This Skill category allows you to recognise the various potions and salves you may come across. The analysis is carried out by examining the potion carefully, for example by touch tasting a potion or carefully sampling the aroma of a salve.
At first level you can determine whether a Minor potion is Alchemical, Herbal or Poisonous in nature.
At second level you can determine whether a Minor or Moderate potion is Alchemical, Herbal or Poisonous in nature.
At third level you can determine whether a Minor, Moderate or Major potion is Alchemical, Herbal or Poisonous in nature.
If you also have the appropriate Crafting skill for the potion and are able to craft the particular potion then you can further identify the exact potion.
Example: Moderate Vigour Potion (Moderate Common Alchemical)
Character with no skills - potion unknown.
Character with Analyse Solvents 1 & Alchemy 5 - potion unknown.
Character with Analyse Solvents 2 & Alchemy 1- moderate alchemical potion.
Character with Analyse Solvents 2 & Alchemy 2 - moderate vigour potion.
This skill allows your character, with the aid of an Alchemy kit or raw ingredients, to make a variety of potions which can increase your effectiveness in combat. For details on individual potions and how to use Alchemy Kits, see the Potions subpage under the Equipment section.
At first level an Alchemist may make any Minor Common Alchemy potions, and may recognise and harvest any Common Alchemical Ingredients.
At second level an Alchemist may make any Moderate Common Alchemy potions, and may recognise and harvest any Common Alchemical Ingredients.
At third level an Alchemist may make any Major Common Alchemy potions, and may recognise and harvest any Common Alchemical Ingredients.
At fourth level an Alchemist may make any Major Common and Uncommon Alchemy potions, and may recognise and harvest any Common and Uncommon Alchemical Ingredients.
They also gain renown as a Specialist of Alchemy amongst other Alchemists.
At fifth level an Alchemist may make any Major Common, Uncommon and Rare Alchemy potions, and may recognise and harvest any Common, Uncommon and Rare Alchemical Ingredients.
They also gain renown as a Master of Alchemy amongst other Alchemists.
A Master of Alchemy (level 5) may also breakdown Power Restore potions into smaller doses no less than a single point of power each, although doing so reduces the remaining lifespan of the separated doses to a single adventure. For example a Major Power Restore potion which restores 15PP could be broken down into 3 doses which restore 3PP, 7PP and 5PP each respectively, but the divided potions would expire at the end of the adventure.
This skill allows your character, with the aid of an Herbalism kit or raw ingredients, to make a variety of potions which can increase your effectiveness in combat. For details on individual potions and how to use Herbalism Kits, see the Potions subpage under the Equipment section.
At first level a Herbalist may make any Minor Common Herbal potions, and may recognise and harvest any Common Herbal Ingredients.
At second level a Herbalist may make any Moderate Common Herbal potions, and may recognise and harvest any Common Herbal Ingredients.
At third level a Herbalist may make any Major Common Herbal potions, and may recognise and harvest any Common Herbal Ingredients.
At fourth level a Herbalist may make any Major Common and Uncommon Herbal potions, and may recognise and harvest any Common and Uncommon Herbal Ingredients.
They also gain renown as a Specialist of Herbalism amongst other Herbalists.
At fifth level a Herbalist may make any Major Common, Uncommon and Rare Herbal potions, and may recognise and harvest any Common, Uncommon and Rare Herbal Ingredients.
They also gain renown as a Master of Herbalism amongst other Herbalists.
A Master of Herbalism (level 5) may also breakdown Cure potions into smaller doses no less than a single point of curing each, although doing so reduces the remaining lifespan of the separated doses to a single adventure. For example a Major Cure potion which restores 18 TBP could be broken down into 3 doses which restore 1TBP, 9TBP and 8TBP each respectively, but the divided potions would then expire at the end of the adventure.
This skill allows your character, with the aid of a Poison kit or raw ingredients, to make a variety of potions which can increase your effectiveness in combat. For details on individual potions and how to use Poison Kits, see the Potions subpage under the Equipment section.
At first level a Poison User may make any Minor Common Poison potions, and may recognise and harvest any Common Poison Ingredients.
At second level a Poison User may make any Moderate Common Poison potions, and may recognise and harvest any Common Poison Ingredients.
At third level a Poison User may make any Major Common Poison potions, and may recognise and harvest any Common Poison Ingredients.
At fourth level a Poison User may make any Major Common and Uncommon Poison potions, and may recognise and harvest any Common and Uncommon Poison Ingredients.
