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List of Skills





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Skills are divided into two kinds, Natural skills, which can be used by all characters and classes at any time, natural skills are those that do not require any training. And Class skills, class skills are generally more powerful than natural skills and are divided into three subgroups. Tier 1, Tier 2 and Tier 3 skills, Tier 3 being the weakest and Tier 1 being the strongest. Every two levels a character will earn a skill point, those skill points can be used to purchase any skill, more powerful skills require more skill points. Tier 3 Skills require 1 Skill Point, Tier 2 Skills require 2 skills points, and Tier 1 Skills require 3 skill points. Characters can stock as many skill points they want, they do not have to be used immediately, nevertheless, skill points can only be used when a character levels up. Some skills, like Improved Two Weapon Fighting, have prerequisites you need to acquire before you can purchase them.

NEW - Whenever you want to make a Roll and prevent the other party members from being aware of the result, you can do a Private Roll, a private Spot roll, for example, you just write (P Spot) next to your post instead of simply (Spot). That way the results will get sent to you in a message instead of being displayed for the entire party.

Skills have now been divided into "Skill Families" to allow for skill trades. Players must be aware that skill trade can only be requested, it must be approved by the GM. And GMs are advised to keep Skill Trade to an absolute minimum to ensure the game remains balanced.





Natural Skills


Bluff – Determines how good you are at lying. Determined by charisma.

Climb – Determines how good you are at climbing. Determined by Strength

Concentration – Determines whether you can keep concentrated on a spell when attacked, on a book, or a delicate operation, amongst others. Determined by constitution.

Detect Disguises – Determined how good you are at detecting if someone is in disguise. Determined by intelligence.

Detect Lies – Determines how good you are figuring out if someone is lying to you. Determined by Intelligence.

Detect Magic – You can feel the magical vibrations around you, allowing you to measure someone's magical powers or an objects properties. Determined by magic.

Diplomacy – Determines how good you are at convincing people to agree with you. Determined by charisma or intelligence.

General Knowledge – Determines how much stuff you know in general. Determined by Intelligence.

Hide – Determines your ability to hide. Determined by dexterity.

Intimidate – Determines how good you are at using aggressive words and body language to obtain what you want. Determined by Charisma.

Jump – Determines how far and high you can jump. Determined by Strength.

Listen – Determines your ability to detect noises. Determined by Intelligence.

Move Silently – Determines how good you are at moving without making a noise. Determined by Dexterity

Night Vision – How far and good you can see in the dark. Determined by intelligence.

Perform (Musical) – Determines how good you are at singing, playing instruments, or even identifying a tune. Determined by Charisma.

Perform (Theatrical) – Determines how good you are at innuendos, acting, etc. Determined by Charisma.

Pickpocket – You can steal from people swiftly and quickly. Determined by Dexterity.

Ride (___) – You know how to handle one particular kind of mount. While on the mount, a ride roll must be done every time you attack and are attacked. If you fail a ride roll when you attack, the attack cannot be performed, if you fail one when you are attacked, you fall of your mount. Affected by dexterity.

Roar (Lion and Tiger Clan only) – When you roar, you can use a charisma roll to stun d4 enemies for a number of turns equal to the difference between rolls. The stunning is broken when the enemies are attacked, or when they beat your charisma in a charisma roll (which they get to do every turn).

Scent (Catfolk Only) – Determines how good you are at detecting and identifying particular smells. Determined by intelligence.

Search – Determines how proficient you are at finding things when searching small spaces such as drawers, boxes, people, tables, cabinets, closets, etc. Determined by intelligence.

Spot – Determines your ability to notice things in larger areas, see in dim light, or being able to see farther away. Determined by Intelligence.

Survival – Determines how good you are at surviving in the wild, catching your own food, cooking, tracking, etc. Determined by Intelligence.

Swim – Determines how proficient you are in the water. Determined by strength.

Tumble – Allows you to perform acrobatic feats, get out of the way of large objects, etc. Determined by Dexterity.

Two-handed combat – You can weild two weapons in combat and attack with both of them, but your attacks will only get a D20 roll, without your base attack power or the weapons' attack power.

Use rope – Determines how good you are at handling ropes, making knots and the sort. Determined by dexterity.




Universal Skills

Skills that cost SP, but can be learned by any class.

