crowd can eventually lose the Demon Hunter. This is at the discretion of the Marshal.

This skill cannot be used to cover tracks.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Master Miscellaneous

In order to successfully use this skill, a Marshal must be present. This skill allows the character to track any character that leaves visible signs of its passing. While using this skill the character must move at a slow walking pace. The Marshal has final say as to the successful use of this skill. If no Marshal is present, this skill fails. In addition, the Marshal must know the whereabouts of the character(s) being tracked. If the Marshal does not know, or cannot discover the whereabouts in a reasonable amount of time, the attempt fails.

For example, Kenai wants to track a necromancer and his undead that attacked some Avalonians. He gets a Marshal who knows where the NPC’s were headed to and marshals the tracking skill. However, when the players arrive at the encounter site, the NPC’s are not there. The Marshal has no idea where the NPC’s are and therefore the tracking attempt has failed.

This skill can be used to cover tracks as well. While using this skill in this fashion, the player must move at a slow walking pace, one step per second. The Marshal has final say as to the successful use of this skill.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Dexterity
Prerequisites: Rogue Basic Career Skill List, Set Trap Rank 3
Skill List: Master Thief

This skill allows a character to escape the effects of a trap once it has been triggered. The character does not move from the spot they were in when the trap was triggered. The character can dodge a trap even if they were surprised. This skill may not be combined with Dodge, Jump, or any other movement-affecting skill. The character cannot dodge a trap that they intentionally set off.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 1 Proficiency with a Ranged Weapon ~or~ 1 Assassin Proficiency ~or~Ranger weapons, 1 Proficiency with a Ranged Weapon ~or~ 1 Arcane Proficiency
Skill List: Master Warrior, Master Assassin, Ranger, Arcane Grifter

With this skill, the character may hit any target character within line of sight flawlessly without having to actually hit the target. The character must have the appropriate ranged attack in hand and the character must fire or throw the attack. If the character or targeted character is outside a building the missile attack must go at least as far, if not farther than the target. It need not hit or be close, just reach the target. If the character and the target character are inside an outof-game real world building the range of a True Aim skill is unlimited. The character must prefix the attack with “True Aim…”, and call the damage or effect. The character should indicate the target clearly by pointing at the target.

This skill is always used once called

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: Detect Vile Spawn
Skill List: Paladin

This skill will force all lesser undead and lesser demons within hearing range or line of sight of the character to turn and flee away from them for 30 minutes. The affected characters must turn and move as fast as that type of character is able to move. They are not allowed to take any offensive actions and cannot use defensive skills, but they may invoke latent defenses.

This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy will not counter this skill.

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.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Multi
Tagged: Yes
Duration: 10 Min
Skill Type: Faith
Prerequisites: Repel Vile Spawn
Skill List: Paladin

This skill will force all undead and demons of any type, within hearing range or line of sight of the character to turn and flee away from them for 30 minutes. The affected characters must turn and move as fast as that type of character is able to move. They are not allowed to take any offensive actions and cannot use defensive skills, but they may invoke latent defenses.

This skill can only be countered by a Servant of Darkness control skill, Empower skill or sorcery; necromancy will not counter this skill.

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

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Special
Skill Type: Faith
Prerequisites: Cloak Undead
Skill List: Dark Paladin

Once this skill is purchased, the character’s immunity to being turned into an undead is forfeit. Every time the character is raised as an undead through necromancy or sorcery they gain the characteristics of the undead they are turned into – body and abilities – and will be able to use all of their skills and Servant of Darkness skills as a free thinking character not under the caster’s control. The one exception is Zombies and Skeletons created through the Necromancy School, the character cannot use any skill or ability that requires verbals.