They also gain renown as a Specialist of Poisons amongst other Poison Users*.
At fifth level a Poison User may make any Major Common, Uncommon and Rare Poison potions, and may recognise and harvest any Common, Uncommon and Rare Poison Ingredients.
They also gain renown as a Master of Poisons amongst other Poison Users*.
A Master of Poisons (level 5) may also breakdown Torment potions into smaller doses no less than a single Hit (3TBP) of Damage each, although doing so reduces the remaining lifespan of the separated doses to a single adventure. For example a Major Torment potion which causes 18 TBP could be broken down into 3 doses which cause 3TBP, 9TBP and 6TBP each respectively, but the divided potions would then expire at the end of the adventure.
*Note that Poisons are illegal within Lesia and may only be carried, used or traded with appropriate Licences. While a character freely learn the skill without meeting any conditions they may encounter roleplay complications if others learn they have the skill. A unlicensed Specialist or Master will not automatically be discovered by the authorities through their renown, in this case they may become recognised amongst black market professionals and such.
The cheapest form of focus is the parchment focus, which all focus magic users start their career with. To create a parchment focus, the caster must write down the vocals of the spell onto the parchment. You can only create a parchment focus for a spell that you already know.
This skill also allows your character to create a variant focus if your character has at least one rank in a relevant TRADE skill, such as Gem-smithing for a Gem Focus. A variant focus is a specially crafted non-combat item worth at least five hundred groats, which a focus spell caster may use as a focus instead of a book. Examples include Foci jewellery, clothing or even tattoos, but may not be weapons, armour or other similar forms of combat equipment.
Such Foci are always attuned to their creators and it is not possible to create a variant focus for another person.
This skill allows a character to store a spell they already know in a physical item for a short duration, creating a temporary magical or spiritual item. A character with this skill has learned techniques to delay the completion of many spells allowing them to take affect later. To do this, a character must prepare an item to store the spell until needed. The item needs to be broken to release the spell, and often a parchment or scroll is used as they are easily destroyed when the stored effect is required. The spell is cast normally, with the additional vocals “within this item until needed” and the item must be held in the spell casting hand. This may override any existing requirements such as an empty spell casting hand. The caster also uses an additional point of power when casting, to store the spell in this manner.
After completion of the spell, the item becomes a focused or spiritual item and follows all the rules and requirements of such. Only certain spells may be stored as some spells, particularly offensive spells are unable to be contained and delayed in such a manner. A full list of spells can be found in the appendix. Spells stored in items are released when a person holding the item breaks it and the spell acts as if the person breaking the item had cast the spell themselves. If the item is broken in any other manner, such as whilst two people hold it, the spell dissipates with no effect. Stored spells only last until the caster regains their power.
A Focus Symbol is a specially constructed item which stores a Focus Magic Spell. Once you have created a Focus Symbol, you can use it to store any one Focus Magic Spell that your character can cast. Using a Focus SYMBOL requires the skill FOCUS ITEM ACTIVATION and the activation phrase, which can be performed by anyone possessing the Symbol. Once used the spell stored in the Symbol is released and directed by the user as if they had cast it, causing the item to crumble to dust.
A Focus Symbol is made from some kind of precious item as chosen by the caster. This must be created by the person wishing to make the Symbol themselves and the character requires at least one level of an applicable Trade skill.
A Symbol to store a minor spell will cost G50.00 to make. A Symbol to store a moderate spell will cost G100.00 to make and a Symbol to store a major spell will cost G150.00 to make. Crafting a Symbol takes at least a day with suitable tools and raw materials, and casting a spell into them to be stored is also a lengthy ritual which is not possible during an adventure.
Only the crafter of the Symbol may place a spell into it, and if they die the symbol will lose it's powers within a day. A Symbol which stores a spell ties up a certain amount of Power that cannot be used while the Symbol holds a spell, each day when a caster recovers their power they start with less as if they had already cast some spells. The amount of Power that a Symbol ties up is 1 point for a minor spell, 2 points for a moderate spell and 3 points of power for a major spell, this is cumulative per Symbol and spell, therefore a crafter with 4 Major Spells stored in 4 symbols would start the day 12 power down from full.
A character may perform a second ritual to release the power stored in any Symbols created by themselves, leaving the object intact. This is especially useful if a Symbol is stolen or lost, but the caster could also then place a new spell into the Symbol with further rituals.
Only characters with a spirit can learn this skill.
