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Mental

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Alchemy.

    Alchemy is the art of combining rare and mystical ingredients to create potions, elixirs, and poisons. Practitioners of alchemy know the properties of various materials, from herbs to minerals, and can craft powerful brews with a range of effects, from healing and invisibility to explosive potions and corrosive toxins. Skilled alchemists can also transmute substances and create alchemical items like firebombs, smoke pellets, and healing salves.

 

Arcana.

    Arcana represents a character’s knowledge and understanding of magical lore, mystical forces, and the arcane arts. Those proficient in Arcana can identify magical creatures, interpret ancient runes, and recognize spells. They may understand how to counter spells, create minor magical effects, and decipher complex magical rituals. Arcana is also used to harness raw magical energy, tap into ley lines, or detect magical auras.

Heal.

    The Heal skill encompasses knowledge of medicinal practices, anatomy, and basic first aid. Characters with Heal can tend to wounds, stabilize injured allies, and treat common ailments. Heal also covers herbal medicine and rudimentary surgical techniques. Skilled healers can quickly patch up injuries, counteract poisons, and slow the effects of disease, offering vital aid amid battle or on long journeys.

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Knowledge.

    Knowledge is a broad skill representing general education, historical insight, and awareness of significant events and cultures. Characters with Knowledge can recall facts about different regions, legendary figures, famous battles, ancient artifacts, and forgotten languages. Knowledge can include expertise in a specific area like history, nobility, warfare, or ancient myths, allowing characters to make informed decisions based on what they know about the world.

Knowledge Area Specializations

  1. History - Knowledge of past events, ancient empires, famous battles, legendary heroes, and long-forgotten cultures. Useful for piecing together lost lore and uncovering ancient secrets.

  2. Nature - Insights into plants, animals, weather patterns, and ecosystems. Useful for identifying edible plants, understanding animal behavior, and predicting natural phenomena.

  3. Monstrology - Study of magical creatures, monsters, and supernatural beings. Includes knowledge of a creature’s strengths, weaknesses, and behaviors, as well as how to track or avoid them.

  4. Geography - Understanding of physical landscapes, terrain, and notable landmarks across regions. Includes knowledge of routes, map reading, and awareness of natural and constructed wonders.

  5. Alchemy - Study of potions, elixirs, and transmutation. This includes knowing the properties of ingredients, understanding recipes, and crafting medicinal or explosive concoctions.

  6. Engineering - Knowledge of mechanical devices, siege weapons, traps, and structural design. Often includes the ability to understand, construct, or dismantle mechanical contraptions.

  7. Nobility and Politics - Understanding of the social structures, ruling families, alliances, and rivalries within kingdoms. Useful for navigating court politics, identifying coats of arms, and understanding noble etiquette.

  8. Languages and Linguistics - Familiarity with ancient and modern languages, dialects, and codes. Essential for translating runes, deciphering old documents, or communicating with different cultures.

  9. Planar Studies - Knowledge of other realms, such as the Celestial Plane, Abyss, or Elemental Planes. Includes understanding the beings that inhabit them and the rules that govern these planes.

  10. Herbology - Study of plants and herbs, particularly those with medicinal, magical, or poisonous properties. Useful for identifying flora in the wild or creating remedies and toxins.

  11. Economics and Trade - Understanding of trade routes, currency values, rare goods, and market trends. Useful for negotiating prices, bartering, or engaging in trade and commerce.

  12. Demonology and Dark Arts - Study of forbidden magics, curses, and demonic entities. Includes knowledge of dark rituals, summoning practices, and the signs of demonic influence.

  13. Underdark Lore - Specialized knowledge of subterranean regions, including underground creatures, fungal species, and mineral resources. Essential for navigating and surviving in deep caverns and hidden underground realms.

  14. Astrology and Divination - Knowledge of star constellations, omens, and the art of fortune-telling. This may include interpreting celestial events or reading signs and portents.

  15. Soulcraft and Spirit Lore - Study of souls, spirits, and the afterlife. Includes knowledge of how to communicate with the dead, understand ghostly manifestations, and the rituals associated with death.