If the character is resurrected, they will retain memory of their time as an undead, but not the act of being animated. This skill will not protect them from skills or abilities that control undead

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Any 14 Ranks of Endowment Skills
Skill List: Demon Hunter

After many seasons of consuming the flesh of demons, the characters physical stamina has increased making them better able to withstand the rigors of the corrupting effects of the demonic flesh they consume. Once purchased, this skill conveys the following benefits:

  • They gain a permanent +10 bonus to their Body Points. This raises their Base Body Points, so anything that effects their Base Body Points affects this bonus.
  • The character’s Maximum Corruption Points are permanently doubled.
See the table in the Demon Hunter’s section under Corruption in the Demon Hunter section of the playtest document.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Dexterity
Prerequisites: Master Assassin
Skill List: Master Assassin

This skill allows the character to extract poisons from creatures and use them on their weapons. To use this skill the character must first remove the poison sac from a character that has one. Creatures such as poisonous spiders, giant scorpions and the like all have suitable poisons. The character’s poison sac must have a natural poison or venom attack with a number of uses per Tag Cycle. Therefore, characters with magical or supernatural poisons that are continuous, like a Ghoul’s paralysis poison, cannot be extracted. To extract the venom or poison, the character needs a dissection knife and spend 1 minute cutting out the gland. The character will then receive one use of that poison for every charge the creature has left. If the creature has more than one type of poison, the character gets all types. If the creature had no charges of a poison left, the character will still get at least one use of each type of poison. The player should have the NPC sign a Venoms Tag with the monster’s name, event date, poison type the NPC’s initials and Player Number. Creatures with gaseous or spore attacks cannot be extracted. The extracted poison will last until the end of the third month (not Events) from the time it is extracted. So if a character extracted an Instant Death Poison during the June Event, the venom can be used until the end of the August Event, regardless of when that Even takes place. A character can extract a poison sac and dissect a part form the same creature – unless the component is the poison sac itself. A character with the Venom Master skill can use this extracted poison on their weapon only. It cannot be thrown or used to poison food or objects. It also cannot be used in Alchemy or made into a gaseous poison. To use the venom, the character places it upon their weapon and the player must mime the action of placing the venom on their weapon in-game. The next blow that deals damage also delivers the venom. Therefore, a blow that strikes a weapon or shield does not use the venom on the weapon. A blow that lands, but is blocked by a martial or magical skill, does expend that use of the venom. Only one venom may be applied to a weapon at a time. A venom may be used in a venom type weapon. Only a character with the Venom Master skill may use a venom or a weapon coated with a venom. Any other character can use the weapon as normal, but will not gain the benefit of the venom nor will they expend any venom on the blade. Any character can wipe the venom off of a weapon, however. These venom coated weapons are stopped by anything that would stop the attack that delivers them, additionally, anything that would stop the poison of the same type will also stop the venom (but not the damage from the weapon). For example, a Sleep Venom will not affect any character immune to Sleep Poisons, poisons, or by the Resist Alchemy skill.

To extract the venom or poison, the character needs a dissection knife and spend 1 minute cutting out the gland. The character will then receive one use of that poison for every charge the creature has left. The player should have the NPC sign a Venoms Tag with the monster’s name, poison type the NPC’s initials and Player Number. Creatures with gaseous or spore attacks cannot be extracted. The extracted poison will last until the end of the third month (not Events) from the time it is extracted. So if a character extracted an Instant Death Poison during the June Event, the venom can be used until the end of the August Event, regardless of when that Even takes place. A character can extract a poison sac and dissect a part form the same creature – unless the component is the poison sac itself.

A character with the Venom Master skill can use this extracted poison on their weapon only. It cannot be thrown or used to poison food or objects. It also cannot be used in Alchemy or made into a gaseous poison. To use the venom, the character places it upon their weapon and the player must mime the action of placing the venom on their weapon in-game. The next blow that deals damage also delivers the venom. Therefore, a blow that strikes a weapon or shield does not use the venom on the weapon. A blow that lands, but is blocked by a martial or magical skill, does expend that use of the venom. Only one venom may be applied to a weapon at a time. A venom may be used in a venom type weapon.

Only a character with the Venom Master skill may use a venom or a weapon coated with a venom. Any other character can use the weapon as normal, but will not gain the benefit of the venom nor will they expend any venom on the blade. Any character can wipe the venom off of a weapon, however.