A Spirit Talisman is a specially constructed item which stores an Inherent Magic Spell. Once you have created a Talisman, you can use it to store any one Inherent Magic Spell that your character can cast. Using a Talisman requires the skill INHERENT ITEM ACTIVATION and the activation phrase, which can be performed by anyone possessing the Talisman. Once used the spell stored in the Talisman is released and directed by the user as if they had cast it, causing the item to crumble to dust.
A Talisman is made from some kind of precious item as chosen by the caster. This must be created by the person wishing to make the Talisman themselves and the character requires at least one level of an applicable Trade skill.
A Talisman to store a minor spell will cost G50.00 to make. A Talisman to store a moderate spell will cost G100.00 to make and a Talisman to store a major spell will cost G150.00 to make. Crafting a Talisman takes at least a day with suitable tools and raw materials, and casting a spell into them to be stored is also a lengthy ritual which is not possible during an adventure.
Only the crafter of the Talisman may place a spell into it, and if they die the Talisman will lose it's powers within a day. A Talisman which stores a spell ties up a certain amount of Power that cannot be used while the Talisman holds a spell, each day when a caster recovers their power they start with less as if they had already cast some spells. The amount of Power that a Talisman ties up is 1 point for a minor spell, 2 points for a moderate spell and 3 points of power for a major spell, this is cumulative per Talisman and spell, therefore a crafter with 4 Major Spells stored in 4 Talismans would start the day 12 power down from full.
A character may perform a second ritual to release the power stored in any Talisman created by themselves, leaving the object intact. This is especially useful if a Talisman is stolen or lost, but the caster could also then place a new spell into the Talisman with further rituals.
This Skill allows your character to learn a basic trade, which he or she partakes in when not adventuring. The actual trade learnt doesn't matter and it can be a Carpenter, Bowyer/Fletcher, Blacksmith, Merchant, Noble, Teacher or any other profession of the players choosing, the exact trade is chosen when selecting this skill but does not change the benefits.
If a character has a rank in a specific Trade they are a Professional in that skill.
A character with 2 ranks in a specific Trade is a Specialist in that skill.
A character with 3 ranks in a specific Trade is a Master of the skill.
A Character may purchase up to three ranks of Trade skill in total, though they may be in different professions. For example a character may have 3 ranks of Trade - Blacksmithing and be a Master, or have 1 rank each in Blacksmithing, Alchemy and Teaching and be a Professional of each.
For each Rank the Trade skill grants the character 75 gold of additional income at the initial battle board session for adventures. This is added by the Ref to their BB before the character plays - it is not intended to penalize later arriving players and the ref may use their discretion in such cases, but there must be a formal BB session.
A character may learn Armour Craftsman without combat proficiency in their use.
Each time the character must select one of the following specialties, the listed benefits only apply to armour within the chosen specialty however this skill may be purchased multiple times - once for each of the specialties:
Tailor (Armour 1)
Light armour smith (Armour 2)
Medium armour smith (Armour 3)
Heavy armour smith (Armour 4)
For example a character may purchase 3 ranks of Tailor and also 2 ranks of Light Armor smith, gaining the below benefits independently for each respective craft.
If a character has 1 rank in a specific Craft they are a Craftsmen in that skill.
A character with 2 ranks in a specific Craft is a Journeyman in that skill.
A character with 3 ranks in a specific Craft is a Master of the skill.
There is no specific time frame for crafting items during downtime, as long as the character can afford the raw materials they can do so. A Crafter may recognize any kind of item they can craft by examining it, for example a Master Tailor can recognize MC Armour 1 by examining them, but not other MC armours.
Craft Armour 1
Craft Armour *Type*: You may craft standard armour of normal quality during downtime, however doing so costs the same as purchasing it from the market. They may also repair these items at no cost during downtime.
Craft Armour 2
Adjust Armour *Type*: 2/Adventure you may adjust the fitting of a normal quality suit of armour for a single creature so that they gain the benefits as if it was masterwork, doing so requires 30s of appropriate roleplay in the presence of the creature. This effect lasts for 1 Encounter each time. Using this ability on an already MC suit changes the fit from its previous user to the new creature, this use instead lasts for 1 Adventure.
Craft Armour 3
Master Craft Armour *Type*: When crafting or repairing armour during downtime you may now craft Mastercrafted armour.
Refit Armour *Type*: 1/Adventure you may adjust the fitting of a normal quality suit of armour for a single creature so that they gain the benefits as if it was masterwork, doing so requires 30s of appropriate roleplay in the presence of the creature. This effect lasts for 1 Adventure. Using this ability on an already MC suit changes the fit from its previous user to the new creature for 1 Adventure.