Awareness – You are completely aware of your surroundings. +2 modifier to Listen, Spot and Scent.
SP - 1

Camouflage – Allows you to disguise and hide more accurately. Grants a +2 modifier to hide and move silently
SP - 1

Pack Rat - Increases your Carrying Capacity by 5.
SP - 1

Handle Weapon – The skill to fight with a particular weapon. If you use a weapon you cannot handle you gain no bonus from it and use only its raw Attack power.
SP -1

Healing – Once a day for every 4 levels you may attempts to restore 10 + Intelligence % of someone's HP.
SP -1

Detect Lies – You get a +2 bonus to detect lies.
Sp -1

High Morale – You gain a +2 charisma bonus against fear.
Sp -1

Leadership – You get a +2 bonus to diplomacy and intimidate.
Sp -1

Porter - Increases your carrying capacity by 10
Sp - 2

Discipline – You gain a + 4charisma bonus against fear.
Sp -2

Handle Heavy Armor – Allows a character to ignore the skill and attack penalties of heavy armor.
Sp -3

Pack Mule - Increases your carrying capacity by 15.
SP - 3





Class Skills






Tier 3






Aim – Aim allows ranged fighters to add 4 points to attack power, but halves the damage dealt.

Moving Shot – Allows you to move and shoot a ranged weapon at the same time.

Marksmanship – Grants +2 extra attack power for any attack with a ranged weapon.




Dark Aura – An aura of complete darkness and evil surrounds you. Anyone of white element must succeed a Magic Power roll against you when near you or take 1 damage per round.

Death Touch – You ooze such evil aura that you can perform a touch attack, if the attack hits, you deals d4 black element damage.

Cause Fear – Once a day for every 3 levels you may attempt to paralyze an enemy in fear with a charisma roll.




Brew Potion – You are able to brew different potions according to the spells you know. Success or failure is determined by Intelligence.

Lightning Strike – Once a day for every 3 levels one of your attacks deals yellow elemental damage.

Magical Resistance – Grants a +2 to magic power rolls in order to resist spells.

Minor Cold Resistance – You can ignore the first 2 points of blue element damage taken every turn.

Minor Enchantment – You can enchant a weapon with any Lv 1 or 2 spell for an MP and experience cost of 500XP for Lv 1 and 1000XP for Lv 2.

Minor Fire Resistance – You can ignore the first 2 points of red element damage taken every turn.

Minor Lightning Resistance – You can ignore the first 2 points of yellow element damage taken every turn.

Minor Poison Resistance – You can ignore the first 2 points of green element damage taken every turn.

Drain Mana – You can drain mana from an enemy by doing a magical attack roll.

Scribble Basic Scroll – You can create magical of spells of lv 1 or 2 for later use. Success or failure is determined by Intelligence. Scrolls cost the mana it would take to cast the spell + 1 sheet of parchment per spell level + (Spell Lv x 50 GP). DC is Spell Lv x 7.

Earth Strike – Once a day for every 3 levels one of your attacks deals green elemental damage.

Empower Spell – You can use double the MP requirements for a spell and have it deal double damage, heal double HP, etc.

Fire Strike – Once a day for every 3 levels one of your attacks deals red elemental damage.

Focus Magic – Once a day for every 5 levels you may increase your Magic power by 50% during one turn.

Frost Strike – Once a day for every 3 levels one of your attacks deals blue elemental damage.





Rage – Transfers some of the character's defense power to attack power and speed.

Smithing – Given the right materials, you can create weapons or armor. Success or failure is determined by Intelligence.

Trap Sword – You can do an attack roll against your enemy in your turn, if the roll succeeds, you can trap the enemy's weapon (as long as it is a sword) and the enemy can attempt to release it by doing an attack roll on the enemy's own turn. You cannot attack while you are trapping a sword, every turn the sword is trapped, it has a 25% chance of breaking.

Unarmed Fighting – Your fists and legs gain 1 Atk and Def for every 4 levels you have.

Combat Tactics – Allows you to use your attack power to block. 1 time a day per every 3 levels.

Defensive Stance – Once a day for every 5 levels you may use defensive stance and gain an extra 50% defense power on the next turn. You cannot make any action in the turn defensive stance is in effect.

Flank – If the person you're attacking is fighting more than one opponent, you gain a +2 attack modifier.

Deflect Arrows – Unarmed skill that grants a +4 defense power against arrows and all sorts of projectiles.

Heroic Strength – Once a day for every 5 levels you may increase your strength by 50% during one turn.

Lightning speed – Once a day for every 5 levels you may increase your dexterity by 50% during one turn. Cannot be used with heavy armor.

Zealotry – Once a day for every 3 levels, you become immune to fear for an amount of turns equal to your charisma.




Detect Disguises – You get a +2 bonus to detect disguises.