These venom coated weapons are stopped by anything that would stop the attack that delivers them, additionally, anything that would stop the poison of the same type will also stop the venom (but not the damage from the weapon). For example, a Sleep Venom will not affect any character immune to Sleep Poisons, poisons, or by the Resist Alchemy skill.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Multi
Tagged: Yes
Duration: 5 Min
Skill Type: Faith
Prerequisites: Pain Touch, Dark Paladin
Skill List: Dark Paladin

This skill will contaminate the targeted character’s blood with a fatal, non-alchemical effect, bypassing all armor. The target is paralyzed for 5 minutes and if not cured in that time the character will be brought to the Brink of Death. This effect can only be cured by using the Heal Wounds skill to Purify Blood. While under the effects of this skill, the target is surrounded by a sickly green nimbus.

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. This skill can be delivered by touch or through a weapon. This skill can be blocked by, and is expended by, a magical defense that stops physical attacks or the Resist Evil skill, or a defensive martial skill which is used but does not expend the Pain Touch skill for that Tag Cycle. This effect can only be cured by a Purify Blood cast from a Heal Wounds skill, not the low magic spell.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: 5 Minutes
Skill Type: Dexterity
Prerequisites: Small Weapon Skill
Skill List: Rogue Basic Career

This skill will render a target character Unconscious by striking them with a small weapon. The character should tap the target player between the shoulder blades with the weapon and prefix their damage with the word “Waylay”. All Damage Bonuses and Strength Bonuses will add to the damage done by a Waylay. The character must call damage to be effective; a “Waylay Zero” or less has no effect.

This skill must be delivered from behind. The character must be approximately 90 degrees behind their target to be considered behind them. The character cannot reach their arms around the target to use their Waylay skill. A Waylay does not have to be delivered from surprise, but cannot be delivered against a character who is currently engaged in combat. Once a character has been hit with a Waylay, they are considered to be in-combat, therefore you cannot hit the same character with another waylay immediately after. A character cannot Waylay two characters simultaneously even if they have the Florentine skill. Additionally, a character cannot use the Waylay skill with a ranged attack, even if it is augmented by the True Aim skill.

A defense that stops physical attacks will protect the character from both the effect and damage done by a waylay. Additionally, a helmet that covers the back of a character’s head and neck will also protect against a Waylay. When armor is evaluated by an Arms Marshal, the helmet is assigned a certain number of Armor Points. In order for a Waylay to knock a character unconscious, it must do more damage than the Armor Points in the helmet. For example, if the target is wearing a helmet worth 2 Armor Points, and you call “Waylay one”, then the target does not fall unconscious but still takes 1 point of damage. The Armor Points in the helmet are the last ones to go for purposes of waylay protection.

In-game, a Waylay should be perceived as a strong, hard blow to the back of a character’s head, accompanied by a meaty “thunk”. It is not possible to make this a quiet attack; the character must say – not whisper – the word “Waylay”; everyone who hears that word knows that a strong blow has been struck.

A character can be woken up by healing them at least 1 Body Point by any means.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Multi
Tagged: Yes
Duration: 5 Minutes
Skill Type: Martial
Prerequisites: Warrior Basic Career, 1 Proficiency ~or~ 1 Asassin Proficiency ~or~ 1 Monk Proficiency
Skill List: Master Warrior, Monk, Master Assassin

Using this skill, a character can pinpoint the “chink” in their opponent’s Armor, and hit their Body Points directly. The character must suffix the word “Body” after the amount of damage. This notifies their opponent that such damage is to be deducted from their Body Point total. This skill may be used with other damage skills such as Critical Attack and Speed, as well as being an effective way to deliver blade poisons. This skill will work against mundane or magical Armor Points, even those from an Armor spell.

This skill cannot be used with an attack that does not do damage.

Once the character makes their first attack, they can continue to make direct body damage attacks for 5 minutes.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Multi
Tagged: Yes
Duration: 1 Min
Skill Type: Martial
Prerequisites: Weapons Master, 4 Proficiencies
Skill List: Master Warrior

This skill grants the character a 2 Threshold for 1 minute. This skill will stack with itself, so each additional use of this skill will grant the character an additional +2 Threshold up to a maximum of an 8 Threshold. The player must decide when they invoke this skill how many purchases they wish to use; they cannot decide later to increase the Threshold value.

