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	<id>https://worldoftael.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Larame</id>
	<title>Tael - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Special:Contributions/Larame"/>
	<updated>2026-04-18T08:26:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://worldoftael.com/index.php?title=Lunara_%26_Suuna&amp;diff=994</id>
		<title>Lunara &amp; Suuna</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Lunara_%26_Suuna&amp;diff=994"/>
		<updated>2026-03-24T02:37:24Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Lunar Cycles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox God|Full Name=Lunara &amp;amp; Suuna|Alias=Luna, Goddess of Night, Goddess of Light|Alignment=Chaotic Good|Race=Voidling|Body=Human|Soul=Void|Image=PlaceholderCreature.png|Gods Impact=Major|Soulcards=The Night, The Scales, The Voyage}}The Twins of Day and Night. Lunara and Suuna are two [[Voidling|Voidlings]] that are physically unable to merge due to their concepts being complete opposites, literally repelling each other.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
=== Lunara ===&lt;br /&gt;
As the goddess of the Night, Lunara ensures that a dark veil covers the lands every night, allowing day dwellers to rest peacefully and nocturnal creatures to thrive. To watch over the Night, she placed a giant avatar in the form of a dim glowing orb in the sky. This orb was named after her by the people on [[World of Tael|Tael]].&lt;br /&gt;
&lt;br /&gt;
==== Lunar Cycles ====&lt;br /&gt;
Each night, Lunara&#039;s orb in the sky looks slightly different, depending on her current mood. When she is tired or sad, the Lunara will be barely visible in the Night sky. With increasing mood and energy, Lunara will go from a crescent orb, to a half orb, all the way to a full Lunara. During her full form, certain creatures or magic may act differently due to her high energy radiating into the nightlife. While she usually follows a set pattern oscillating between all the different forms due to her getting tired eventually, sometimes Lunara can be observed in an abnormal form from her expected one, which is sometimes impossible to predict. This can also occur when she happens to witness tragic events, like for example murder of an innocent person under the clear sky.  &lt;br /&gt;
&lt;br /&gt;
=== Suuna ===&lt;br /&gt;
As the goddess of Day, Sunna ensures that the days will be illuminated by her energizing radiance, causing the predators of the Night to return to their hiding and letting daily life prosper. To ensure and enjoy the prospering life she empowers, she watches over the day in the form of a massive avatar in the sky, a bright glowing orb.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Due to their playful nature and almost sibling-like behavior, they are considered by the people of Tael to be quite childish, which they resemble in their appearance. They take the form of two young girls who physically look identical to show that they are deep down inseparable but wear entirely different clothes to remind everyone that they are still as opposite to each other as possible.&lt;br /&gt;
&lt;br /&gt;
=== Lunara ===&lt;br /&gt;
Covered in Obsidian Jewelry and dressed in a dark purple hooded robe, Lunara&#039;s clothes represent the darkest of Nights, while her bright face shining through resembles the giant orb in the night sky that she forms.&lt;br /&gt;
&lt;br /&gt;
=== Suuna ===&lt;br /&gt;
Decorated with golden trinkets and a bright white dress, Suunas&#039; clothes represent the brightest of Days.&lt;br /&gt;
&lt;br /&gt;
== Life on Tael ==&lt;br /&gt;
Lunara and Suuna reside at the [[Dawndusk Temple]], sitting atop their thrones pointed back to back from each other. Whenever the Temple is hit by the first light of dusk or the first shadows of dawn, they gently hold hands to exchange all that they saw with each other. They have to be careful when making contact with each other, as even the slightest amount of force could accidentally bring their pure [[Voidling]] energy too close together and repel each other again, though sometimes they also just like to play around like that and actually shoot each other through the halls of the temple.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Lunara and Suuna landed on Tael long before the [[The Voidwar|Voidwar]] by pure coincidence. However, that was not without any action on their behalf. Lunara and Suunar once were just normal Voidlings, just like any other Voidling in the endless Void, but when they met and ultimately tried to merge, something unexpected happened. Nothing. They somehow did not merge; no matter how hard they tried, they just wouldn&#039;t merge. As they couldn&#039;t communicate, they couldn&#039;t figure out why, so they kept trying forever and ever, sometimes in a playful manner, sometimes in an aggressive manner. Eventually, they lost sight of their endless Journey and accidentally crashed right into Tael while they were playing.&lt;br /&gt;
&lt;br /&gt;
The moment they crashed, chaos ensued on Tael, as suddenly a bright light covered the land while a veil of complete darkness pierced through the light. Tael, completely surprised, investigated the situation only to find two little Voidlings still play-fighting in their crater, somehow refusing to merge. Completely baffled by that phenomenon, he granted them both life so they could try to explain themselves.&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Uuuh, how would we know? We are trying to merge, but instead, we just get repelled from each other!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Interesting. You were able to absorb the life I just granted you two, so you seem to be normal in that regard. I assume this chaos around us is your doing?&amp;quot; As he points at the chaotic light and darkness all around them&lt;br /&gt;
&lt;br /&gt;
Lunara: &amp;quot;Isn&#039;t the darkness just beautiful?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Suuna: &amp;quot;Isn&#039;t the light just beautiful?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
are both shouting at the same time. Then they turned to each other, manifesting a body just so that they could read each other better.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, it&#039;s not!&amp;quot; Shout both, as they go in to slap each other when they once again just repel each other due to the force used.&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Very Interesting. I&#039;ve never witnessed this before, but it appears like you two are just so fundamentally different that you literally cannot merge into one being.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Well, that explains a lot! But it also makes no sense; how could something like this even exist?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;I guess in the endless Void, anything is eventually possible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Hm, i guess... *They both look at each other* well, what should we do now? Going back into the Void sounds kind of boring, to be honest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Whatever you plan on doing, could I ask you first to get this chaos under control here? Life in this world is quite open to change, but if that chaos continues like this, they might not be too welcoming to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Guess we can&#039;t stay if we don&#039;t, right? How could we possibly coexist in this world? We couldn&#039;t be more different!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Hm, I might have an idea...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And with that, Lunara and Suuna went ahead to always only occupy the absolute opposite sites of the world, but for both of them to see the whole world, they will move in a continuous circle to each other, thus creating Taels Day and Night Cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to their long history together, they decided that they wanted to stay together as they didn&#039;t want to imagine a life without each other anymore. So they settled down together, occasionally sitting hand in hand together, sharing what they see during day and night, temporarily merging the parts of them gifted by Tael.&lt;br /&gt;
&lt;br /&gt;
== Cleric&#039;s Deity Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Minor ===&lt;br /&gt;
Voluminal Eclipse: For the next hour, a 100-meter diameter sphere around you will be considered complete Night- or Daylight, depending on which Deity you follow.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
=== Major ===&lt;br /&gt;
&lt;br /&gt;
==== Lunara ====&lt;br /&gt;
Celestial Eclipse: Cause complete Darkness in a 100-meter diameter sphere around you for 1 minute. You and your allies will be able to see through as if in daylight, while enemies cannot see through it, not even with dark vision or magic sight.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
==== Suuna ====&lt;br /&gt;
Radiant Aura: All creatures in a 100-meter diameter sphere around you become weak to Solar Damage. If they were already weak to it, they will take quadruple damage instead of double of it.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
== Character Sheets ==&lt;br /&gt;
Both Lunara and Suuna are considered Legendary Creatures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Value (+Growth)&lt;br /&gt;
|-&lt;br /&gt;
|Strength:&lt;br /&gt;
|4 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Agility:&lt;br /&gt;
|18 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Stamina:&lt;br /&gt;
|24 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence:&lt;br /&gt;
|11 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom:&lt;br /&gt;
|18 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma:&lt;br /&gt;
|13 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Value:&lt;br /&gt;
|10 + [Dodge Modifier]&lt;br /&gt;
|-&lt;br /&gt;
|Base Hitpoints (+Growth):&lt;br /&gt;
|120 (+40)&lt;br /&gt;
|-&lt;br /&gt;
|Movement Speed:&lt;br /&gt;
|5 (+0.2 rounded down)&lt;br /&gt;
|-&lt;br /&gt;
|Combat Grade:&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
All Abilities have Action Casting speed and can be used every turn apart from Abilities labelled Legendary.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Suuna&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Lunara&lt;br /&gt;
|-&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Solar Touch&lt;br /&gt;
|Mark a creature with a Solar Emblem for 10 Minutes. if Suuna should fall or leave combat, all Solar Emblems will be immediately cleared. Has a range of 100 Meters.&lt;br /&gt;
|Lunar Touch&lt;br /&gt;
|Mark a creature with a Lunar Emblem for 10 Minutes. if Lunara should fall or leave combat, all Lunar Emblems will be immediately cleared. Has a range of 100 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|Solar Eruption&lt;br /&gt;
|Every Creature marked with a Solar Emblem will take [Wisdom Modifier]d4 Solar Damage. If only one Creature was target of this Spell, use [Wisdom Modifier]d8 instead.&lt;br /&gt;
|Lunar Collapse&lt;br /&gt;
|Every Creature marked with a Lunar Emblem will take [Wisdom Modifier]d8 Lunar Damage. If only one Creature was target of this Spell, use [Wisdom Modifier]d4 instead.&lt;br /&gt;
|-&lt;br /&gt;
|Void Force&lt;br /&gt;
|Deal [Wisdom Modifier]d4 Void Damage to the target. Has a range of 20 Meters.&lt;br /&gt;
|Void Force&lt;br /&gt;
