Magic
SKILLS
skills - show a list of skills your character knows or will know
The SKILLS command is used to display your character's list of available
proficiencies or spells. They are listed in order of level, with spell point
cost (for spells)listed where applicable.
Spells are of a magical nature and require the use of spell points and possibly
reagents to cast them. Proficiencies are the more 'physical' skills such as
weapons skills, tracking, stealing and the like.
There are several different schools among which the proficiencies and spells
are divided. Schools are a way of classifying the tangible aspects of a spell
or proficiency, and while some spells may seem to overlap schools, there is
generally one main school in which they fit the best.
If a character receives a spell or proficiency from more than one class, that
character receives a bonus of skillpower for that skill, at the rate of +5
skillpower for each class giving the redundant skill.
SKILL ANALYZE
This command will display all of the proficiencies and spells
received by a Adventurer who went the specified class path. In addition, a list
of all stat modifiers received from the chosen class' primary attributes is
provided. Any skills that redundant within that classpath will have the amount
of passive skillpower noted, as well as the benefit gained.
PROFICIENCY
SCHOOL DESCRIPTION
Weaponry (WEA) Proficiencies that involve a physical weapon.
Defense (DEF) Proficiencies that are primarily defensive in nature
Combat (COM) Proficiencies that are primarily combative in nature
Technical (TEK) Proficiencies that involve technical knowledge
Mystical (MYS) Proficiencies that use supernatural forces or mental powers
SPELL SCHOOL DESCRIPTION
Pyromancy (PYR) Fire
Lavamancy (LAV) Lava
Magmamancy (MAG) Magma
Aeromancy (AIR) Wind
Terramancy (TER) The world
Lutomancy (DRT) Dirt
Hydromancy (HYD) Water
Aquamancy (AQA) Freshwater
Glaciomancy (GLC) Ice
Vivomancy (VIV) Life & Growth
Hematomancy (BLD) Blood
Cruciomancy (CRC) Pain
Noxomancy (NOX) Toxins
Dreadmancy (DRD) Dread
Umbramancy (SHD) Shadows
Electromancy (LCT) Lightning
Ferromancy (FER) Iron
Geomancy (GEO) Geography & Leylines
Astromancy (AST) Other planes
Negamancy (NEG) Nothingness
Chaosmancy (CHS) Chaos
Morphomancy (MRP) Changing forms
Retromancy (RTR) The past
Chronomancy (CRN) Time
Diamancy (GOD) Deities
Sanctomancy (SNC) Religiosity
Artemancy (ART) The soul
Coromancy (HRT) The body
Neuromancy (BRN) The mind
Veritamancy (TRT) Truth
Stupomancy (STP) Ignorance
Destructomancy (DIE) Entropy
Metamancy (MTA) Spellcasting
Velocimancy (SPD) Movement
Chromatomancy (CLR) Sight & Colors
Arthropomancy (MAN) Beetles
Bestiamancy (BST) Animals
Papyrimancy (MGC) Magical creatures
Anthropomancy (BTL) Sentient creatures
Unimancy (OBJ) Inanimate objects
Classes that use magic and need spellbooks must scribe their spells into
spellbooks in order to cast them. Each spell has a different complexity
rating; the spell caster will be able to learn and use spells of a certain
complexity and below depending upon their level.
SKILL DISPLAY COLORS
The colors in the skill display indicate the following:
Bright Yellow You can use the skill, and it has no special
modifications
Dim Yellow You do not currently have the PCC or SCC required
to be able to use the skill
Bright Green The skill has been magically altered in a positive
manner, most likely by an item you are wearing
Bright Red The skill has been magically altered in a negative
manner, most likely by an item you are wearing
Dark Gray The skill is not currently available to you, but
will be once you attain the required percentage
of PCC or SCC.