To use this skill, the character must be wielding a weapon. The player should call, “Weapon Barrier, x Threshold”, where ‘x’ is the value of the Threshold. Then about every 30 seconds they should remind everyone they are using this skill by saying, “Active Weapon Barrier x”. If the character should lose their weapon, they no longer gain the benefit of the Threshold. When the character is once more wielding a weapon, the benefit of the Threshold is regained. This same rule applies to the character being rendered Unconscious or forced into a Death Count. Once the character is awoken or healed, the Threshold continues. Finally, if a character is unable to wield their weapon – they are bound, paralyzed or imprisoned, their limb is broken, they are blinded and do not have the Blind Fighting skill, etc. – they will lose the benefit of the Threshold until they are able to wield a weapon again. Note that the 1 minute count continues even if the character is not gaining the benefit of this skill.

This effect stacks only with non-magical threshold effects.

For example, Scanlon is ambushed by four Orcs. Being alone and without his healer, he decides not to risk being felled by these evil creatures. He invokes two purchases of his Weapon Barrier skill by saying, “Weapon Barrier, 4 Threshold,” and engages the Orcs. One of the Orcs is an Orc Hero and deals 5 points of damage with his weapon and two others are only dealing 3 points of damage. Since Scanlon cannot increase his threshold even though he has a third purchase of this skill, he turns his attention to the Orc Hero and drops him quickly. However, this allows the Orc shaman to hit Scanlon with a Bind spell. Now he no longer gains the benefit of the Weapon Barrier skill and loses his 4 Threshold. The remaining two Orcs are able to easily cut him down.

Note: This skill is considered Lost and a teacher must be found in game.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Multi
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Any Weapon Skill
Skill List: Warrior Basic Career

When this skill is purchased the character gains a Damage Bonus to their attacks given in the table below.

 


Weapon TypeDamage Bonus
Small, Thrown, One-Handed, Bastard, Staffs, and Crossbows+1
Two-Handed, Polearm, Bows+1.5*

 

This skill must be purchased for a specific weapon category and cannot be used with other weapons. Additionally, this skill is hand specific and the character must choose whether to apply the Damage Bonus to either their right or left hand when they purchase this skill.

This skill is stackable with itself and all Weapon Proficiencies learned within a specific weapon category are cumulative. So a Weapon Proficiency +4 with Polearm skill would allow the character to cause 10 points of damage with their polearm. Weapon Proficiencies with other weapon categories do not stack with each other.

For example, Jaygo purchases the Weapon Proficiency +1 skill with his One-Handed Edge skill with his right hand. He would then cause 3 points of damage with his long sword. Later, Jaygo learns the Weapon Proficiency +2 skill with his One-Handed Edge skill with his right hand and a Weapon Proficiency +1 with Small Weapon skill with his left hand. Now, with his Florentine skill, he causes 4 points of damage with his long sword and 2 points of damage with his dagger, so long as he uses his weapons in the correct hand.

Proficiencies purchased for bastard weapons are also hand specific. The character gains the Damage Bonus when they use the bastard weapon in two hands and with only one hand so long as it is in the hand they specified at the time the skill was learned.

Proficiencies learned with weapon categories do not transfer to free weapons gained. For example, a character that learns the OneHanded Edge skill and Two-Handed Edge skill can also use Bastard Edged Weapons, but their One-Handed or Two-Handed Edge Weapon Proficiencies cannot be used with a bastard weapon. This is also true for bastard weapon skills.

*The damage bonus rounds down, so one purchase is +1 damage, and two purchases is +3 damage.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

This skill gives the character the ability to call damage with Bastard Blunt weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

If the character has both Weapon Skill: One-Handed Blunt and Weapon Skill: Two-Handed Blunt, they automatically gain Weapon Skill: Bastard Blunt.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

Two handed weapons can be used to only block with one hand.