|Deal [Wisdom Modifier - 1]d4 Void Damage to the target. Has a range of 20 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Ability: The Brightest Day&lt;br /&gt;
|Every Creature marked a Solar Emblem will take [Wisdom Modifier]d10 Solar Damage and will explode with a range of 5 Meters. Every Character hit by an Explosion that is not his own will take an additional 3d6 Solar Damage. This Spell always hits. Removes all Solar Emblems.&lt;br /&gt;
|Legendary Ability: The Darkest Night&lt;br /&gt;
|Target Creature takes 2*[Wisdom Value] Lunar Damage. This Damage is equally shared between all Creatures within 5 Meters range of the target. This Spell always hits. Has a range of 100 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|The Darkest Day&lt;br /&gt;
|Can only be used while Lunara has fallen or is not part of the Combat Situation.&lt;br /&gt;
Every Creature with a Line of Sight to Suuna will take [Wisdom Modifier]d8 Solar Damage&lt;br /&gt;
|The Brightest Night&lt;br /&gt;
|Can only be used while Suuna has fallen or is not part of the Combat Situation.&lt;br /&gt;
Every Creature without a Line of Sight to Lunara within 100 Meters will take [Wisdom Modifier]d4 Lunar Damage&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Lunara_%26_Suuna&amp;diff=993</id>
		<title>Lunara &amp; Suuna</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Lunara_%26_Suuna&amp;diff=993"/>
		<updated>2026-03-24T02:01:51Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox God|Full Name=Lunara &amp;amp; Suuna|Alias=Luna, Goddess of Night, Goddess of Light|Alignment=Chaotic Good|Race=Voidling|Body=Human|Soul=Void|Image=PlaceholderCreature.png|Gods Impact=Major|Soulcards=The Night, The Scales, The Voyage}}The Twins of Day and Night. Lunara and Suuna are two [[Voidling|Voidlings]] that are physically unable to merge due to their concepts being complete opposites, literally repelling each other.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
=== Lunara ===&lt;br /&gt;
As the goddess of the Night, Lunara ensures that a dark veil covers the lands every night, allowing day dwellers to rest peacefully and nocturnal creatures to thrive. To watch over the Night, she placed a giant avatar in the form of a dim glowing orb in the sky. This orb was named after her by the people on [[World of Tael|Tael]].&lt;br /&gt;
&lt;br /&gt;
==== Lunar Cycles ====&lt;br /&gt;
Each night, Lunara&#039;s orb in the sky looks slightly different, depending on her current mood. When she is tired or sad, the Lunara will be barely visible in the Night sky. With increasing mood and energy, Lunara will go from a crescent orb, to a half orb, all the way to a full Lunara. During her full form, certain creatures or magic may act differently due to her high energy radiating into the nightlife. While she usually follows a set pattern oscillating between all the different forms due to her getting tired eventually, sometimes Lunara can be observed in an abnormal form from her expected one, which is sometimes impossible to predict.&lt;br /&gt;
&lt;br /&gt;
=== Suuna ===&lt;br /&gt;
As the goddess of Day, Sunna ensures that the days will be illuminated by her energizing radiance, causing the predators of the Night to return to their hiding and letting daily life prosper. To ensure and enjoy the prospering life she empowers, she watches over the day in the form of a massive avatar in the sky, a bright glowing orb.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Due to their playful nature and almost sibling-like behavior, they are considered by the people of Tael to be quite childish, which they resemble in their appearance. They take the form of two young girls who physically look identical to show that they are deep down inseparable but wear entirely different clothes to remind everyone that they are still as opposite to each other as possible.&lt;br /&gt;
&lt;br /&gt;
=== Lunara ===&lt;br /&gt;
Covered in Obsidian Jewelry and dressed in a dark purple hooded robe, Lunara&#039;s clothes represent the darkest of Nights, while her bright face shining through resembles the giant orb in the night sky that she forms.&lt;br /&gt;
&lt;br /&gt;
=== Suuna ===&lt;br /&gt;
Decorated with golden trinkets and a bright white dress, Suunas&#039; clothes represent the brightest of Days.&lt;br /&gt;
&lt;br /&gt;
== Life on Tael ==&lt;br /&gt;
Lunara and Suuna reside at the [[Dawndusk Temple]], sitting atop their thrones pointed back to back from each other. Whenever the Temple is hit by the first light of dusk or the first shadows of dawn, they gently hold hands to exchange all that they saw with each other. They have to be careful when making contact with each other, as even the slightest amount of force could accidentally bring their pure [[Voidling]] energy too close together and repel each other again, though sometimes they also just like to play around like that and actually shoot each other through the halls of the temple.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Lunara and Suuna landed on Tael long before the [[The Voidwar|Voidwar]] by pure coincidence. However, that was not without any action on their behalf. Lunara and Suunar once were just normal Voidlings, just like any other Voidling in the endless Void, but when they met and ultimately tried to merge, something unexpected happened. Nothing. They somehow did not merge; no matter how hard they tried, they just wouldn&#039;t merge. As they couldn&#039;t communicate, they couldn&#039;t figure out why, so they kept trying forever and ever, sometimes in a playful manner, sometimes in an aggressive manner. Eventually, they lost sight of their endless Journey and accidentally crashed right into Tael while they were playing.&lt;br /&gt;
&lt;br /&gt;
The moment they crashed, chaos ensued on Tael, as suddenly a bright light covered the land while a veil of complete darkness pierced through the light. Tael, completely surprised, investigated the situation only to find two little Voidlings still play-fighting in their crater, somehow refusing to merge. Completely baffled by that phenomenon, he granted them both life so they could try to explain themselves.&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Uuuh, how would we know? We are trying to merge, but instead, we just get repelled from each other!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Interesting. You were able to absorb the life I just granted you two, so you seem to be normal in that regard. I assume this chaos around us is your doing?&amp;quot; As he points at the chaotic light and darkness all around them&lt;br /&gt;
&lt;br /&gt;
Lunara: &amp;quot;Isn&#039;t the darkness just beautiful?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Suuna: &amp;quot;Isn&#039;t the light just beautiful?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
are both shouting at the same time. Then they turned to each other, manifesting a body just so that they could read each other better.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, it&#039;s not!&amp;quot; Shout both, as they go in to slap each other when they once again just repel each other due to the force used.&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Very Interesting. I&#039;ve never witnessed this before, but it appears like you two are just so fundamentally different that you literally cannot merge into one being.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Well, that explains a lot! But it also makes no sense; how could something like this even exist?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;I guess in the endless Void, anything is eventually possible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Hm, i guess... *They both look at each other* well, what should we do now? Going back into the Void sounds kind of boring, to be honest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Whatever you plan on doing, could I ask you first to get this chaos under control here? Life in this world is quite open to change, but if that chaos continues like this, they might not be too welcoming to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Guess we can&#039;t stay if we don&#039;t, right? How could we possibly coexist in this world? We couldn&#039;t be more different!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Hm, I might have an idea...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And with that, Lunara and Suuna went ahead to always only occupy the absolute opposite sites of the world, but for both of them to see the whole world, they will move in a continuous circle to each other, thus creating Taels Day and Night Cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to their long history together, they decided that they wanted to stay together as they didn&#039;t want to imagine a life without each other anymore. So they settled down together, occasionally sitting hand in hand together, sharing what they see during day and night, temporarily merging the parts of them gifted by Tael.&lt;br /&gt;
&lt;br /&gt;
== Cleric&#039;s Deity Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Minor ===&lt;br /&gt;
Voluminal Eclipse: For the next hour, a 100-meter diameter sphere around you will be considered complete Night- or Daylight, depending on which Deity you follow.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
=== Major ===&lt;br /&gt;
&lt;br /&gt;
==== Lunara ====&lt;br /&gt;
Celestial Eclipse: Cause complete Darkness in a 100-meter diameter sphere around you for 1 minute. You and your allies will be able to see through as if in daylight, while enemies cannot see through it, not even with dark vision or magic sight.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
==== Suuna ====&lt;br /&gt;
Radiant Aura: All creatures in a 100-meter diameter sphere around you become weak to Solar Damage. If they were already weak to it, they will take quadruple damage instead of double of it.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
== Character Sheets ==&lt;br /&gt;
Both Lunara and Suuna are considered Legendary Creatures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Value (+Growth)&lt;br /&gt;
|-&lt;br /&gt;
|Strength:&lt;br /&gt;
|4 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Agility:&lt;br /&gt;
|18 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Stamina:&lt;br /&gt;
|24 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence:&lt;br /&gt;
|11 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom:&lt;br /&gt;
|18 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma:&lt;br /&gt;
|13 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Value:&lt;br /&gt;
|10 + [Dodge Modifier]&lt;br /&gt;
|-&lt;br /&gt;
|Base Hitpoints (+Growth):&lt;br /&gt;
|120 (+40)&lt;br /&gt;
|-&lt;br /&gt;
|Movement Speed:&lt;br /&gt;
|5 (+0.2 rounded down)&lt;br /&gt;
|-&lt;br /&gt;
|Combat Grade:&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
All Abilities have Action Casting speed and can be used every turn apart from Abilities labelled Legendary.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Suuna&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Lunara&lt;br /&gt;
|-&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Solar Touch&lt;br /&gt;
|Mark a creature with a Solar Emblem for 10 Minutes. if Suuna should fall or leave combat, all Solar Emblems will be immediately cleared. Has a range of 100 Meters.&lt;br /&gt;
|Lunar Touch&lt;br /&gt;
|Mark a creature with a Lunar Emblem for 10 Minutes. if Lunara should fall or leave combat, all Lunar Emblems will be immediately cleared. Has a range of 100 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|Solar Eruption&lt;br /&gt;