Disable Trap – You are able to disarm traps and dangerous devices without them snapping. Determined by Intelligence.

Stealth Attack – As long as you have not been seen by an enemy, you may use a stealth attack to deal double damage.

Track – You can follow trails and detect traces left by others. + 2 bonus to scent and survival.

Set Traps – You know how to make, set and activate traps. Success or failure is determined by Intelligence.

Lockpick – Allows you to pick a lock based on your intelligence.




Glyphs -
Pain – Deals d6 damage every turn the glyph is activated.(5 MP to make, 3 To activate, 1 to maintain.)
Paralysis – The enemy cannot move as long as the glyph is activated.(5 MP to make, 4 to activate, 3 to maintain)
Slowness – Halves enemy speed, effective every turn the glyph is activated.(5 MP to make, 3 to activate, 2 to maintain)
Weakness – Halves attack power, effective every turn the glyph is activated.(5 MP to make, 3 to activate, 2 to maintain)
Strength – Doubles attack power, effective every turn the glyph is activated.(8 MP to make, 4 to activate, 2 to maintain)
Life – Heals d6 HP every turn the glyph is activated.(6 MP to make, 2 To activate, 2 to mantain.)
Protection – Doubles Defense power, effective every turn the glyph is activated.(8 MP to make, 4 to activate, 2 to maintain)
Speed – Doubles Dexterity, effective every turn the glyph is activated. (8 MP to make, 4 to activate, 2 to maintain)
Storm – Lightning emerges from the glyph and hits an enemy for 1d10 damage for every turn the glyph is activated.(10 MP to make, 5 to activate, 4 to maintain)
Flame – A constant jet of flame emerges from the glyph dealing d6 damage to everyone in its path every turn the glyph is activated. (10 MP to make, 5 to activate, 4 to maintain)




Shapeshift – Hawk – Hauken only skill, once a day for every 5 levels, you are able to transform into a hawk, all your equipment is absorbed into your body. The hawk shape is generally weaker, but faster than the Hauken shape. If the Hauken falls unconcious, Hawk shape reverts.






Tier 2







Absolute Vision – Grants a +2 bonus to Detect Disguises, Night Vision, Spot and Detect Lies.

Nullify Magic – Once a day for every 5 levels you can attempt to dispel a spell of a particular kind of magic. Success or failure is determined by Intelligence.

Clairvoyance – Once a day per every 10 levels you can see something you normally could not. Success or failure is determined by Intelligence.

Enchantment – You can enchant a weapon with any Lv 3 spell for an MP and experience cost of 2000XP. Success or failure is determined by Intelligence.Requires minor enchantment.

Scribble Scroll – You can create magical of spells of lv 3 for later use. Success or failure is determined by Intelligence. Scrolls cost the mana it would take to cast the spell + 1 sheet of parchment per spell level + (Spell Lv x 50 GP). DC is Spell Lv x 7 Requires scribble basic scroll.




Expert Smithing – Given the right materials, you can create masterwork weapons or armor. Success or failure is determined by Intelligence.Requires Smithing.

Finesse – Allows a character to use his Speed to attack.1 time a day per every 3 levels

Flurry of Blows – You can attack a d4 amount of times a turn at the expense of dealing halved damage. Once per battle for every 5 levels. Can only be used with piercing melee weapons.(Spears, Rapiers, Daggers, etc)

Air Strike – Once a day for every 5 levels, or as many times as you want a day if the character can fly. You can jump and attack, you loose 25% atk power but deal 50% more damage. Cannot be used with heavy armor.

Crippling Strike – You can choose to try and immobilize your opponent by using your raw attack power on an attack roll. (You have to call the strike before you do it) Once a day per every 5 levels.

Critical Strike – Once a day for every 4 levels you can attempt to deal double damage with a critical strike.

Two Weapon Fighting – Allows you to fight with two weapons at once by using your raw attack power plus other modifiers, but not the weapons' attack power, given that you did not previously move.

Petal Walk – You can run over water, if you stop or begin walking, you sink. Cannot use this skill with heavy armor.

Knockback – Your attacks are so strong that they can toss your opponents backwards. The distance depends on the amount of damage dealt in the attack.




Cause Terror – Once for every 5 levels a day you may attempt to paralyze everyone looking at you in terror with a charisma roll.

Black Magic, Lv 1 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic.

Black Magic, Lv 2 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic. Requires Lv 1 Black Magic.




Blue Magic, Lv 1 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic.

Blue Magic, Lv 2 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic. Requires Lv 1 Blue Magic.