The base damage for a Bastard Blunt is 2 with one hand, and 3 with both hands.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

This skill gives the character the ability to call damage with Bastard Edge weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

If the character has both Weapon Skill: One-Handed Edge and Weapon Skill: Two-Handed Edge, they automatically gain Weapon Skill: Bastard Edge.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

The base damage for a Bastard Edge is 2 with one hand, and 3 with both hands.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career, Rogue Basic Career

This skill gives the character the ability to call damage with Bows. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

A bow does not block damage unless it is magical or unshatterable. These special weapons can be used to block attacks but can NOT be used to strike in melee combat.

The base damage for a 3 when wielded in both hands.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Rogue Basic Career, Warrior Basic Career

This skill gives the character the ability to call damage with Crossbows. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

A Crossbow does not block damage unless it is magical or unshatterable. These special weapons can be used to block attacks but can NOT be used to strike in melee combat.

The base damage for a 4 when wielded in either hand, and never gains the benefit of the character's Strength Bonus.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

This skill gives the character the ability to call damage with One-Handed Blunt weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

If the character has both Weapon Skill: One-Handed Blunt and Weapon Skill: Two-Handed Blunt, they automatically gain Weapon Skill: Bastard Blunt.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty. 

The base damage for a one-handed Blunt weapon is 2 with either hand.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career, Rogue Basic Career

This skill gives the character the ability to call damage with One-Handed Edge weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

If the character has both Weapon Skill: One-Handed Edge and Weapon Skill: Two-Handed Edge, they automatically gain Weapon Skill: Bastard Edge.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

The base damage for a one-handed edge weapon is 2 with either hand.

LAIRE Skill Reference Full Rules →
Build Cost: 5
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

This skill gives the character the ability to call damage with Polearm weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

Polearms can be used to only block with one hand.

The base damage for a Polearm is 4 with both hands and the main weapon tip, and 2 with both hands and the butt of the weapon.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Mage Basic Career, Warrior Basic Career

This skill gives the character the ability to call damage with Quarterstaff weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

A quarterstaff can be used to block with one hand.

The base damage for a Quarterstaff is 2 with both hands.

LAIRE Skill Reference Full Rules →
Build Cost: 0
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Mage Basic Career, Warrior Basic Career, Rogue Basic Career

This skill gives the character the ability to call damage with Small Weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding be struck, they take that damage anyway.

Small Weapon costs 0 build and anyone can learn this skill. The character does not need to start with it, but then they cannot use Small Weapons. However, any character that learns any Weapon Skill automatically learns Small Weapon and has it added to their character card.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

The base damage for a Small Weapon is 1 in either hand.

LAIRE Skill Reference Full Rules →
Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

This skill gives the character the ability to call damage with Spear weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

The base damage for a Spear is 2 with one hand, and 3 with both hands.

LAIRE Skill Reference Full Rules →
Build Cost: 2
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Rogue Basic Career, Warrior Basic Career

This skill gives the character the ability to call damage with Thrown weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

Thrown Weapons can be used to block damage when held, but are usually too small to be able to hold effectively.

The base damage for most Thrown weapons is 1 with either hand. Javelins however have a base damage of 2.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

This skill gives the character the ability to call damage with Two-Handed Blunt weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

If the character has both Weapon Skill: One-Handed Blunt and Weapon Skill: Two-Handed Blunt, they automatically gain Weapon Skill: Bastard Blunt.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

Two handed weapons can be used to only block with one hand.

The base damage for a two-handed blunt weapon is 3 with both hands.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: None
Skill List: Warrior Basic Career

This skill gives the character the ability to call damage with Two-Handed Edge weapons. If a character does not have the appropriate weapon skill, then not only can they not call damage, but if the weapon they are holding is struck, they take that damage anyway.

If the character has both Weapon Skill: One-Handed Edge and Weapon Skill: Two-Handed Edge, they automatically gain Weapon Skill: Bastard Edge.

Weapon skills are NOT hand specific the way proficiencies are. And a character can use the weapon in either hand with no penalty.

Two handed weapons can be used to only block with one hand.