|Every Creature marked with a Solar Emblem will take [Wisdom Modifier]d4 Solar Damage. If only one Creature was target of this Spell, use [Wisdom Modifier]d8 instead.&lt;br /&gt;
|Lunar Collapse&lt;br /&gt;
|Every Creature marked with a Lunar Emblem will take [Wisdom Modifier]d8 Lunar Damage. If only one Creature was target of this Spell, use [Wisdom Modifier]d4 instead.&lt;br /&gt;
|-&lt;br /&gt;
|Void Force&lt;br /&gt;
|Deal [Wisdom Modifier]d4 Void Damage to the target. Has a range of 20 Meters.&lt;br /&gt;
|Void Force&lt;br /&gt;
|Deal [Wisdom Modifier - 1]d4 Void Damage to the target. Has a range of 20 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Ability: The Brightest Day&lt;br /&gt;
|Every Creature marked a Solar Emblem will take [Wisdom Modifier]d10 Solar Damage and will explode with a range of 5 Meters. Every Character hit by an Explosion that is not his own will take an additional 3d6 Solar Damage. This Spell always hits. Removes all Solar Emblems.&lt;br /&gt;
|Legendary Ability: The Darkest Night&lt;br /&gt;
|Target Creature takes 2*[Wisdom Value] Lunar Damage. This Damage is equally shared between all Creatures within 5 Meters range of the target. This Spell always hits. Has a range of 100 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|The Darkest Day&lt;br /&gt;
|Can only be used while Lunara has fallen or is not part of the Combat Situation.&lt;br /&gt;
Every Creature with a Line of Sight to Suuna will take [Wisdom Modifier]d8 Solar Damage&lt;br /&gt;
|The Brightest Night&lt;br /&gt;
|Can only be used while Suuna has fallen or is not part of the Combat Situation.&lt;br /&gt;
Every Creature without a Line of Sight to Lunara within 100 Meters will take [Wisdom Modifier]d4 Lunar Damage&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Lunara_%26_Suuna&amp;diff=992</id>
		<title>Lunara &amp; Suuna</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Lunara_%26_Suuna&amp;diff=992"/>
		<updated>2026-03-24T02:00:11Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox God|Full Name=Lunara &amp;amp; Suuna|Alias=Luna, Goddess of Night, Goddess of Light|Alignment=Chaotic Good|Race=Voidling|Body=Human|Soul=Void|Image=PlaceholderCreature.png|Gods Impact=Major|Soulcards=The Night, The Scales, The Voyage}}The Twins of Day and Night. Lunara and Suuna are two [[Voidling|Voidlings]] that are physically unable to merge due to their concepts being complete opposites, literally repelling each other.&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
&lt;br /&gt;
=== Lunara ===&lt;br /&gt;
As the goddess of the Night, Lunara ensures that a dark veil covers the lands every night, allowing day dwellers to rest peacefully and nocturnal creatures to thrive. To watch over the Night, she placed a giant avatar in the form of a dim glowing orb in the sky. This orb was named after her by the people on [[World of Tael|Tael]].&lt;br /&gt;
&lt;br /&gt;
==== Lunar Cycles ====&lt;br /&gt;
Each night, Lunara&#039;s orb in the sky looks slightly different, depending on her current mood. When she is tired or sad, the Lunara will be barely visible in the Night sky. With increasing mood and energy, Lunara will go from a crescent orb, to a half orb, all the way to a full Lunara. During her full form, certain creatures or magic may act differently due to her high energy radiating into the nightlife. While she usually follows a set pattern oscillating between all the different forms due to her getting tired eventually, sometimes Lunara can be observed in an abnormal form from her expected one, which is sometimes impossible to predict.&lt;br /&gt;
&lt;br /&gt;
=== Suuna ===&lt;br /&gt;
As the goddess of Day, Sunna ensures that the days will be illuminated by her energizing radiance, causing the predators of the Night to return to their hiding and letting daily life prosper. To ensure and enjoy the prospering life she empowers, she watches over the day in the form of a massive avatar in the sky, a bright glowing orb.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Due to their playful nature and almost sibling-like behavior, they are considered by the people of Tael to be quite childish, which they resemble in their appearance. They take the form of two young girls who physically look identical to show that they are deep down inseparable but wear entirely different clothes to remind everyone that they are still as opposite to each other as possible.&lt;br /&gt;
&lt;br /&gt;
=== Lunara ===&lt;br /&gt;
Covered in Obsidian Jewelry and dressed in a dark purple hooded robe, Lunara&#039;s clothes represent the darkest of Nights, while her bright face shining through resembles the giant orb in the night sky that she forms.&lt;br /&gt;
&lt;br /&gt;
=== Suuna ===&lt;br /&gt;
Decorated with golden trinkets and a bright white dress, Suunas&#039; clothes represent the brightest of Days.&lt;br /&gt;
&lt;br /&gt;
== Life on Tael ==&lt;br /&gt;
Lunara and Suuna reside at the [[Dawndusk Temple]], sitting atop their thrones pointed back to back from each other. Whenever the Temple is hit by the first light of dusk or the first shadows of dawn, they gently hold hands to exchange all that they saw with each other. They have to be careful when making contact with each other, as even the slightest amount of force could accidentally bring their pure [[Voidling]] energy too close together and repel each other again, though sometimes they also just like to play around like that and actually shoot each other through the halls of the temple.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Lunara and Suuna landed on Tael long before the [[The Voidwar|Voidwar]] by pure coincidence. However, that was not without any action on their behalf. Lunara and Suunar once were just normal Voidlings, just like any other Voidling in the endless Void, but when they met and ultimately tried to merge, something unexpected happened. Nothing. They somehow did not merge; no matter how hard they tried, they just wouldn&#039;t merge. As they couldn&#039;t communicate, they couldn&#039;t figure out why, so they kept trying forever and ever, sometimes in a playful manner, sometimes in an aggressive manner. Eventually, they lost sight of their endless Journey and accidentally crashed right into Tael while they were playing.&lt;br /&gt;
&lt;br /&gt;
The moment they crashed, chaos ensued on Tael, as suddenly a bright light covered the land while a veil of complete darkness pierced through the light. Tael, completely surprised, investigated the situation only to find two little Voidlings still play-fighting in their crater, somehow refusing to merge. Completely baffled by that phenomenon, he granted them both life so they could try to explain themselves.&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Uuuh, how would we know? We are trying to merge, but instead, we just get repelled from each other!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Interesting. You were able to absorb the life I just granted you two, so you seem to be normal in that regard. I assume this chaos around us is your doing?&amp;quot; As he points at the chaotic light and darkness all around them&lt;br /&gt;
&lt;br /&gt;
Lunara: &amp;quot;Isn&#039;t the darkness just beautiful?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Suuna: &amp;quot;Isn&#039;t the light just beautiful?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
are both shouting at the same time. Then they turned to each other, manifesting a body just so that they could read each other better.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, it&#039;s not!&amp;quot; Shout both, as they go in to slap each other when they once again just repel each other due to the force used.&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Very Interesting. I&#039;ve never witnessed this before, but it appears like you two are just so fundamentally different that you literally cannot merge into one being.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Well, that explains a lot! But it also makes no sense; how could something like this even exist?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;I guess in the endless Void, anything is eventually possible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Hm, i guess... *They both look at each other* well, what should we do now? Going back into the Void sounds kind of boring, to be honest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Whatever you plan on doing, could I ask you first to get this chaos under control here? Life in this world is quite open to change, but if that chaos continues like this, they might not be too welcoming to it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Lunara and Suuna: &amp;quot;Guess we can&#039;t stay if we don&#039;t, right? How could we possibly coexist in this world? We couldn&#039;t be more different!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tael: &amp;quot;Hm, I might have an idea...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And with that, Lunara and Suuna went ahead to always only occupy the absolute opposite sites of the world, but for both of them to see the whole world, they will move in a continuous circle to each other, thus creating Taels Day and Night Cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to their long history together, they decided that they wanted to stay together as they didn&#039;t want to imagine a life without each other anymore. So they settled down together, occasionally sitting hand in hand together, sharing what they see during day and night, temporarily merging the parts of them gifted by Tael.&lt;br /&gt;
&lt;br /&gt;
== Cleric&#039;s Deity Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Minor ===&lt;br /&gt;
Voluminal Eclipse: For the next hour, a 100-meter diameter sphere around you will be considered complete Night- or Daylight, depending on which Deity you follow.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
=== Major ===&lt;br /&gt;
&lt;br /&gt;
==== Lunara ====&lt;br /&gt;
Celestial Eclipse: Cause complete Darkness in a 100-meter diameter sphere around you for 1 minute. You and your allies will be able to see through as if in daylight, while enemies cannot see through it, not even with dark vision or magic sight.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
==== Suuna ====&lt;br /&gt;
Radiant Aura: All creatures in a 100-meter diameter sphere around you become weak to Solar Damage. If they were already weak to it, they will take quadruple damage instead of double of it.&lt;br /&gt;
&lt;br /&gt;
Usable once. Recharges after five full rests.&lt;br /&gt;
&lt;br /&gt;
== Character Sheets ==&lt;br /&gt;
Both Lunara and Suuna are considered Legendary Creatures.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Value (+Growth)&lt;br /&gt;
|-&lt;br /&gt;
|Strength:&lt;br /&gt;
|4 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Agility:&lt;br /&gt;
|18 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Stamina:&lt;br /&gt;
|24 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Intelligence:&lt;br /&gt;
|11 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom:&lt;br /&gt;
|18 (+2)&lt;br /&gt;
|-&lt;br /&gt;
|Charisma:&lt;br /&gt;
|13 (+1)&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Value:&lt;br /&gt;
|10 + [Dodge Modifier]&lt;br /&gt;
|-&lt;br /&gt;
|Base Hitpoints (+Growth):&lt;br /&gt;
|120 (+40)&lt;br /&gt;
|-&lt;br /&gt;
|Movement Speed:&lt;br /&gt;
|5 (+0.2 rounded down)&lt;br /&gt;
|-&lt;br /&gt;
|Combat Grade:&lt;br /&gt;
|12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