Cold Resistance – The character can ignore the first 5 points of blue element damage taken every turn. Requires minor Cold resistance.




Fire Resistance – The character can ignore the first 5 points of red element damage taken every turn. Requires minor fire resistance.

Red Magic, Lv 1 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic.

Red Magic, Lv 2 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic. Requires Lv 1 Red Magic.




Glyph Tattoo – Every 10 levels you can tattoo a Glyph on someone or something to confer it special qualities.

Glyph Writing – Allows you to use glyph magic.




Green Magic, Lv 1 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic.

Green Magic, Lv 2 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic. Requires Lv 1 Green Magic.

Poison Resistance – The character can ignore the first 5 points of green element damage taken every turn. Requires minor poison resistance.




Multiple Shot – You can fire two different ranged weapons (one in each hand) at different targets at the same time using just your raw dexterity.

Rapid Reload Firearms – Allows you to reload a firearm in half the time it normally takes.

Rapid Reload – Allows you to reload extremely fast (free action) once in a turn. Does not work with firearms.

Rapid Shot – Allows you to attack twice per turn with a ranged weapon. Rapid Reload Required for bows.




Sanctify Weapon – You can imbue a weapon with any white magic spell for a certain cost and mana cost.

White Magic lv 1 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic.

White Magic lv 2 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic. Requires Lv 1 White Magic.




Wind Slash – You can deal ranged damage with a slashing melee weapon once a day for every 3 levels.

Yellow Magic, lv 1 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic.

Yellow Magic, lv 2 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic. Requires Lv 1 Yellow Magic.

Lightning Resistance – The character can ignore the first 5 points of yellow element damage taken every turn.Requires minor lightning resistance.




Astral Magic, lv 1 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have.

Astral Magic, lv 2 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. Requires lv 1 Astral Magic.






Tier 1







Aimed Strike – You can choose to try and disable your opponent by using your raw strength or dexterity on an attack roll. (You have to call the strike before you do it.) Once a day per every 5 levels.

Weapon mastery – You are able to attack twice per turn with this melee weapon, given that you did not previously move.

Followup Hit – Once a day for every 4 levels, if you hit and damage an opponent, you can attack him again until you miss. Only usable when fighting unarmed. Cannot use this skill while wearing heavy armor.

Counterattack – Allows you to counterattack once per turn. You can only counterattack when you are not hit.

Improved Two Weapon Fighting – Allows you to fight with two weapons at once similarly as if you were wielding only one weapon (i. e. you make two attack rolls), given that you did not previously move. Requires two weapon fighting.

Master Smithing – Giving the right materials, you know how to create unique weapons and armor. Success or failure determined by intelligence. Requires Expert Smithing.

Vengeance – Allows you to counterattack once per turn. You can only counterattack when you are hit.

Whirlwind – Once a day for every 10 levels you may attempt an attack to every single target within your melee range (allies as well) and then take no action on the next turn.

Wild Attack – Allows the character to perform one extra attack to a single target for every hit. The following turn after a wild attack has been performed the character cannot take any action. Cannot be performed while wearing heavy armor.




Arrow Rain – Allows a ranged fighter to fire d4 times in a single turn at the expense of using its raw attack power for the attack. Requires the Rapid Reload Skill. Can be used once a day for every 5 levels.

Improved Multiple Shot – You can fire two ranged weapons at different targets at the same time. Requires multiple shot.




Improved Awareness – You've got a supernatural sense for what is going on around you. +3 to spot, listen and scent. You cannot be flanked. Requires awareness.


Magic Expertise – You cast spells of this kind of magic as if you were one level higher than what you actually are.

Magic Mastery – You learn one extra spell of every level of the magic you've mastered.

Combine Magic – You can combine spells from two elements that do not directly oppose each other. In order to learn a combination spell, you must know the two spells you will use, the spells must be the same level and the resulting spell will be one level higher. You must consume an amount of MP equal to casting both spells at once. Any character can learn combination magic, but the Combine Magic skill is required for Lv4 combination spells and it halves the MP cost. Success or failure determined by intelligence.

Major Enchantment – You can enchant a weapon with any Lv 4 spell for an MP and Experience cost of 4000XP. Success or failure determined by intelligence. Requires Enchantment.

Scribble Advanced Scroll – You can create magical scrolls of spells of lv 4 for later use. Success or failure determined by intelligence. Scrolls cost the mana it would take to cast the spell + 1 sheet of parchment per spell level + (Spell Lv x 25 GP). DC is Spell Lv x 7 Requires Scribble Scroll.