The base damage for a two-handed edge weapon is 3 with both hands.

LAIRE Skill Reference Full Rules →
Build Cost: 4
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: None
Skill List: Miscellaneous

This skill allows a character to make the following weapons.

  • Small Weapons
  • One-Handed Blunt
  • Bastard Blunt
  • Two-Handed Blunt
  • Spear
  • Quarterstaff
  • Shields
A character can create any number of normal weapons they wish in between Events. The character needs to hand over the appropriate weapon stock – which they can buy from the Treasure Manager – and receives the appropriate weapon card. If a character wishes to make a weapon during an Event, they must spend the indicated time ingame.

For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.

LAIRE Skill Reference Full Rules →
Build Cost: 6
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Weapon Smith Rank 1
Skill List: Miscellaneous

This skill allows a character to make the following weapons, as well as any in a lower rank.

  • One-Handed Edge
  • Bastard Edge
  • Two-Handed Edge
  • Polearm
  • Cold Forging
  • Copper, Silver, or Gold Coating
  • Wire Creation
A character can create any number of normal weapons they wish in between Events. The character needs to hand over the appropriate weapon stock – which they can buy from the Treasure Manager – and receives the appropriate weapon card. If a character wishes to make a weapon during an Event, they must spend the indicated time ingame.

All special weapons must be made in-game.

For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.

LAIRE Skill Reference Full Rules →
Build Cost: 8
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Weapon Smith Rank 2
Skill List: Miscellaneous

This skill allows a character to make the following weapons, as well as any in a lower rank.

  • Venom Dagger
  • Enchantment Quality
  • Permanently Alloyed Weapons
  • Locks
A character can create any number of normal weapons they wish in between Events. The character needs to hand over the appropriate weapon stock – which they can buy from the Treasure Manager – and receives the appropriate weapon card. If a character wishes to make a weapon during an Event, they must spend the indicated time ingame.

All special weapons must be made in-game.

For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Weapon Smith Rank 3
Skill List: Miscellaneous

This skill allows a character to make the following weapons, as well as any in a lower rank.

  • Bone Crafting
  • Venom Sword
  • Dwarven Crafting (unshatterable)
  • Elven Crafting (+1 Damage Bonus)
  • Mithril Forging
A character can create any number of normal weapons they wish in between Events. The character needs to hand over the appropriate weapon stock – which they can buy from the Treasure Manager – and receives the appropriate weapon card. If a character wishes to make a weapon during an Event, they must spend the indicated time ingame.

All special weapons must be made in-game.

For full details on creating weapons see the description under the Miscellaneous Skill List in Chapter 2.

LAIRE Skill Reference Full Rules →
Build Cost: 12
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Miscellaneous
Prerequisites: Weapon Smith Rank 4
Skill List: Miscellaneous

This Rank is considered Lost and the method of learning it needs to be found in-game.

LAIRE Skill Reference Full Rules →
Build Cost: 10
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Martial
Prerequisites: Warrior Basic Career, 50 Build Points of Martial Skills
Skill List: Master Warrior

With the purchase of this skill, a character gains the ability to use every form of weapon and shield listed on the Warrior Basic Career Skill List and the Florentine skill. Weapons not listed on the Warrior Basic Career Skill List may be learned at no additional cost when taught by someone with the specific weapon skill or Weapons Master and the knowledge of how to use the weapon.

Additionally, any Build Points spent on weapon skills the character may have are refunded when this skill is learned. So, if a character has One-handed Edge skill, Two-handed Edge skill and Large Shield skill the character would get back a total of 10 Build Points, effectively getting the Weapons Master skill for free

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Build Cost: 3
Purchase: Once
Tagged: No
Duration: Constant
Skill Type: Arcane
Prerequisites: Plot Approval, Sorcerery Rank 3
Skill List: Paladin

This skill allows the character to cast white only rituals, gives the character a +5% Casting Bonus to all white and white only rituals and double their Knowledge Bonus for ranks of Healing School.