All Abilities have Action Casting speed and can be used every turn apart from Abilities labelled Legendary.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Suuna&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Lunara&lt;br /&gt;
|-&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Solar Touch&lt;br /&gt;
|Mark a creature with a Solar Emblem for 10 Minutes. if Suuna should fall or leave combat, all Solar Emblems will be immediately cleared. Has a range of 100 Meters.&lt;br /&gt;
|Lunar Touch&lt;br /&gt;
|Mark a creature with a Lunar Emblem for 10 Minutes. if Lunara should fall or leave combat, all Lunar Emblems will be immediately cleared. Has a range of 100 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|Solar Eruption&lt;br /&gt;
|Every Creature marked with a Solar Emblem will take [Wisdom Modifier]d4 Solar Damage. If only one Creature was target of this Spell, use [Wisdom Modifier]d8 instead.&lt;br /&gt;
|Lunar Collapse&lt;br /&gt;
|Every Creature marked with a Lunar Emblem will take [Wisdom Modifier]d8 Lunar Damage. If only one Creature was target of this Spell, use [Wisdom Modifier]d4 instead.&lt;br /&gt;
|-&lt;br /&gt;
|Void Force&lt;br /&gt;
|Deal [Wisdom Modifier]d4 Void Damage to the target. Has a range of 20 Meters.&lt;br /&gt;
|Void Force&lt;br /&gt;
|Deal [Wisdom Modifier - 1]d4 Void Damage to the target. Has a range of 20 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|Legendary Ability: The Brightest Day&lt;br /&gt;
|Every Creature marked a Solar Emblem will take [Wisdom Modifier]d10 Solar Damage and will explode with a range of 5 Meters. Every Character hit by an Explosion that is not his own will take an additional 3d6 Solar Damage. This Spell always hits. Removes all Solar Emblems.&lt;br /&gt;
|Legendary Ability: The Darkest Night&lt;br /&gt;
|Target Creature takes 2*[Wisdom Value] Lunar Damage. This Damage is equally shared between all Creatures within 5 Meters range of the target. This Spell always hits. Has a range of 100 Meters.&lt;br /&gt;
|-&lt;br /&gt;
|The Darkest Day&lt;br /&gt;
|Can only be used while Lunara has fallen or is not part of the Combat Situation.&lt;br /&gt;
Every Creature with a Line of Sight to Suuna will take [Wisdom Modifier]d8 Solar Damage&lt;br /&gt;
|The Brightest Night&lt;br /&gt;
|Can only be used while Lunara has fallen or is not part of the Combat Situation.&lt;br /&gt;
Every Creature with a Line of Sight to Suuna will take [Wisdom Modifier]d8 Solar Damage&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=School_of_Magic_-_Dark&amp;diff=989</id>
		<title>School of Magic - Dark</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=School_of_Magic_-_Dark&amp;diff=989"/>
		<updated>2025-11-29T12:43:32Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The School of Dark Magic is an underground school that is not officially taught at wizarding schools. They are mostly taught by student clubs outside of school. Most of these spells are considered to be of a questionable nature or straight-up illegal.&lt;br /&gt;
&lt;br /&gt;
== List of Spells ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Grade&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Casting time&lt;br /&gt;
!Range&lt;br /&gt;
!Duration&lt;br /&gt;
!Focus&lt;br /&gt;
!Voice&lt;br /&gt;
!Meditate&lt;br /&gt;
!Focusing&lt;br /&gt;
!Heavy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Curse&lt;br /&gt;
|Inflicts the target with one of the following curses for 10 turns unless they succeed in a Willpower 8 check.&lt;br /&gt;
&lt;br /&gt;
* Curse of the Snail: Reduces the movement speed of the target to 2 meters per turn&lt;br /&gt;
* Curse of the Slow Voice: Reduces the number of Spell-Actions the target can take to one per turn.&lt;br /&gt;
* Curse of the Slow Muscles: Reduces the number of Attack-Actions the target can take to one per turn.&lt;br /&gt;
* Curse of the Moment: The target cannot receive Temporary hitpoints. Current Temporary hitpoints will dissappear.&lt;br /&gt;
* Curse of the Absent-Minded: The target can not make any Preparations.&lt;br /&gt;
* Curse of the Frail Minded: The target can not focus on any spells. It can still cast those spells. However, the focus will automatically break at the beginning of its next turn.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|20 Meter&lt;br /&gt;
|10 Turns&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Charm&lt;br /&gt;
|The target will become more friendly towards you unless they succeed in a Charm 10 check. Charisma checks against a charmed creature you make can be made twice, and you may choose the better result.&lt;br /&gt;
If the target succeeds in the check, he will know that you tried to charm him and act accordingly.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|1 Minute&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Souldrain&lt;br /&gt;
|Drain the target&#039;s soul to enhance your own capabilities. You can choose one of the Soul Attributes, and the target must succeed an Attribute 10 check of that Attribute or have his chosen attribute value reduced by 8 (but not below zero). If the target fails his check, your chosen attribute&#039;s value will increase by the amount reduced. You can only use one such effect at once.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|Touch&lt;br /&gt;
|1 Minute&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Stasis&lt;br /&gt;
|Allows you to put a humanoid creature or medium beasts into stasis, causing them to not be able to act or move anymore unless they succeed a Wisdom 10 check. The creature&#039;s defensive value will be 1. The creature can use any Action to make another Wisdom check to see if it can free itself from the stasis (the DC will go down by 1 after each failed attempt). Another creature can use a Help-Action to put the target out of the stasis.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|1 Minute&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Soulpain&lt;br /&gt;
|Causes the target to feel insufferable pain. If they have less than half of their hitpoints left, they will be inflicted with the Writhering status effect for 2 Turns unless they succeed a Constitution 12 check.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|2 Turns&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Soulscrambler&lt;br /&gt;
|Choose two of the Soul Attributes and switch the target&#039;s values for those two attributes unless they succeed in a Willpower 12 check.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Greater Stasis&lt;br /&gt;
|Allows you to put a humanoid creature or large beasts into stasis, causing them to not be able to act or move anymore unless they succeed a Wisdom 10 check. The creature&#039;s defensive value will be 1. The creature can use any Action to make another Wisdom check to see if it can free itself from the stasis (the DC will go down by 1 after each failed attempt). Another creature can use a Help-Action to put the target out of the stasis.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|1 Minute&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Possession&lt;br /&gt;
|Posses a creature to temporary control it for 3 turns unless it succeeds a Wisdom 10 check. A possessed creature&#039;s defensive will be 10 if its defense is based on Dodge.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|20 Meter&lt;br /&gt;
|3 Turns&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Sphere of Truth&lt;br /&gt;
|Cast a dome around your location with a 3 meter radius. Everyone within this dome must always speak the truth when asked a question. At first, the caster of this spell may ask one of the creatures inside the dome a question, this creature must then answer truthfully and can now ask any creature (other than himself) the next question. The asked creature then again must answer truthfully and the cycle continues. If it is a creatures turn to ask a question, but does not have any questions left, he may say so, which will allow the creature that asked him the last question to ask a new question to any creature inside the dome. If no more creatures with questions are left inside the dome, the spell will end prematurely. A creature that can move freely may enter or leave the dome at any point.&lt;br /&gt;
Each creature that is either inside the dome when the spell is cast or enters the dome for the first time after it has been cast may try to succeed in a Wisdom 30 check, which if succeeded may allow the creature to lie if they see it necessary.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|Self&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Alter Memory&lt;br /&gt;
|Overwrites a specific memory of the target by a special memory of your choice unless the target succeeds a Wisdom 18 check. The Memory overwritten must not be older than one day.&lt;br /&gt;
Can be upcast to increase the maximum age of the memory by one day per grade.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|1 Meter&lt;br /&gt;
|Permanent&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Mindreading&lt;br /&gt;
|Allows you to read the mind of your target if you succeed a Magic check equal to the target&#039;s character level + 8.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|1 Minute&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Soulrestrainer&lt;br /&gt;
|Reduces the target&#039;s Intelligence, Wisdom and Charisma Value to 1 unless they succeed a Willpower 8 check.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Create Phylactery&lt;br /&gt;
|Split your soul in half and infuse an item with it. When you die, your soul will be able to seek out that item to restore your soul back to its full power. If your body has not been destroyed, you can return your soul to it to be resurrected. Otherwise, you will have to find an alternative host body elsewhere.&lt;br /&gt;
Splitting your soul in half will cause great strain on you, and your Intelligence, Wisdom, and Charisma values will be halved for one month.&lt;br /&gt;
If the Phylactery should be destroyed at any point, you will also feel the effects of the soul splitting for one week. Additionally, the destroyed Phylactery can no longer be used to resurrect yourself.&lt;br /&gt;
You can create up to a number of Phylacteries equal to your Willpower Modifier in your life, due to permanent strains on your soul.&lt;br /&gt;
|1 Month&lt;br /&gt;
|1 Meter&lt;br /&gt;
|Permanent&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
{{CategorySchools}} {{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=School_of_Magic_-_Advanced_Fundamentals&amp;diff=988</id>
		<title>School of Magic - Advanced Fundamentals</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=School_of_Magic_-_Advanced_Fundamentals&amp;diff=988"/>
		<updated>2025-11-29T12:43:06Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The School of Advanced Fundamentals is the extended base of every decent wizard. &lt;br /&gt;
&lt;br /&gt;
== List of Spells ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Grade&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Casting time&lt;br /&gt;
!Range&lt;br /&gt;
!Duration&lt;br /&gt;
!Focus&lt;br /&gt;
!Voice&lt;br /&gt;
!Meditate&lt;br /&gt;
!Focusing&lt;br /&gt;
!Heavy&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Lower Stasis&lt;br /&gt;
