Skill List: Regular Skills

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NameDescription
Aid Allows you to perform first aid upon someone. After one minute, this skill will awaken the person from unconsciousness or fix a broken limb. This skill is infinite use. This skill may be purchased multiple times, and may have a greater effect the more times it is purchased. When you use this skill on someone, you should in some way indicate that you are using the skill.
Alchemy Alchemy is the skill of distilling, transmuting and combining the essence of animal, mineral or and vegetable components in specific ways to create elixirs that have specific effects and properties. An alchemist must learn each of the components that they wish to use and acquire the actual component before it can be learned and/or used in creating an elixir. The elixir is then usable at any time in the future and does not expire between events but is a stealable item. All elixirs are created between games from components turned in at checkout. You are considered a novice alchemist. As such you know how to utilize a specialized tool to harvest plant components and how to combine basic (2 & 3 point) components into elixirs without contamination. All other knowledge of alchemy must come from IG interactions and teaching.
Animate Dead Animate Dead (4) This spell animates a dead body as an undead underneath the caster’s control for five minutes. The undead retains any armor and skills or spells they possessed upon dying but do not retain nor can they use any special abilities. The undead is intelligent as it was in life but will obey the caster to the best of its ability. A dead body may only be Animated once with an Animate spell. Incantation: “By the power of my will, I animate you as an undead for five minutes.”
Awaken This spell restores an unconscious person to consciousness. Incantation: "By the healer's grace, I awaken you."
Axe Ability to use an axe
Benediction This spell grants the victim a favorable aura with Death. The target for this spell must be dead when the spell is cast. The target must inform Death of this spell when he or she sees him. Incantation: "By the merciful words, I heal your spirit. When you see Death next, tell him, 'I have been granted surety of safe passage'; Benediction."
Blacksmithing The header for this skill (Blacksmithing) costs 3 points and conveys the following abilities: Repair Armor, Repair Weapon, Repair Shield and Tend Forge. *Tend Forge: Allows the blacksmith to heat up the forge and get it ready for use in blacksmithing projects. This skill has unlimited uses. *Repair Weapon: Through the use of an anvil and the blacksmith’s hammer with a forge a weapon can be repaired in 1 minute. This restores the weapon to full functionality but the weapon does lose any temporary enchantment it had upon it. This skill has unlimited uses. *Repair Armor: Through the use of an anvil and the blacksmith’s hammer at a forge one hit location of armor can be repaired in 1 minute. This restores the location of armor to full functionality with all armor points restored but any temporary enchantment upon the armor is lost. This skill has unlimited uses. *Repair Shield: Through the use of an anvil and the blacksmith’s hammer with a forge a shield can be repaired in 1 minute. This restores the shield to full functionality but any temporary enchantment upon the shield is lost. This skill has unlimited uses.
Bless Grants the target one Health to use. This Health may be used for any Health related abilities the target already possesses but may not grant or be used for abilities the target does not already possess. This Health lasts until used or the end of the event. Aspirant Incantation: “By the strength of my faith, I grant you one health.” Initiate Incantation: “By the vigor of the spirits, I grant you one health.”
Blunt Ability to use a blunt (Mace/Hammer/Club)
Bow Allows you to use a Bow (including Crossbow). All ranged weapons must be approved by the Tales of Valor staff. Poison may be used with missile weapons; all other ranged weapon skills must be learned in game.
Break Target: Any weapon, shield, or location Destroys a weapon, a shield, or all armor in the location it hits. Counts as a normal strike if it hits a location with no armor. May be resisted with Parry or Resist Break. State "Break" as the blow is swung.
Charmcraft Purchase of the Charmcraft header provides a PC with the following: -Unlimited use of the Basic charm: Create Light. -Creation of the charmcrafter’s personal Talisman (provided by the player). - Access to the basic Charmcraft charm and ability list All Charms may be bestowed upon others or personally used by the Charmcrafter. With the exception of a Charmcrafter’s personal Talisman, all charms are considered non stealable IG items that are bound to whomever they are bestowed upon. All Charms are temporarily unusable for 1 minute when the wearer is hit by the spell Negation and all basic charms only last until the end of the event. In order to use a Charm, you must be conscious and able to speak though you do not have to have a free limb to activate said charm. Charms affected by the Conditional technique do not need you to be conscious depending on their trigger. All charms require you to use the incant: “By the power of Charmcraft” and then the spell effect. A Charm may only affect its bearer and beneficial spells cannot be cast on others EXCEPT in the hands of a Charmcrafter. Harmful spells may be cast upon others by any bearer. It is the duty of the Charmcrafter to explain how a charm works, the charm’s spell/skill affect and any knacks that may be affecting the charm when bestowing a charm upon another. Resistances from charms follow normal stacking rules and may not be combined with spells of the same name. Charmcrafting (Basic) Header (4pts): The initiate charmcrafter gains: Unlimited use of the Basic charm: Create Light. Creation of the charmcrafter’s personal Talisman (provided by the player). Access to the basic Charmcraft charm and ability list Create Light (0pts): This charm allows you to create a source of magical light (aka: break or turn on a green lightstick). Lightsticks must be provided by the player. Talisman (0pts): Each charmcrafter has a personal Talisman that grows in power as the charmcrafter does. The Talisman must be a pendant or trinket at least an inch in diameter and worn as a necklace or bracelet. Initially the Talisman is weak, granting the crafter the Healthy ability once per weekend. After 20 points invested in Charmcrafting charms and abilities, the Talisman grants the crafter the Wealthy ability for free. After 40 points invested in Charmcrafting charms and abilities the Talisman grants the crafter the Wise ability for free. A Charmcrafter may choose to spend time bettering the quality and craft of his or her Talisman, thus endowing and gaining other specialized abilities from it.