For more information, see the sections on Follower of the Light Advanced Career and Sorcerer Advanced Career

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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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Build Cost: 5
Purchase: Multi
Tagged: Yes
Duration: Instant
Skill Type: Faith
Prerequisites: Dark Cleric ~or~ Dark Paladin
Skill List: Dark Paladin

Once this skill is purchased, the character gains a Wounding Pool. For each purchase of this skill the character gains 25 Wounding Pool points. How these points are used by the character depends on whether they are a Dark Cleric or Dark Paladin.

A Dark Cleric or Dark Paladin may use their Wounding Pool to heal their own and any evil character’s (Dark Acolytes, Servants of Darkness, undead, demons, etc.) Body Points at a rate of one for one. The character may not use their pool to mimic Healing School spells. Additionally, either class may throw their pool points at any rate up to their maximum current number of pool points via a spell packet. The character would recite their in-game verbal (see below), throw their packet and call “X Dark”, where ‘X’ is the number of points used. Since a Servant of Darkness can both harm and heal other evil characters, they clarify their intent to heal by suffixing “Dark Healing” to their verbal. For example, if a character wanted to heal their demon ally for 25 Body Points, they would use their in-game verbal and say, “25 Dark Healing”. If they wanted to harm their demon ally instead, they would just say, “25 Dark”.

A Dark Cleric or Dark Paladin may also use their Wounding Pool Points to augment the damage type of their weapon attack with “Dark”, which does direct Body Point damage to any character and counts as Magic damage for the purposes of Damage Resistance. A character cannot heal an ally with their weapon swing, ever. The character needs to use their in-game verbal for each use of this skill. If the character fails to land their attack, they have 5 seconds to try to land the attack before they must recite their in-game verbal again.

A character that has the Dark Cleric skill can increase the damage of their weapon attacks but is limited to a maximum of 25 points (one purchase of the Wounding skill) of additional Dark damage.

For example, Raizen the Dark Cleric has five purchases of the Wounding skill giving her a 125 point Wounding Pool. She has used 50 points already leaving her with 75 Wounding Pool Points. During a town battle, she uses 40 points of her Wounding Pool by touch to harm Roselina, saying, “By the Dark Lord’s hate, I wound you, 40 Dark”. Roselina falls but others around her heard what happened and begin attacking Raizen. She normally swings 5 points of damage with her sword and uses 5 points of her Wounding Pool per swing to augment her damage. She now swings “10 Dark” and does direct Body Point damage to any character she strikes. The most Raizen can use is 25 points of her pool in one attack, so the most damage she can do is 30 Dark in one swing.

If the character has the Dark Paladin skill, they may use any amount of their available Wounding Pool in their attack up to the maximum total points left in their pool.

For example, Tyr is fighting the Ducal Guard. Outnumbered, he decides to increase his base damage of 7 Silver using his Wounding Pool. He recites his verbal and uses 3 points of his Wounding Pool. He now swings 10 points of damage and calls “10 Dark” damaging the Ducal Guard’s Body Points directly. Tyr can use more of his Wounding Pool with each attack to increase his damage accordingly. Fearing the arrival of the heroes, he decides to drop one of the guards quickly. Tyr currently has 153 Wounding Pool points left in his pool. He recites his verbal and strikes one of the Ducal Guards with his sword adding an additional 93 points from his Wounding Pool. The character says, “By the power of evil, I strike you down, 100 Dark!” He misses the guard, striking their shield instead, but the guards realize they are out matched and run away, leaving Tyr to fight another day. He has not used his 93 points so he still has 153 Wounding Pool points left to him that Tag Cycle.

Finally, Dark Clerics can use their pool points to cast Necromancy School creation spells or Demonology School summoning spells up to Rank 4 and not lost, for double the Power Point cost of the spell. If the character chooses Demonology, they need to pick an aspect – ice, fire, shadow, undead – and this aspect cannot be changed without divine intervention. The character must choose which school they wish to have access to when the skill is first purchased. The character may not change their choice once the skill is purchased for the first time. Note: Resist Evil will not stop these spell effects and the Absorption spell will stop the spell but not give any Power Points.

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 through 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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