|Allows you to put a humanoid creature or small beast into stasis, causing them to not be able to act or move anymore unless they succeed a Wisdom 10 check. The creature&#039;s defensive value will be 1. The creature can use any Action to make another Wisdom check to see if it can free itself from the stasis (the DC will go down by 1 after each failed attempt). Another creature can use a Help-Action to put the target out of the stasis.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|1 Minute&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Polymorph&lt;br /&gt;
|Transforms the target into a harmless creature of your choice of small to medium size, unless it succeeds a Magic 10 check. The target can still act and attack with the skill set of the creature it is transformed into. If the target&#039;s hitpoints drop to zero it will return to its old form.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|1 Minute&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Memory Scratch&lt;br /&gt;
|Removes the last minute of the creature&#039;s memory unless it succeeds a Wisdom 10 check. Does not work if you are in active combat with the creature.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|5 Meter&lt;br /&gt;
|None&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Teleportation&lt;br /&gt;
|You and a number of allies equal to your Magic Modifier can teleport to a place you have been to within the last week, regardless of range&lt;br /&gt;
|1 Hour&lt;br /&gt;
|Touch&lt;br /&gt;
|None&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Scrying&lt;br /&gt;
|Look into the distance and see a specific creature you are looking for. The more you know about the person or creature, the more details you can make out, up to its exact location. The person or creature can make a Willpower 30 check to see if he notices that he is being watched.&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|Infinite&lt;br /&gt;
|1 Hour&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Greater Portal&lt;br /&gt;
|You can place one side of portal anywhere within your visible range. This portal will last 1 month and can be used by anyone you want to. The portal becomes usable once you use the spell again to place the second portal anywhere else in the world. Whenever you try to place a third one, the oldest one will dissappear.&lt;br /&gt;
|1 Hour&lt;br /&gt;
|20 Meter&lt;br /&gt;
|1 Month&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
{{CategorySchools}}&lt;br /&gt;
{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Fragment_of_the_Great_Pearl&amp;diff=987</id>
		<title>Fragment of the Great Pearl</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Fragment_of_the_Great_Pearl&amp;diff=987"/>
		<updated>2025-10-13T02:22:52Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox MagicItem|Full Name=Fragment of the Great Pearl|Slot=Necklace|Rarity=Rare|Attunement=No|Description=The wearer gains the Abilities of a Specific Subtype of Merfolk|Source=Can sometimes be found in Gobfin Settlements and Temples of Mera.&lt;br /&gt;
Can be created by combining a small chunk of the Great Pearl with a blank amulet.}}&lt;br /&gt;
&lt;br /&gt;
A small amulet that infuses the wearer with the powers of the Merfolks.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
With varying chance (based on a d20 role), the amulet can either be one that turns wearer into a Pearlfin (role 2-16), Fiercefin (role 17-20) or a Crustfin (role 1). The type of Merfolk cannot be changed. However the color of the Fins and Tails can be freely chosen when transforming.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Every now and then, chunks of the great Pearl fall off, be it from age or chiseled by Thiefs. These fragments are collected by the Priestess of the Pearl and stored away safely at the Temple, or a brought to the Thieves hideout to be turned into amulets for either selling or personal use.&lt;br /&gt;
&lt;br /&gt;
Finding a chunk on the ground and taking it with you for whatever use is perfectly fine, it is merely illegal to actively carve out a chunk yourself.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Fragment_of_the_Great_Pearl&amp;diff=986</id>
		<title>Fragment of the Great Pearl</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Fragment_of_the_Great_Pearl&amp;diff=986"/>
		<updated>2025-04-15T03:54:23Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;{{Infobox MagicItem|Full Name=Fragment of the Great Pearl|Slot=Necklace|Rarity=Rare|Attunement=Yes|Description=The wearer gains the Abilities of a Specific Subtype of Merfolk|Source=Can sometimes be found in Gobfin Settlements and Temples of Mera. Can be created by combining a small chunk of the Great Pearl with a blank amulet.}}  A small amulet that infuses the wearer with the powers of the Merfolks.  == Variations == With varying chance (based on a d20 role), the amule...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox MagicItem|Full Name=Fragment of the Great Pearl|Slot=Necklace|Rarity=Rare|Attunement=Yes|Description=The wearer gains the Abilities of a Specific Subtype of Merfolk|Source=Can sometimes be found in Gobfin Settlements and Temples of Mera.&lt;br /&gt;
Can be created by combining a small chunk of the Great Pearl with a blank amulet.}}&lt;br /&gt;
&lt;br /&gt;
A small amulet that infuses the wearer with the powers of the Merfolks.&lt;br /&gt;
&lt;br /&gt;
== Variations ==&lt;br /&gt;
With varying chance (based on a d20 role), the amulet can either be one that turns wearer into a Pearlfin (role 2-16), Fiercefin (role 17-20) or a Crustfin (role 1). The type of Merfolk cannot be changed. However the color of the Fins and Tails can be freely chosen when transforming for the first time.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Every now and then, chunks of the great Pearl fall off, be it from age or chiseled by Thiefs. These fragments are collected by the Priestess of the Pearl and stored away safely at the Temple, or a brought to the Thieves hideout to be turned into amulets for either selling or personal use.&lt;br /&gt;
&lt;br /&gt;
Finding a chunk on the ground and taking it with you for whatever use is perfectly fine, it is just illegal to actively carve out a chunk yourself.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Merfolk&amp;diff=985</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Merfolk&amp;diff=985"/>
		<updated>2025-04-15T03:30:19Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race|&lt;br /&gt;
Image=Placeholder.png|&lt;br /&gt;
Raw Name=Merfolk / Merfolks|&lt;br /&gt;
Capitol=Quell|&lt;br /&gt;
Population=Many|&lt;br /&gt;
Creation= Notsure yet|&lt;br /&gt;
Strength=0|&lt;br /&gt;
Agility=0|&lt;br /&gt;
Stamina=0|&lt;br /&gt;
Intelligence=0|&lt;br /&gt;
Wisdom=0|&lt;br /&gt;
Charisma=0&lt;br /&gt;
|Speed=Inherited|Size=Inherited|Senses=Inherited|Nocturnal=Inherited}}Being a Merfolk is a racial trait that can apply to nearly every humanoid and even some non-humanoid creature.&lt;br /&gt;
&lt;br /&gt;
== Anatomy ==&lt;br /&gt;
Merfolks have the special property that they can turn their legs into a tail (and vice versa) on command, allowing for maximum maneuvarabilty? in water. The Transformation takes about 6 seconds. There are some subtypes of Merfolk, which can alter the form of their tail and potential fins.&lt;br /&gt;
&lt;br /&gt;
=== Pearlfin ===&lt;br /&gt;
The most common form of Merfolk. They have a scaly and shiny tail, that can have a variety of vibrant colors. Sometimes accompaniedby fin like features on their ears.&lt;br /&gt;
&lt;br /&gt;
=== Fiercefin ===&lt;br /&gt;
Usually found in more bulky races of Merfolk, Fiercefins have a smooth and grayish tail, which is usually accompanied by sharp fins on their arms and sometimes even on their ears.&lt;br /&gt;
&lt;br /&gt;
=== Crustfin ===&lt;br /&gt;
A rare form of Merfolk, that form a shelled tail in the likeness of a Shrimp. Sometimes accompanied by long whiskers forming from around the mouth.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Merfolk came into existence when Mera enhanced the lifeforce conducting properties of water with the great Pearl, causing the forms of fish and humanoids to slightly mix together. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Abilities are on top of the already existing Abilities of the base race.&lt;br /&gt;
&lt;br /&gt;
=== Made for Swimming ===&lt;br /&gt;
Swimming speed is equal to Movement Speed while transformed, but never less than 5, even when affected by negative effects. Walking Speed while transformed is one quarter of the normal Movement Speed, and never more than 2.&lt;br /&gt;
&lt;br /&gt;
=== Adapted Sight ===&lt;br /&gt;
Vision is completely unaffected by being underwater.&lt;br /&gt;
&lt;br /&gt;
=== Waterborn ===&lt;br /&gt;
Completely immune to Water Damage. Water Damage dealt is doubled. Cannot drown in Water. Taking Ice Damage will immediately freeze you.&lt;br /&gt;
&lt;br /&gt;
=== Finslicing (Fiercefin only, requires Fins on Arms) ===&lt;br /&gt;
Can use his fins on his arm as an unarmed attack dealing Slicing Damage equal to the Stats of an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
{{CategoryRace}}&lt;br /&gt;
{{CategoryMerfolk}}{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:CategoryMerfolk&amp;diff=984</id>
		<title>Template:CategoryMerfolk</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:CategoryMerfolk&amp;diff=984"/>
		<updated>2025-04-15T03:26:59Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;Category:Merfolk&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Merfolk]]&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Merfolk&amp;diff=983</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Merfolk&amp;diff=983"/>
		<updated>2025-04-15T03:25:28Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race|&lt;br /&gt;
Image=Placeholder.png|&lt;br /&gt;
Raw Name=Merfolk / Merfolks|&lt;br /&gt;
Capitol=Quell|&lt;br /&gt;
Population=Many|&lt;br /&gt;
Creation= Notsure yet|&lt;br /&gt;
Strength=0|&lt;br /&gt;
Agility=0|&lt;br /&gt;
Stamina=0|&lt;br /&gt;
Intelligence=0|&lt;br /&gt;
Wisdom=0|&lt;br /&gt;
Charisma=0&lt;br /&gt;
|Speed=Inherited|Size=Inherited|Senses=Inherited|Nocturnal=Inherited}}Being a Merfolk is a racial trait that can apply to nearly every humanoid and even some non-humanoid creature.&lt;br /&gt;
&lt;br /&gt;
== Anatomy ==&lt;br /&gt;
Merfolks have the special property that they can turn their legs into a tail (and vice versa) on command, allowing for maximum maneuvarabilty? in water. The Transformation takes about 6 seconds. There are some subtypes of Merfolk, which can alter the form of their tail and potential fins.&lt;br /&gt;
&lt;br /&gt;
=== Pearlfin ===&lt;br /&gt;
The most common form of Merfolk. They have a scaly and shiny tail, that can have a variety of vibrant colors. Sometimes accompaniedby fin like features on their ears.&lt;br /&gt;
&lt;br /&gt;
=== Fiercefin ===&lt;br /&gt;
Usually found in more bulky races of Merfolk, Fiercefins have a smooth and grayish tail, which is usually accompanied by sharp fins on their arms and sometimes even on their ears.&lt;br /&gt;
&lt;br /&gt;
=== Crustfin ===&lt;br /&gt;
A rare form of Merfolk, that form a shelled tail in the likeness of a Shrimp. Sometimes accompanied by long whiskers forming from around the mouth.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Merfolk came into existence when Mera enhanced the lifeforce conducting properties of water with the great Pearl, causing the forms of fish and humanoids to slightly mix together. &lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Made for Swimming ===&lt;br /&gt;
Swimming speed is equal to Movement Speed while transformed, but never less than 5, even when affected by negative effects. Walking Speed while transformed is one quarter of the normal Movement Speed, and never more than 2.&lt;br /&gt;