A character may learn Weapon Craftsman without combat proficiency in their use.
Each time the character must select one of the following specialties, the listed benefits only apply to weapons within the chosen specialty however this skill may be purchased multiple times - once for each of the specialties:
Bladesmith (Bladed Weapons)
Axesmith (Hafted Weapons)
Bowyer (Projectile Weapons)
Pikesmith (Polearms)
For example a character may purchase 3 ranks of Bladesmith and also 2 ranks of Axesmith, gaining the below benefits independently for each respective craft. Thrown weapons come under Bladesmith or Axesmith etc as appropriate for the thrown weapon being crafted. Ammunition is considered part of the Bowyers specialty, however Siege weapons are not.
If a character has 1 rank in a specific Craft they are a Craftsmen in that skill.
A character with 2 ranks in a specific Craft is a Journeyman in that skill.
A character with 3 ranks in a specific Craft is a Master of the skill.
There is no specific time frame for crafting items during downtime, as long as the character can afford the raw materials they can do so. A Crafter may recognize any kind of item they can craft by examining it, for example a Journeyman Bladesmith can recognize Silver or Cold Iron bladed weapons by examining them, but not MC bladed weapons or Silver Polearms.
Craft Weapons 1
Craft Weapons *Type*: You may craft standard weapons of normal quality during downtime, however doing so costs the same as purchasing it from the market. They may also repair these items at no cost during downtime.
Weapon Repair *Type*: 1/Encounter they may repair a non-elemental break to a weapon of the appropriate type after 30s of appropriate roleplay.
Craft Weapons 2
Advanced Craft Weapons *Type*: When crafting or repairing weapons during downtime you may now craft weapons from special materials.
Balance Weapon *Type*: 2/Adventure they may adjust the balance of a normal quality weapon for a single creature so that they gain the benefits as if it was masterwork, doing so requires 30s of appropriate roleplay in the presence of the creature. This effect lasts for 1 Encounter each time. Using this ability on an already MC weapon allows them to change the balance from its previous user to the new creature, this use instead lasts for 1 Adventure.
Craft Weapons 3
Master Craft Weapons *Type*: When crafting or repairing weapons during downtime you may now craft Mastercrafted weapons.
Advanced Weapon Repair *Type*: When using the Weapon Repair ability you may now repair weapons destroyed by elemental effects.
Salvage Weapons *Type*: You may now recover the pieces of a destroyed weapon for later repair by performing 30s of appropriate roleplay at the location the weapon was destroyed, even if it was destroyed by an elemental effect. Doing so does not repair the weapon immediately, but allows the shield to be repaired at a later point in time, without losing any qualities it had.
A character may learn the Shield Craftsman without combat proficiency in their use:
If a character has 1 rank in a specific Craft they are a Craftsmen in that skill.
A character with 2 ranks in a specific Craft is a Journeyman in that skill.
A character with 3 ranks in a specific Craft is a Master of the skill.
There is no specific time frame for crafting items during downtime, as long as the character can afford the raw materials they can do so. A Crafter may recognize any kind of item they can craft by examining it, for example a Journeyman Bladesmith can recognize Silver or Cold Iron bladed weapons by examining them, but not MC bladed weapons or Silver Polearms.
Craft Shields 1
Craft Shields: You craft standard shields of normal quality during downtime, however doing so costs the same as purchasing it from the market. They may also repair these items at no cost during downtime.
Shield Repair: 1/Encounter they may repair a non-elemental break to a shield of the appropriate type after 30s of appropriate roleplay.
Craft Shields 2
Fortify Shield: 2/Adventure they may reinforce a normal quality shield so that it gains 1 bonus life (for a total of 2), doing so requires 30s of appropriate roleplay. This effect lasts for 1 Adventure or until the bonus life is lost. This bonus life is lost before the permanent life of the shield, but multiple uses of this ability do not stack.
Craft Shields 3
Master Craft Shields: When crafting Shields during downtime you may now craft mastercrafted shields.
Advanced Shield Repair: When using the Shield Repair ability you may now repair shields destroyed by elemental effects.
Salvage Shields: You may now recover the pieces of a destroyed shield for later repair by performing 30s of appropriate roleplay at the location the shield was destroyed, even if it was destroyed by an elemental effect. Doing so does not repair the shield immediately, but allows the shield to be repaired at a later point in time, without losing any qualities it had.