  16. Toxicology - Understanding of poisons, venoms, and antidotes. Essential for assassins, healers, or anyone dealing with dangerous substances in plants, creatures, or alchemical mixtures.

  17. Metallurgy - Knowledge of metals, alloys, and the crafting of magical or rare weapons and armor. This includes understanding which materials are best for various purposes, especially when dealing with enchanted or alchemical metals.

  18. Psionics - Study of mental powers and psychic abilities. Includes understanding telepathy, mind-control methods, and the influence of psychic phenomena.

  19. Seafaring and Nautical Lore - Knowledge of the seas, navigation, ship types, and maritime cultures. Useful for characters who travel by sea, navigate waters, or encounter oceanic creatures.

  20. Runes and Glyphs - Knowledge of ancient runic languages and symbols used in magical writings. This includes the ability to decode or activate these symbols for spells, enchantments, or summoning.

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Leadership.

    Leadership is the skill of inspiring, directing, and organizing others. Leaders are able to rally allies, command respect, and motivate troops or followers in times of crisis. In a fantasy setting, Leadership may also involve using charisma to sway the loyalty of others or instill courage in fearful allies. Effective leaders can make tactical decisions on the battlefield, negotiate alliances, and command their followers with authority.

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Religion.

    The Religion skill covers a character’s knowledge of divine powers, deities, holy rites, and religious symbols. Characters with proficiency in Religion can interpret omens, perform rituals, and understand the significance of holy relics. They know about the various gods, their domains, and their sacred laws, which may help them gain favor with temples or priests. Religion also allows characters to recognize curses, blessings, and divine entities they may encounter.

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Science.

    Science in a fantasy setting encompasses fields like natural philosophy, engineering, alchemical theory, and even rudimentary biology or chemistry. Characters with Science knowledge can invent devices, understand mechanical traps, analyze strange creatures, and make sense of the physical world. They may apply scientific principles to create experimental tools, harness natural elements, or deduce the workings of mysterious artifacts.

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Seek.

    Seek is the skill of careful observation and detection. It’s used to find hidden objects, spot traps, track creatures, or notice subtle details others may miss. Those skilled in Seek have sharp senses and are adept at reading their surroundings. Seek is also crucial for locating concealed doors, analyzing tracks in the wilderness, or finding weak points in defenses or armor.

 

Survival.

    Survival represents a character’s knowledge of the wilderness and ability to live off the land. Those proficient in Survival can forage for food, build shelters, track animals, and navigate through difficult terrain. In a fantasy setting, Survival also includes identifying dangerous plants, understanding the habits of wild creatures, and finding safe passage through enchanted forests or hazardous landscapes. Survivalists can withstand harsh conditions, avoid natural hazards, and keep their party safe in the wild.

 

Body

 

Acrobatics.

    Acrobatics is the skill of graceful movement, agility, and balance. Characters trained in Acrobatics can perform feats like walking tightropes, jumping between rooftops, or flipping over obstacles. It covers complex maneuvers such as aerial flips, rapid climbing, and balance recovery in precarious situations. Acrobatics is essential for characters who need to move swiftly through difficult terrain, navigate narrow ledges, or escape grapples. In combat, acrobats can dodge attacks with stylish tumbles or evade hazards with finesse.

 

Athletics.

    Athletics represents a character's physical strength, endurance, and prowess in activities like running, swimming, lifting, and climbing. Those skilled in Athletics can perform demanding physical feats, such as breaking down doors, scaling walls, wading through rushing rivers, or enduring long sprints without tiring. It’s also useful in combat situations that require brute force, like wrestling with foes, knocking them back, or resisting effects that push or pull the character.

 

Brawl.

    Brawl is the skill of unarmed combat, allowing characters to use their body as a weapon. This includes techniques for punching, kicking, grappling, and using improvised weapons (like chairs or bottles) effectively. Characters proficient in Brawl can take down enemies without the need for weapons, making it ideal for close-quarters combat or situations where arms are unavailable. Skilled brawlers can disarm opponents, maintain a grip on slippery foes, or strike with precision to stun or incapacitate.