&lt;br /&gt;
=== Adapted Sight ===&lt;br /&gt;
Vision is completely unaffected by being underwater.&lt;br /&gt;
&lt;br /&gt;
=== Waterborn ===&lt;br /&gt;
Completely immune to Water Damage. Water Damage dealt is doubled. Cannot drown in Water. Taking Ice Damage will immediately freeze you.&lt;br /&gt;
&lt;br /&gt;
=== Finslicing (Fiercefin only, requires Fins on Arms) ===&lt;br /&gt;
Can use his fins on his arm as an unarmed attack dealing Slicing Damage equal to the Stats of an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
{{CategoryRace}}&lt;br /&gt;
{{CategoryMerfolk}}{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Merfolk&amp;diff=982</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Merfolk&amp;diff=982"/>
		<updated>2025-04-15T02:49:49Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;{{Infobox Race| Image=Placeholder.png| Raw Name=Neko / Nekos| Capitol=Nokyo| Population=Many| Creation= ~800 AOS| Strength=0| Agility=2| Stamina=1| Intelligence=1| Wisdom=1| Charisma=1 |Speed=8|Size=Medium|Senses=Darksight|Nocturnal=Optional}}The Neko is a feline humanoid creature.  == Anatomy == An adult Neko is an average of 1 meter to 2 meters tall. They are mostly quite slender, and their fur and tail can differ greatly depending on the type of Neko. They have five f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race|&lt;br /&gt;
Image=Placeholder.png|&lt;br /&gt;
Raw Name=Neko / Nekos|&lt;br /&gt;
Capitol=Nokyo|&lt;br /&gt;
Population=Many|&lt;br /&gt;
Creation= ~800 AOS|&lt;br /&gt;
Strength=0|&lt;br /&gt;
Agility=2|&lt;br /&gt;
Stamina=1|&lt;br /&gt;
Intelligence=1|&lt;br /&gt;
Wisdom=1|&lt;br /&gt;
Charisma=1&lt;br /&gt;
|Speed=8|Size=Medium|Senses=Darksight|Nocturnal=Optional}}The Neko is a feline humanoid creature.&lt;br /&gt;
&lt;br /&gt;
== Anatomy ==&lt;br /&gt;
An adult Neko is an average of 1 meter to 2 meters tall. They are mostly quite slender, and their fur and tail can differ greatly depending on the type of Neko. They have five fingers, including opposable thumbs and claws, that they can extend and retract at will.&lt;br /&gt;
&lt;br /&gt;
=== Vulpis ===&lt;br /&gt;
A variant with mostly white and red fur. Their tail is mostly red with a white and usually extremely fluffy. They have small pointy ears on top facing forward.&lt;br /&gt;
&lt;br /&gt;
=== Fennek ===&lt;br /&gt;
Their fur is usually a mix of white and bright orange. They tend to be on the smaller side of the Neko scale and have a very fluffy tail. Their ears are almost comically large compared to the rest of the proportions.&lt;br /&gt;
&lt;br /&gt;
=== Felis ===&lt;br /&gt;
The most common form of Nekos, they can have nearly any combination of brown, white, grey, black, or orange fur. They have short and pointy ears, and their tail is usually quite thin but long.&lt;br /&gt;
&lt;br /&gt;
=== Leo ===&lt;br /&gt;
A very rare form of Neko. They have mostly golden-like fur and a strong, puffy mane. They have rounded ears and a long, skinny tail with a little puffy tip.&lt;br /&gt;
&lt;br /&gt;
=== [...] Atro (or Noir?) ===&lt;br /&gt;
A common alternative form of the other forms above. While the general shape stays the same, their furs are usually a very dark shade of purple or straight-up black. Their eyes are almost always an intense bright orange, despite the other forms usually not having any special eye colors connected to them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Nekos came to be when civilizations started to domesticate cats. Their living in such harmony eventually caused the cats to evolve into a more humanoid form. Nekos are mostly split into two mindsets: one that they wanna take revenge on society for keeping them as pets, while the other embraces society, being thankful for ultimately helping them evolve and participate in their everyday life.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Nocturnal Hunter ===&lt;br /&gt;
Can see perfectly in the dark up to 50m.&lt;br /&gt;
&lt;br /&gt;
=== Claws ===&lt;br /&gt;
Can use claws as an unarmed attack.&lt;br /&gt;
&lt;br /&gt;
=== Feline Climbing ===&lt;br /&gt;
Is skilled in Climbing. Can&#039;t climb downwards.&lt;br /&gt;
&lt;br /&gt;
=== Feline Featherfalling ===&lt;br /&gt;
You can fall up to 15 meters without taking fall damage. Beyond that, you will take full fall damage as usual.&lt;br /&gt;
&lt;br /&gt;
=== Darkness embraced (Atro only) ===&lt;br /&gt;
When in complete darkness, hiding will always be successfull.&lt;br /&gt;
&lt;br /&gt;
=== Neko Charm (All except Atro) ===&lt;br /&gt;
Checks that require Charisma have their Modifiers increased by 2. Does not apply to Charisma Checks against other Nekos.&lt;br /&gt;
&lt;br /&gt;
=== Nemesis of the Wet (Weakness) ===&lt;br /&gt;
When surrounded, submerged, or covered in water, Nekos must pass a DC 14 Willpower check before every turn or become panicked until the check is cleared.&lt;br /&gt;
&lt;br /&gt;
{{CategoryRace}}&lt;br /&gt;
{{CategoryMerfolk}}&lt;br /&gt;
{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Quell&amp;diff=981</id>
		<title>Quell</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Quell&amp;diff=981"/>
		<updated>2025-04-15T02:47:25Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;The City of Reefs and the seat of Mera, the goddess of Water.  == Infrastructure == The inner Main city consists of many carved out reefs, loosely connected by occasional bridges made out of webbed seaweed, mainly used by tourists that prefer walking over swimming. The main means of moving across the city however is by swimming across the multilayered waterstreams everywhere, that allow you to enter and exit wherever you need to. In the center of the inner city is one gi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The City of Reefs and the seat of Mera, the goddess of Water.&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
The inner Main city consists of many carved out reefs, loosely connected by occasional bridges made out of webbed seaweed, mainly used by tourists that prefer walking over swimming. The main means of moving across the city however is by swimming across the multilayered waterstreams everywhere, that allow you to enter and exit wherever you need to. In the center of the inner city is one giant tower of reefs with a massive shining pearl on top of it, radiating a white but warm glow. This center tower is the Pearl of Mera, and the official seat of Mera.&lt;br /&gt;
&lt;br /&gt;
Leaving the inner Main city, the reefs get slowly but steadily smaller, still all carved to be turned into homes and establishments. The walkways become few and far between, as at that point the seafloor is close enough use.&lt;br /&gt;
&lt;br /&gt;
Pretty much every reef is lined with an almost neon-like glowing trace made of domesticated Hivejelly, which is the Kingdoms communication network.&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
Most of Quell‘s permanent residents are Merfolk of all kind of races, though humans and elves are making up the most part of it. While Gobfins can be found throughout the city, they are rarely actually living there, and are instead just working there.&lt;br /&gt;
&lt;br /&gt;
== Points of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== Landmarks ===&lt;br /&gt;
&lt;br /&gt;
==== Pearl of Mera ====&lt;br /&gt;
The centerpiece and pride of the city. The pearl of Mera is the seat of Mera and is constantly radiating her warming glow onto        the entire Kingdom. While the lower floors of the tower are filled with governmental buildings and living spaces for Mera‘s Priests, the upper floors are exclusively dedicated to her temple and ultimately her sanctum, with the ceiling being the bottom of the great pearl itself.&lt;br /&gt;
&lt;br /&gt;
==== The great Stream ====&lt;br /&gt;
The great Stream is massive Highway stream connecting Mera‘s Harbor, Quell and Scientia. It is used by nearly everyone traversing between these three cities, as it is by far the fastest route available.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Mera%27s_Kingdom&amp;diff=980</id>
		<title>Mera&#039;s Kingdom</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Mera%27s_Kingdom&amp;diff=980"/>
		<updated>2025-04-05T17:27:20Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Desert of Ohmal Map.png|thumb|656x656px]]Mera’s Kingdom consists of the small bridge of land connecting the Ashen Steppes with the frozen Deadlands, and the vast Oceanfloor of the Seas of Mera. However the small piece of land mostly acts as a trading interface for the rest of the world, as almost all of Meras daily life happens under the sea.&lt;br /&gt;
&lt;br /&gt;
== Landscape ==&lt;br /&gt;
The Kingdom has barely anything interesting going on on land, which helps in not having to fight for that territory. Below the Sea Level however is a vast water world, teeming with life and civilization.&lt;br /&gt;
&lt;br /&gt;
=== Port Mera ===&lt;br /&gt;
{{Main|article=Port Mera}}&lt;br /&gt;
&lt;br /&gt;
Port Mera is the fiirst stop for every traveler or merchant, trying to enter or leave the Kingdom of Mera. It‘s most notable feature is the giant Harbor like structure, that doesn‘t carry any obvious ships. The Harbor acts as an elevator into the depths, and all the „ships“ are located right under the surface, waiting to be loaded or unloaded. Travelers that seek entry into the water world can get enchanted pendants that allow them to breath and see underwater.&lt;br /&gt;
&lt;br /&gt;
=== Quell ===&lt;br /&gt;
{{Main|article=Quell}}&lt;br /&gt;
&lt;br /&gt;
The Capitol City of the Kingdom of Mera. With Mera‘s Palace proudly in the center, the City creates a near futuristic look, as the street channels aren‘t bound to the ground and are going mulitple layers up, as well as every building andpathway being lit up by what looks almost like neon stripes, but are actually wires of domesticated hivejelly, creating are network of communication available to the entire city.&lt;br /&gt;
&lt;br /&gt;
=== Abyssal Outskirts ===&lt;br /&gt;
The Abyssal Outskirts are an almost desert-like underwater region bordering the influence of the Abyssal Depths. Flora is getting more and more sparse as you get deeper into the Outskirts, and eventually returns with a much more fierce appearance, signalling a heavy influence of the dangerous Abyssal Depths. While you shouldn‘t tread into the Outskirts to begin with, seeing this Flora is a fair last warning to turn back now, as the Fauna hiding within is even more menacing.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
Coral reefs and bioluminescent plants as far as the eye can see. Noteworthy Flora includes:&lt;br /&gt;
&lt;br /&gt;
* Tearberry Bushes&lt;br /&gt;
* Seaweed Trees&lt;br /&gt;
* Breathing Coral Tubes&lt;br /&gt;
* Starfruit Trees&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
Despite the civilized nature of this particular ocean, it is still a wild ocean at heart, and consist of much more than justcute littel docile fish. This includes:&lt;br /&gt;
&lt;br /&gt;
* Ankersharks&lt;br /&gt;
* Wild Hivejelly Colonies&lt;br /&gt;
* Wandering Reefs&lt;br /&gt;
* Daggerrays&lt;br /&gt;
* Polyfinned Octopis&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
While most of the society is united under Meras Guidance, there are still some independent groups in the vast ocean.&lt;br /&gt;
&lt;br /&gt;
=== People of Mera ===&lt;br /&gt;
Most people believe in the Guidance of Mera and thrive in the unity of their civilization. Many people regularely visit shrines or temples scattered aroundthe cities and the ocean to show Mera their grattitude,&lt;br /&gt;