Circle of Protection - Divination This spell allows the caster (and no one else) to step inside a circle and raise a defensive shield. Nothing may pass in or out of the barrier. A rope or other clear circle upon the ground must represent this spell. This spell lasts until it is dispelled or the caster chooses to end it. Incantation: "By my knowledge of the spirits, I raise this Circle of Protection."
Circle of Protection - Protection This spell allows the caster (and no one else) to step inside a circle and raise a defensive shield. Nothing may pass in or out of the barrier. A rope or other clear circle upon the ground must represent this spell. This spell lasts until it is dispelled or the caster chooses to end it. Incantation: "By the arcane arts, I raise this Circle of Protection."
Commerce This header gives you access to the IG economic systems and provides you with 2 mark of income per event that you may receive in cash or 4 mark per event that you may utilize towards the purchase of IG items. -Grants you knowledge of the most basic of items available on the open market. -Allows you to get a good deal on loans of goods from the Trade Guilds. - Allows purchase of the remaining trade skills.
Concentration This skill allows you to resist a counterspell or a forget skill that would have affected you. You may resist one of your choice per purchase. You should finish casting the spell and then state “Resist.” Or if someone tries to make you Forget, you may state “Resist.”
Consume Magic Consume Magic (5) For each purchase of the spell, you may expend a counterspell in order to break free of a negative magical effect currently active on you. This requires 10 seconds of roleplay as you counter the spell and then must state the below incant. Consume magic may be activated even if your current status would otherwise prevent you from doing so. Consume magic cannot counter Poison, Disease, Curses, Hexes or Death/Final Death. Incantation: “By the call of chaos I consume this magical effect.”
Control Undead This spell puts an undead under your control for a period of time. The length of time it is controlled depends on how powerful it is. Incantation: "By the power of my will, Control Undead."
Counterspell This spell allows you to disrupt a caster while he or she is in the middle of casting a spell. It must strike the caster while he or she is still incanting the spell to be effective. Incantation: "Counterspell"
Coup de Grace Target: Kill Zone By placing your weapon against an opponent's Kill zone and clearly stating "coup de grace," you instantly render them dead. May only be used against a helpless or unconscious foe. This skill may not be resisted except by Displacement.
Cure Malady This spell removes the effects of any poisons or any diseases affecting the target. This will also remove the effects of any elixir with “Poison” or “Disease” as an attribute. Incantation: “By the healer’s grace, I cure you of (poison/disease).”
Dagger Ability to use a dagger
Destroy Undead This spell will damage or destroy an undead creature, depending on how powerful it is. Incantation: "By the power of my will, Destroy Undead."
Detect Magic This spell allows you to detect whether or not an item is magical. This is a between-game spell.
Diagnose This skill allows you to see what condition someone is in and what magical, alchemical, or other effects are on them at the time. This may only be used on an unconscious, dead, or willing person. For example, a person might say: "I'm dead from massive damage to the right side, poisoned, diseased, benedicted, and cursed."
Disarm Target: Any weapon in hand Owner must safely toss the weapon about five feet away. May be resisted with Parry. State "Disarm" as the blow is swung.
Disease This spell causes disease in the target. Disease prevents you from being healed or using Health related skills. This effect lasts until cured. This includes Aid, the sphere healing, and all skills that mimic their effects. Incantation: “By the wicked words, I Disease your body.”
Dispel Armor Dispel Armor (4) This spell dispels any magical armor the target has active. The armor is gone if the spell is successful and does not come back. This does not stop the target from recasting or having magical armor cast upon them again however. Incantation: “By the call of chaos, I dispel all active magical armor upon you.”
Displacement This spell forces the recipient to resist the next effect thrown through weapon or normal melee or ranged attack. This spell is aligned with the element of water. This spell may not be stacked with itself. You may stack this resistance with other resistances (Spellshield, Resist Disease, etc.). This spell does not work against packet-based effects. Incantation: “By the arcane arts, Displacement.”
Dodge Negates any ranged or thrown effect cast through a weapon, a boulder, or a single magic missile. You do not need a weapon in hand to use this skill. May not be used against packet-based spells, melee attacks or skills