 

Dodge.

    Dodge is the ability to avoid incoming attacks and projectiles through quick reflexes and rapid movement. Characters with high Dodge can sidestep strikes, roll away from spells, or avoid traps and environmental hazards. Dodge is invaluable for evading the breath of a dragon, ducking under arrows, or swiftly maneuvering through a chaotic battlefield. It’s especially useful for lightly armored characters who rely on agility to stay unscathed.

 

Stealth.

    Stealth is the skill of moving silently, staying hidden, and blending into surroundings. Characters with Stealth can avoid detection by enemies, slip past guards, or set up ambushes. In a fantasy setting, Stealth is essential for rogues, spies, and scouts, who rely on concealment to gather information, sneak into secure areas, or launch surprise attacks. Stealth also includes knowledge of shadowy routes, minimizing noise, and understanding the best ways to stay out of sight.

 

Tumble.

    Tumble is the skill of performing evasive rolls, dives, and other maneuvers to quickly reposition oneself in combat or escape a dangerous situation. It involves controlled falling and the ability to use momentum effectively, allowing characters to avoid attacks, roll under barriers, or recover from sudden impacts. Tumbling can be used to dart through a line of enemies, avoid ground traps, or reposition quickly in a skirmish. For some, Tumble is an essential skill for staying light on their feet and turning the tides of battle with agility.

  

Interaction

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Animal Sense.

    Animal Sense is the skill of understanding animal behavior, instincts, and communication. Characters with Animal Sense can interpret the moods, intentions, and warning signs of creatures, both wild and domesticated. This skill is essential for taming beasts, calming aggressive animals, or recognizing when a creature is fearful or about to attack. Animal Sense allow characters to intuitively handle mounts with ease, making it invaluable for rangers, druids, and other nature-bound characters.

 

Bluff.

    Bluff is the art of deception, allowing characters to lie convincingly, feign ignorance, or mislead others. Bluff can be used to disguise intentions, trick guards, or deceive opponents in combat with feints. Characters skilled in Bluff can weave believable lies, act as if they belong in unfamiliar places, or even fake injuries to manipulate situations. This skill is often essential for rogues, spies, and diplomats looking to outwit others through clever misdirection.

 

Intimidate.

    Intimidation is the ability to instill fear, respect, or submission in others through displays of strength, confidence, or menace. Characters skilled in Intimidate can coerce others into giving information, backing down, or complying with demands. In a fantasy setting, Intimidate can be used to dissuade foes from attacking, command unruly minions, or stand down lesser creatures. With this skill, characters can project an aura of authority, making enemies hesitate or allies rally under their command.

 

Perform.

    Performing is the skill of entertainment and artistry, covering everything from music and dance to storytelling and acrobatics. In a fantasy RPG, Perform can be used to captivate an audience, earn coin, or distract others with a stunning display. Characters with Perform can invoke emotions, sway crowds, and build a reputation through talent alone. Bards, minstrels, and court jesters often rely on this skill to win favor, charm audiences, and even use their performances to deliver coded messages or inspire allies.

 

Perception.

    Perception is the skill of keen observation, covering sight, sound, smell, and intuition. Characters with high Perception can notice hidden creatures, detect faint sounds, sense magical auras, or spot details others might overlook. Perception is crucial for noticing ambushes, detecting traps, and observing subtle changes in surroundings. In a fantasy setting, Perception is an essential survival skill, allowing characters to stay alert to threats, track movement, or notice clues that could lead to hidden treasures or dangers.

 

Sense Motive.

    Sense Motive is the ability to read the intentions, emotions, and honesty of others. This skill allows characters to discern lies, gauge the truth behind someone’s words, or detect hidden agendas. In a fantasy RPG, Sense Motive is invaluable for negotiations, identifying deception, or spotting traps in conversations. Characters with Sense Motive can see through false pretenses, understand when someone is withholding information, or recognize subtle body language that reveals a speaker’s true intentions.