&lt;br /&gt;
=== Gobfin Hunt ===&lt;br /&gt;
a small sub-civilization of Gobfins. While they still respect Mera and her people, they prefer to live out their lifes free from the shackles of social norms and society in general. You can often find them im small villages scattered around the ocean. They aren‘t usually hostile, and might even be friendly if you show no signs of social etiquette.&lt;br /&gt;
&lt;br /&gt;
== Local Traditions ==&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Mera%27s_Kingdom&amp;diff=979</id>
		<title>Mera&#039;s Kingdom</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Mera%27s_Kingdom&amp;diff=979"/>
		<updated>2025-04-05T16:20:11Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;656x656px As the name suggests, the Desert of Ohmal is a giant desert located just south of the Crackling Mountains. It is home to the Academic City of Scientia and the Seat of Time within Tempus Peak.  == Landscape == This massive desert used to be a lush jungle full of life and the most exotic flora ever seen. However, due to the influence of Tempus Peak, this area moved a lot faster through time than any other pla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Desert of Ohmal Map.png|thumb|656x656px]]&lt;br /&gt;
As the name suggests, the Desert of Ohmal is a giant desert located just south of the [[Crackling Mountains]]. It is home to the Academic City of [[Scientia]] and the Seat of Time within [[Tempus Peak]].&lt;br /&gt;
&lt;br /&gt;
== Landscape ==&lt;br /&gt;
This massive desert used to be a lush jungle full of life and the most exotic flora ever seen. However, due to the influence of [[Tempus Peak]], this area moved a lot faster through time than any other place on Tael. Every river is completely dried out; the only sources of water are occasional wells. Water that is very close to the Peak can sometimes become a conduit for time and causes its reflection to become visions of the near or far future of whatever it is reflecting.&lt;br /&gt;
&lt;br /&gt;
=== Ruins of Ohmal ===&lt;br /&gt;
{{Main|article=Kingdom of Ohmal}}&lt;br /&gt;
&lt;br /&gt;
Underneath the surface of the sands lie the ruins of a highly advanced civilization. These ruins are often the target of expensive research expeditions because they offer a glimpse into the future.&lt;br /&gt;
&lt;br /&gt;
=== Tempus Peak ===&lt;br /&gt;
{{Main|article=Tempus Peak}}&lt;br /&gt;
&lt;br /&gt;
A single lonely mountain in the middle of the desert. What should be geographically impossible is caused by the flowing sands of time that all converge on this mountain, and [[Solair]], the Goddess of Heat, scorching these sands into glass, manifesting an evergrowing mountain. Deep within the glassen caverns is the Seat of Time, Home of Tempus, the God of Time.&lt;br /&gt;
&lt;br /&gt;
=== The Great Glass Basin ===&lt;br /&gt;
{{Main|article=The Great Glass Basin}}&lt;br /&gt;
&lt;br /&gt;
When [[Solair]] fell from the sky, this is the crater she left behind. It is a giant basin out of perfectly smooth glass. The sand that eventually falls into here slides perfectly down and sooner or later gets carried out again by the winds.&lt;br /&gt;
&lt;br /&gt;
== Flora ==&lt;br /&gt;
Apart from occasional oases with a little vegetation, little flora remains in this place, robbed of its time. An Oasis usually has palm Trees and sandberry bushes around it, which helps the caravans restock a bit before they continue their journey. &lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
[This part follows later, as i have a number of creatures planned that live in this desert, but putting them in here now would create too much overhead to handle for me at the moment]&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There are three distinct societies established along the outer edges of the desert.&lt;br /&gt;
&lt;br /&gt;
=== Scientia ===&lt;br /&gt;
{{Main|article=Scientia}}&lt;br /&gt;
&lt;br /&gt;
=== New Ohmal ===&lt;br /&gt;
{{Main|article=New Ohmal}}&lt;br /&gt;
&lt;br /&gt;
=== Syssilith ===&lt;br /&gt;
{{Main|article=Syssilith}}&lt;br /&gt;
&lt;br /&gt;
== Time Distortions ==&lt;br /&gt;
Due to all the [[Time Streams]] converging onto [[Tempus Peak]], their sheer numbers close to the surface cause the Time in the desert to be quite chaotic. The closer you get to the Mountain, the more chaotic time becomes. In order to reduce those effects on mortals, [[Tempus]] is upholding a massive Aura centered around the Peak that slows down the perceived time for everyone within. This, however, has the added side effect that there is a certain distance from the Peak where time is relatively stable but slowed down. The Academic City of [[Scientia]] falls exactly into this overlap.&lt;br /&gt;
&lt;br /&gt;
== Local Traditions ==&lt;br /&gt;
Couples that are unsure yet whether or not they want to marry sometimes come to this desert with the intent of seeing their reflection in the water close to the peak. They intend to see whether they are still happy in the future. As the journey is quite treacherous, they usually create an unbreakable bond on the way, resulting in the visions being nearly always happy. However, sometimes these visions reveal some other underlying fates, like an undiagnosed disease.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Daggers&amp;diff=978</id>
		<title>Daggers</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Daggers&amp;diff=978"/>
		<updated>2025-04-05T15:58:55Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of all the daggers in the world of Tael. This list will continuously grow.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Rarity&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|Critical Condition&lt;br /&gt;
|A Knife with randomly aligned teeth that always dig deep no matter the angle.&lt;br /&gt;
Critical Hits made with this Dagger don&#039;t need to make attack rolls, and will always be the highest possible result. This includes any bonus damage that may apply.&lt;br /&gt;
|Very Rare&lt;br /&gt;
|Gambler&#039;s Den in [[Vincere]]&lt;br /&gt;
|-&lt;br /&gt;
|Gentleman&#039;s Knife&lt;br /&gt;
|This is a very elegant and timeless item. It makes the wearer extra charming but also all the more deadly.&lt;br /&gt;
The wearer of this Weapon has +2 to his Charisma Modifier. Attack rolls made with this weapon will deal additional damage equal to the wearers Charisma Modifier.&lt;br /&gt;
|Legendary&lt;br /&gt;
|Unique to [[Maximillian Liber]]&lt;br /&gt;
|-&lt;br /&gt;
|Blade of Gaia&lt;br /&gt;
|A small knife that has the smallest trace of [[Gaia]] energy embedded into its tip. Any knowledge of this weapon outside of the Guardians of Gaia will be met with a stab from said weapon.&lt;br /&gt;
When the knifes tip makes skin contact with a creature, the Gaia energy inside it will completely delete the soul of the creature it touched, leaving behind nothing but an empty vessel of a body. After this knife claims one victim, its Gaia energy will be consumed and become a regular fancy looking knife.&lt;br /&gt;
&lt;br /&gt;
„&#039;&#039;A relatively mundane looking dagger, except for the small little Taelit tip. Taelit can absorb tiny amounts of Gaia Energy without leaking it, making it the perfect material to use. Any stab will squish out the little bit of Gaia stored inside, causing it to make contact with whatever was stabbed. Recharging the Dagger is as simple as stabbing a source of Gaia Energy&#039;&#039;“&lt;br /&gt;
|Legendary&lt;br /&gt;
|Only wielded by [[Gaia|Guardians of Gaia]]&lt;br /&gt;
|}&lt;br /&gt;
{{CategoryGameplay}}{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=974</id>
		<title>Tome of Nekomancy</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=974"/>
		<updated>2025-01-21T00:14:21Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox MagicItem|Full Name=Tome of Nekomancy|Slot=Offhand Catalyst|Rarity=Epic|Attunement=No|Description=Ever since the incident with the crazy cat lady, most libraries decided to lock the tome away. Wielding this tome as a catalyst in your offhand allows you to cast the spells written inside.|Source=Locked Safes of Libraries}}A Leather-bound tome with the silhouette of a cats head on it. Inside you can find detailed descriptions of the art of Nekomancy. It smells weirdly like fish. If you gently pet it, you can sometimes hear it purr.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
When equipping this tome in the off hand in combination with a magic focus in the main, the wearer gains the ability to cast the following spells:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Casting time&lt;br /&gt;
!Range&lt;br /&gt;
!Duration&lt;br /&gt;
!Focus&lt;br /&gt;
!Voice&lt;br /&gt;
!Meditate&lt;br /&gt;
!Focusing&lt;br /&gt;
!Heavy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Catcall&lt;br /&gt;
|Every Cat within a 100 meter radius around the caster will be lured towards the caster. They will try to reach the caster if they can do so without getting themself in danger. If they have to leave the 100 meter radius to reach the caster, the luring will not be cancelled.&lt;br /&gt;
Upcasting this spell will increase the range by 100 Meter per grade and the the duration by 5 Minutes per grade.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|100 Meter&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Catjouring&lt;br /&gt;
|Conjours a real cat at a place the caster can see. The caster can define how the cat will look and how old it is. It is a real, physical cat complete with free will and the intelligence of the average cat of its age.&lt;br /&gt;
To create the Soul of the cat, the caster must sacrifice part of his own soul. Casting this spell will apply a lasting debuff on the caster that will reduce all his Soul-Stats by 1. When all cats conjoured by this spell die, the debuff will dissappear.&lt;br /&gt;
Upcasting this spell will summon one additional cat per spell grade, but will still only apply one level of debuff. Every cat summoned with one spell will share the same soul and share a practical hive mind telepathically. They will still be able to act independently.&lt;br /&gt;
Casting this spell multiple times will cause multiple stacks of debuffs to apply to the caster, each debuff is linked to the cat/s it was summoned with.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|Indefinitely&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Cattalk&lt;br /&gt;
|Allows the caster to be able to communicate with cats for the duration of the spell&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|Self&lt;br /&gt;
|1 Hour&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
Note: &amp;quot;Catcall&amp;quot; and &amp;quot;Cattalk&amp;quot; can also affect Nekos, a humanoid cat like race, as they are ancestors are cats. However, the caster can decide whether or he wants it to affect Nekos or not. It should be mentioned that casting Catcall in an urban area with Nekos around might have legal or social consequences.&lt;br /&gt;
&lt;br /&gt;
=== Possible Variations ===&lt;br /&gt;
&lt;br /&gt;
==== Lesser Tomes ====&lt;br /&gt;
It is possible to find a copy of the Tome that does not contain all Spells, a relatively common Tome is one that specifically excludes the &amp;quot;Catjouring&amp;quot; spell, as that is the spell that the general public sees as &amp;quot;worrysome&amp;quot;. Tomes that do not contain &amp;quot;Catjouring&amp;quot; have a Rarity of &amp;quot;Rare&amp;quot; only, and will always be &amp;quot;Epic&amp;quot; otherwise, no matter if it contains the other two spells or not.&lt;br /&gt;
