Artisans

Through their healing touch, Boneknitters masterfully dictate the rhythms of combat. Potionsmiths use their alchemical genius to harness the wisdom of ages. Spellscribes provide powerful magic to casters through their arcane artistry. Potionsmiths and Spellscribes “craft” their respective items by trading resources found in game with Arbiters.

Artisans are also capable of powerful magic through ritual casting. See Ritual Casting for further explanation.


Boneknitters

Without Boneknitters, entire armies would grind to a halt beneath the staggering casualties. Their training and skills allow them to get wounded back on their feet, and slow the descent towards death. Boneknitters can use their magic to perform the following healing “Knits'' on other players, conscious or unconscious.

Quick Knit

  • The Boneknitter spends 15 seconds restoring the player. All incapacitated target zones are restored to 1 HP. This does not affect AP. If the player was unconscious, they receive one Mortal Wound.

Bone Smith

  • The Boneknitter spends 30 seconds restoring the player. All incapacitated target zones are restored to full HP and full AP. If the player was unconscious, they receive one Mortal Wound.

True Knit

  • The Boneknitter spends 1 minute focusing all of their magical effort into a single unconscious player. All incapacitated zones are restored to full AP and HP, and the player does NOT receive a Mortal Wound. A Boneknitter can only perform this once per day.

Boneknitter Special Ability: Sacrificial Bond

  • A Boneknitter can instantly True Knit by taking one Mortal Wound themselves. A True Knit performed in this way can be performed more than once per day.

If a hostile combatant comes within 5 feet of a Boneknitter in the process of healing, and tells them to stop, the Boneknitter must immediately cease performing the knit and flee to safety. After being Knit, any player who is behind the battle lines of an opposing team must travel to their side of the battle before resuming play.


Potionsmiths

Potionsmiths are capable of harnessing the innate magical abilities of seemingly mundane items to concoct powerful potions. These creations have a wide range of effects, and the materials required to craft them vary not only in kind, but also rarity. Crafting potions is a skill that requires practice, many Potionsmiths find a unique way of combining their materials. Potionsmiths must bring their own potion bottles. The rules for potions can be found here.

Potionsmith Special Ability: Alchemist’s Ward

  • Potionsmiths can spend 1 minute administering their aid to a Poisoned player without the need for an Antidote, at the end of which the poisoned condition ends. Curing a player in this way inflicts one Mortal Wound on the Potionsmith.


Spellscribes

Spellscribes are are adept at turning ink and parchment into powerful tools of the arcane. The spell cards that they craft are repositories of magical power that can be utilized by Sages and Arcanists. Spellscribes use magical gems to create ink that imbues the cards with power. Spellscribes receive blank cards from Arbiters and then write the desired effect of the spell on the card. Spellscribes should bring their own writing utensils. There are four types of crystals that are used:

Slivered Gems

  • Slivered gems are teal blue and can be used to power two Sphere 1 spells.

Druzy Gems

  • Druzy gems are orange and can be used to power one Sphere 2 spell OR two Sphere 1 spells.

Clustered Gems

  • Clustered gems are green and can be used to power one Sphere 3 spell OR two Sphere 2 spells OR three Sphere 1 spells.

Brilliant Gems

  • Brilliant gems are purple and can be used to power one Sphere 3 spell OR three Sphere 2 spells.

Additionally, 1 Malice is required for the crafting of the Annihilate and Fear spells.

Spellscribe Special Ability: Arcane Soul

  • Spellscribes may also create spellcards without the need for resources by incurring one Mortal Wound per sphere.


Malice

Malice is pure magic and evil coalesced. It can be used (sometimes required) in powerful rituals, crafting of spells, and to perform other powerful actions.

Malice can be collected and held by any player, however only Artisans are able to adapt to its treacherous nature. If Malice is held, carried, or otherwise transported by a player that is not an Artisan, once the Malice leaves their person they must immediately fall unconscious. Malice exerts control over the minds of mortals, instilling jealousy and greed in them. Those in possession of Malice will avoid sharing or parting with it for any reason that isn’t self-serving; for example, creating a potion, or using it to protect their culture. A worthy trade would be sufficient for them to give it up to another culture or player.