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.