 

Sell/Persuade.

    Sell/Persuade is the art of convincing others to see things your way, whether through negotiation, charm, or logic. Characters with this skill can haggle for better prices, negotiate peace treaties, or rally support for their cause. In a fantasy setting, Sell/Persuade is essential for merchants, diplomats, and leaders who need to win others over. Skilled persuaders can sway opinions, make allies of strangers, and even influence the decisions of powerful leaders with well-chosen words and appeals.

 

Search.

    Search is the skill of conducting detailed examinations to uncover hidden items, traps, or secret doors. Characters skilled in Search know how to look carefully, noticing small inconsistencies or out-of-place details. In a fantasy setting, Search is essential for finding concealed objects, locating entrances to hidden chambers, or disarming traps. This skill allows characters to thoroughly investigate their surroundings, ensuring no valuable clue or object is overlooked, making it invaluable for explorers, treasure hunters, and scouts.

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Path Explanations

Thievery

Ambush.

    Ambush is the skill of setting up and executing surprise attacks with precision and stealth. Characters skilled in Ambush know how to remain undetected, choose the perfect hiding spot, and time their attack for maximum effect. In a fantasy setting, Ambush is essential for scouts, rogues, and hunters who rely on getting the drop on enemies. A well-executed ambush allows a character to strike first, often catching their target off-guard and potentially ending a fight before it even begins.

 

Assassinate.

    Assassination is the art of taking down a target quickly and efficiently, often with one lethal blow. This skill is used by characters who rely on precision and knowledge of vital points to eliminate enemies without prolonged combat. In a fantasy RPG, Assassinate may involve special techniques like poison application, neck strikes, or silent takedowns. It’s a skill prized by assassins, spies, and rogues, allowing them to handle high-risk targets with minimal detection.

 

Counterfeit.

    Counterfeiting is the skill of creating convincing replicas of documents, currency, or other valuable items. Characters with Counterfeit can produce fake identification, replicate seals, forge signatures, or even mimic rare items. Counterfeit is often used by thieves, spies, or con artists to deceive authorities, bypass security, or infiltrate organizations. Skilled counterfeiters understand the details needed to make their forgeries believable, from subtle ink patterns to the weight of a fake coin.

 

Disable Trap.

    Disable Trap is the ability to disarm, bypass, or render harmless any traps that might be hidden in dungeons, treasure rooms, or along treacherous pathways. Characters proficient in Disable Trap have a keen eye for spotting mechanical or magical devices that could harm them, as well as the dexterity to neutralize the threat. Disable Trap is crucial for rogues, treasure hunters, and scouts who often explore dangerous areas filled with hidden defenses. This skill allows them to safely dismantle traps and avoid triggering deadly mechanisms.

 

Pick Lock.

    Pick Lock is the skill of manipulating locks to open doors, chests, or other secured containers without a key. Characters trained in this skill are skilled in using lockpicks, pins, or even improvised tools to unlock nearly any barrier. In a fantasy setting, Pick Lock is essential for rogues, thieves, and explorers who need to bypass secured areas without alerting guards. Whether it’s a treasure chest or a dungeon door, a skilled lockpicker can gain access where others cannot.

 

Sleight of Hand.

    Sleight of Hand is the skill of manipulating small objects discreetly, often for purposes of theft, trickery, or concealment. Characters with Sleight of Hand can pickpocket, perform quick swaps, or hide small items on their person. This skill is invaluable for thieves, magicians, and spies who rely on subtlety and deception. Sleight of Hand is useful for snatching keys from guards, planting items on others without notice, or performing minor magic tricks to distract or impress.

 

Warrior

Endurance.

    Endurance is the skill representing a character's physical and mental stamina, allowing them to withstand pain, exhaustion, and harsh conditions. Characters with high Endurance can sustain themselves through long journeys, resist fatigue in extended battles, and endure harsh environments like deserts or frozen mountains. Endurance is essential for fighters, adventurers, and explorers who face physical strain, poison, disease, and other hardships. It allows them to keep pushing forward when others would falter, staying strong in the face of overwhelming challenges.