Black Magic, Lv 3 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic. Requires Lv 1 & 2 Black Magic.

Black Magic, Lv 4 – You can use black magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from using White Magic. Requires Lv 1, 2 & 3 Black Magic.

Cause Panic – Once a day for every 10 levels you may attempt to have anyone looking at you flee in panic with a charisma roll. Requires cause terror.

Corrupted Shape – As a sort of lycanthropy, once a day for a number of rounds equal to half your level you may shapeshift into a decaying and corrupted version of your race.

Human Corrupted Shape – The human corrupted shape looks similar to a mid point between an orc and an ogre. The human corrupted shape gains –
– Element automatically shifts to black.
Rage, Wild Attack, Heroic Strength and Knockback skills.
– HP, Attack and Defense power raise by 50%
– MP, Charisma and Magic Power decrease by 50%.

Catfolk Corrupted Shape – The Catfolk corrupted shape looks similar to a dire, feral werecat with the traits of its clan. The Catfolk corrupted shape gains –
– Becomes unable to use weapons.
Rage, Followup Strike, Unarmed Fighting and Knockback skills.
– HP, Attack Power and Speed raise by 50%
– MP, Charisma and Defense Power decrease by 50%.

Dah'kin Corrupted Shape – The Dah'kin corrupted shape looks like a tall, ghastly, almost skeletal figure. The Dah'kin corrupted shape gains –
– Character becomes immune to black magic.
Critical Strike, Vengeance, Cause Terror and Black Magic Mastery skills.
– MP, Attack and Magic Power raise by 50%
– HP and Charisma decrease by 75%.

Planetarii Corrupted Shape – The planetarii corrupted shape looks as a shadow or a humanoid being made of a sort of black fire. The planetarii Corrupted Shape gains –
– Element automatically shifts to black.
Black Magic Mastery, Nullify Magic, Dark Aura and Focus Magic skills.
– Speed, Attack and Magic power raise by 50%
– HP, Charisma and Defense power decrease by 50%.

Hauken Corrupted Shape – The hauken corrupted shape looks almost the same as the regular Hauken except it has 2 pairs of black bat-like wings. The Hauken corrupted shape gains –
– Element automatically shifts to black.
Stealth Attack, Cause Terror, Lightning Speed and Whirlwind skills.
– Magic Power, Speed and Attack power raise by 50%
– HP, Charisma and Defense Power decrease by 50%.




Astral Magic, lv 3 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. Requires lv 1 & 2 Astral Magic.

Astral Magic, lv 4 – You can use astral magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. Requires lv 1, 2 & 3 Astral Magic.




Blue Magic, Lv 3 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic. Requires Lv 1 & 2 Blue Magic.

Blue Magic, Lv 4 – You can use blue magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning red magic. Requires Lv 1, 2 & 3 Blue Magic.

Greater Cold Resistance – You can ignore the first 10 points of blue element damage taken every turn. Requires cold resistance




Exorcism – Once a day for every 10 levels you may attempt to destroy all black magic and inflict d4 damage to all evil creatures in the vicinity with a single Magic Power roll.

White Magic, lv 3 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic. Requires lv 1 & 2 White Magic.

White Magic, lv 4 – You can use white magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Black Magic. Requires lv 1, 2 & 3 White Magic.




Greater Fire Resistance – You can ignore the first 10 points of red element damage taken every turn. Requires fire resistance.

Red Magic, lv 3 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic. Requires lv 1 & 2 Red Magic.

Red Magic, lv 4 – You can use red magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Blue Magic. Requires lv 1, 2 & 3 Red Magic.




Greater Poison Resistance – You can ignore the first 10 points of green element damage taken every turn. Requires poison resistance.

Green Magic, Lv 3 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic. Requires lv 1 & 2 Green Magic.

Green Magic, Lv 4 – You can use green magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Yellow Magic. Requires lv 1, 2 & 3 Green Magic.




Greater Lightning Resistance – You can ignore the first 10 points of yellow element damage taken every turn. Requires lightning resistance.

Yellow Magic, lv 3 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic. Requires lv 1 & 2 Yellow Magic.

Yellow Magic, lv 4 – You can use yellow magic on the skill level indicated. Cannot learn a skill level without having the previous one. For every skill level you learn you gain one spell in every skill level you have. This skill prevents you from learning Green Magic. Requires lv 1, 2 & 3 Yellow Magic.




The Realms of Lemire
Races of Lemire
The world thus far...
Maps of the Realms
Rules of Lemire



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