Search the help topics for the following keyword(s):

NAME
skills - show a list of skills your character knows or will know
SYNOPSIS
skills proficiencies
skills proficiencies <proficiency school>
skills spells
skills spells <spell school>
DESCRIPTION
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.
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
Fundamental (FUN) Basic spells not requiring reagents or memorization
Abjuration (ABJ) Spells that banish something
Alteration (ALT) Spells that change the state of an item or being
Summoning (SUM) Spells that summon an item or a being to the caster
Enchantment (ENC) Spells that enhance the nature of an item or being
Illusion (ILL) Spells that confuse and mislead
Thought (THO) Spells that require no spoken words and few reagents
Invocation (INV) Spells that bring an outside force to bear on the caster
Evocation (EVO) Spells that cause a physical manifestation of a force
Divination (DIV) Spells that reveal details about items or beings
Necromancy (NEC) Spells that deal with the dead or with a beings life force
Elemental (ELE) Spells that deal with one of the four primal elements
Conjuration (CON) Spells that mold astral energy into a physical force
Chaos (CHA) Spells that deal with chaos and the nature of chaos magic
Classes that use magic and need spellbooks must scribe their spells into
spellbooks in order to cast them. Each of these classes begins with a
limited number of spells. Other spells may be gained by exploration,
commerce and questing. 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.
Many spells that have a complexity rating of under 90% may be fully
mastered. Once this occurs the spell may be cast from memory - without
use of the 'memorize' command or holding the spellbook. Some spells
won't require reagents when they are cast if they are mastered.
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.
SEE ALSO
spellbooks, complexity, memorize
| Player-contributed annotations for SKILLS |
 |
| No annotations found for this help entry. |
 |
You must log in to be able to annotate help entries. |
For additional detailed help, please check out the Links section of this website, which contains a good number of excellent player and clan-sponsored websites with information about Materia Magica.
|