 

Parry.

    Parry is the skill of deflecting or blocking incoming melee attacks with precision. Characters proficient in Parry are skilled at using their weapon or shield to counter an opponent’s strike, redirecting the attack’s force and opening up opportunities for a counterattack. In a fantasy RPG, Parry is especially useful for duelists, knights, and other melee-focused characters who rely on skill rather than brute force. Parrying helps reduce the damage taken in close combat and showcases a character’s mastery of defensive technique, allowing them to face multiple foes with finesse and control.

 

Melee.

    Melee represents skill in close-quarters combat, encompassing a range of weapons like swords, axes, hammers, and daggers. Characters trained in Melee are adept at fighting face-to-face with their opponents, using weapons with power, speed, and precision. In a fantasy setting, Melee covers a variety of fighting styles, from the swift strikes of a rogue with a dagger to the crushing blows of a barbarian wielding a greatsword. This skill allows characters to effectively handle any hand-to-hand weapon, making it essential for warriors, mercenaries, and adventurers who find themselves in the thick of battle.

 

Ranged.

    Ranged is the skill of attacking from a distance using weapons like bows, crossbows, slings, throwing knives, or magical projectiles. Characters skilled in Ranged can aim accurately, adjust for wind or movement, and hit targets at considerable distances. In a fantasy RPG, Ranged is crucial for archers, hunters, and mages who prefer to keep a safe distance from their foes. A high Ranged skill enables characters to strike before enemies get close, support allies from afar, and take down targets with precision, often before they realize the threat.

 

Wizard

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Arcane Magic.

    Arcane magic is a source of raw energy, power, and life that has existed since the beginning of the world. Practitioners of arcane magic are called arcanists or arcane spellcasters, and some say they are born with an innate attunement to arcana and a particular affinity for an arcane element, or type of mana. Arcane magic can be used for a variety of purposes, including enchanting objects or people to make them more powerful and give them magical properties. These enchantments can be permanent or temporary and can be removed with a process called disenchanting. Arcane magic can also be destructive.

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Gore Magic

    This type of magic is perhaps the most repulsive of all magic. This is because it often requires the user to use their life force or that of others. Because of this, it is banned in most locales. Although Aelath has not formally banned it, instead, it is deeply frowned upon and is often associated with the Dark One, thus, many see it as evil. The fact that many undead, such as those associated with the infamous Vampire Council, use Gore Magic handily is enough to draw the eye of the Church of Light. In response, the church has created a task force to curb its influence. Selected members are recruited. These zealots are often the most hardened Priests from the Disciples of the Mace.

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Elemental Magic

    All magic has its start, and in this case, it’s Elemental Magic. In a lot of ways, this is the most powerful and most ancient of all magic forms. It was developed over a millennium by countless roaming bands of people. Especially by the leaders and shamans of those peoples. It is often used in agriculture now where farmers hire the “local” hermit to bring rain in dry seasons, and by the more primitive beings throughout Aelath, such as with some goblin or orc cultures.

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Necromancy

    A necromancer is a caster who can expel negative energies flowing through their veins. Necromancers are like Wizards, but are adept with sorcery and, to some extent, enchantment spells. They use their abilities to gain absolute control over their enemies' bodies, minds, and souls. Often, the best way to do this is by raising/summoning undead from their fallen enemies; a skill at which they are unparalleled. Necromancers are also effective with diseases, poisons, and affect opponents with fear, fatigue, exhaustion, pain, life drain, or even gain mindless supporters with enchantment magic to charm and dominate their fallen foes.

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Soul Magic

    The church and its affiliates specifically use this Magic. Drawing power from the actual soul of the wielder, this magic is directly balanced by their piousness. As they grow more powerful, so does their connection to the Bright One. While on one hand, Soul Magic is heavily focused on powerful healing, the Priest can wield devastating curse magic or even harness the powers of Elemental Magic. On the upper scales of power, a Priest is the hand of The Bright One.

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