&lt;br /&gt;
==== Scrolls ====&lt;br /&gt;
Each spell can also individually found on Scrolls throughout the world. &amp;quot;Cattalk&amp;quot; is of &amp;quot;Common&amp;quot; Rarity, &amp;quot;Catcall&amp;quot; is of &amp;quot;Uncommon&amp;quot; Rarity and &amp;quot;Catjouring&amp;quot; is of &amp;quot;Rare&amp;quot; Rarity.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Originally created by researching summoning spells in general, one wizard had a especially particular interest in a certain animal and perfected the spells for summoning cats first before applying his research results to the spells of other animals. Unfortunately though, while testing the potency of his spells, he summoned so many cats that he never found any time (or energy) to actually finish the other spells, and so, what was originally intended to become the &amp;quot;Tome of Faunamancy&amp;quot;, became only a &amp;quot;Tome of Nekomancy&amp;quot;. His last words were &amp;quot;I have no regrets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The creation of these spells were so intricate that no one has yet been able to finish his work, and unfortunately all his Knowledge went with conjouring the cats, which outlived him. That means even when asked during his lifetime, he was unable to teach anyone how to continue, as he himself had no clue anymore.&lt;br /&gt;
&lt;br /&gt;
The wizards tower is since home to the later generations of the cats he conjoured.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=973</id>
		<title>Tome of Nekomancy</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=973"/>
		<updated>2025-01-21T00:05:53Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox MagicItem|Full Name=Tome of Nekomancy|Slot=Offhand Catalyst|Rarity=Epic|Attunement=No|Description=Ever since the incident with the crazy cat lady, most libraries decided to lock the tome away. Wielding this tome as a catalyst in your offhand allows you to cast the spells written inside.|Source=Locked Safes of Libraries}}A Leather-bound tome with the silhouette of a cats head on it. Inside you can find detailed descriptions of the art of Nekomancy. It smells weirdly like fish. If you gently pet it, you can sometimes hear it purr.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
When equipping this tome in the off hand in combination with a magic focus in the main, the wearer gains the ability to cast the following spells:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Casting time&lt;br /&gt;
!Range&lt;br /&gt;
!Duration&lt;br /&gt;
!Focus&lt;br /&gt;
!Voice&lt;br /&gt;
!Meditate&lt;br /&gt;
!Focusing&lt;br /&gt;
!Heavy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Catcall&lt;br /&gt;
|Every Cat within a 100 meter radius around the caster will be lured towards the caster. They will try to reach the caster if they can do so without getting themself in danger. If they have to leave the 100 meter radius to reach the caster, the luring will not be cancelled.&lt;br /&gt;
Upcasting this spell will increase the range by 100 Meter per grade and the the duration by 5 Minutes per grade.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|100 Meter&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Catjouring&lt;br /&gt;
|Conjours a real cat at a place the caster can see. The caster can define how the cat will look and how old it is. It is a real, physical cat complete with free will and the intelligence of the average cat of its age.&lt;br /&gt;
To create the Soul of the cat, the caster must sacrifice part of his own soul. Casting this spell will apply a lasting debuff on the caster that will reduce all his Soul-Stats by 1. When all cats conjoured by this spell die, the debuff will dissappear.&lt;br /&gt;
Upcasting this spell will summon one additional cat per spell grade, but will still only apply one level of debuff. Every cat summoned with one spell will share the same soul and share a practical hive mind telepathically. They will still be able to act independently.&lt;br /&gt;
Casting this spell multiple times will cause multiple stacks of debuffs to apply to the caster, each debuff is linked to the cat/s it was summoned with.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|Indefinitely&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Cattalk&lt;br /&gt;
|Allows the caster to be able to communicate with cats for the duration of the spell&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|Self&lt;br /&gt;
|1 Hour&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Possible Variations ===&lt;br /&gt;
&lt;br /&gt;
==== Lesser Tomes ====&lt;br /&gt;
It is possible to find a copy of the Tome that does not contain all Spells, a relatively common Tome is one that specifically excludes the &amp;quot;Catjouring&amp;quot; spell, as that is the spell that the general public sees as &amp;quot;worrysome&amp;quot;. Tomes that do not contain &amp;quot;Catjouring&amp;quot; have a Rarity of &amp;quot;Rare&amp;quot; only, and will always be &amp;quot;Epic&amp;quot; otherwise, no matter if it contains the other two spells or not.&lt;br /&gt;
&lt;br /&gt;
==== Scrolls ====&lt;br /&gt;
Each spell can also individually found on Scrolls throughout the world. &amp;quot;Cattalk&amp;quot; is of &amp;quot;Common&amp;quot; Rarity, &amp;quot;Catcall&amp;quot; is of &amp;quot;Uncommon&amp;quot; Rarity and &amp;quot;Catjouring&amp;quot; is of &amp;quot;Rare&amp;quot; Rarity.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Originally created by researching summoning spells in general, one wizard had a especially particular interest in a certain animal and perfected the spells for summoning cats first before applying his research results to the spells of other animals. Unfortunately though, while testing the potency of his spells, he summoned so many cats that he never found any time (or energy) to actually finish the other spells, and so, what was originally intended to become the &amp;quot;Tome of Faunamancy&amp;quot;, became only a &amp;quot;Tome of Nekomancy&amp;quot;. His last words were &amp;quot;I have no regrets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The creation of these spells were so intricate that no one has yet been able to finish his work, and unfortunately all his Knowledge went with conjouring the cats, which outlived him. That means even when asked during his lifetime, he was unable to teach anyone how to continue, as he himself had no clue anymore.&lt;br /&gt;
&lt;br /&gt;
The wizards tower is since home to the later generations of the cats he conjoured.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=972</id>
		<title>Tome of Nekomancy</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=972"/>
		<updated>2025-01-20T23:48:37Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox MagicItem|Full Name=Tome of Nekomancy|Slot=Offhand Catalyst|Rarity=Epic|Attunement=No|Description=Ever since the incident with the crazy cat lady, most libraries decided to lock the tome away. Wielding this tome as a catalyst in your offhand allows you to cast the spells written inside.|Source=Locked Safes of Libraries}}A Leather-bound tome with the silhouette of a cats head on it. Inside you can find detailed descriptions of the art of Nekomancy. It smells weirdly like fish. If you gently pet it, you can sometimes hear it purr.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
When equipping this tome in the off hand in combination with a magic focus in the main, the wearer gains the ability to cast the following spells:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Grade&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
!Casting time&lt;br /&gt;
!Range&lt;br /&gt;
!Duration&lt;br /&gt;
!Focus&lt;br /&gt;
!Voice&lt;br /&gt;
!Meditate&lt;br /&gt;
!Focusing&lt;br /&gt;
!Heavy&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Catcall&lt;br /&gt;
|Every Cat within a 100 meter radius around the caster will be lured towards the caster. They will try to reach the caster if they can do so without getting themself in danger. If they have to leave the 100 meter radius to reach the caster, the luring will not be cancelled.&lt;br /&gt;
Upcasting this spell will increase the range by 100 Meter per grade and the the duration by 5 Minutes per grade.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|100 Meter&lt;br /&gt;
|10 Minutes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Catjouring&lt;br /&gt;
|Conjours a real cat at a place the caster can see. The caster can define how the cat will look and how old it is. It is a real, physical cat complete with free will and the intelligence of the average cat of its age.&lt;br /&gt;
To create the Soul of the cat, the caster must sacrifice part of his own soul. Casting this spell will apply a lasting debuff on the caster that will reduce all his Soul-Stats by 1. When all cats conjoured by this spell die, the debuff will dissappear.&lt;br /&gt;
Upcasting this spell will summon one additional cat per spell grade, but will still only apply one level of debuff. Every cat summoned with one spell will share the same soul and share a practical hive mind telepathically. They will still be able to act independently.&lt;br /&gt;
Casting this spell multiple times will cause multiple stacks of debuffs to apply to the caster, each debuff is linked to the cat/s it was summoned with.&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|10 Meter&lt;br /&gt;
|Indefinitely&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Cattalk&lt;br /&gt;
|Allows the caster to be able to communicate with cats for the duration of the spell&lt;br /&gt;
|Spell-Action&lt;br /&gt;
|Self&lt;br /&gt;
|1 Hour&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Possible Variations ===&lt;br /&gt;
&lt;br /&gt;
==== Lesser Tomes ====&lt;br /&gt;
It is possible to find a copy of the Tome that does not contain all Spells, a relatively common Tome is one that specifically excludes the &amp;quot;Catjouring&amp;quot; spell, as that is the spell that the general public sees as &amp;quot;worrysome&amp;quot;. Tomes that do not contain &amp;quot;Catjouring&amp;quot; have a Rarity of &amp;quot;Rare&amp;quot; only, and will always be &amp;quot;Epic&amp;quot; otherwise, no matter if it contains the other two spells or not.&lt;br /&gt;
&lt;br /&gt;
==== Scrolls ====&lt;br /&gt;
Each spell can also individually found on Scrolls throughout the world. &amp;quot;Cattalk&amp;quot; is of &amp;quot;Common&amp;quot; Rarity, &amp;quot;Catcall&amp;quot; is of &amp;quot;Uncommon&amp;quot; Rarity and &amp;quot;Catjouring&amp;quot; is of &amp;quot;Rare&amp;quot; Rarity.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Originally created by researching summoning spells in general, one wizard had a especially particular interest in a certain animal and perfected the spells for summoning cats first before applying his research results to the spells of other animals. Unfortunately though, while testing the potency of his spells, he summoned so many cats that he never found any time (or energy) to actually finish the other spells, and so, what was originally intended to become the &amp;quot;Tome of Faunamancy&amp;quot;, became only a &amp;quot;Tome of Nekomancy&amp;quot;. His last words were &amp;quot;I have no regrets&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The creation of these spells were so intricate that no one has yet been able to finish his work, and unfortunately all his Knowledge went with conjouring the cats, which outlived him. That means even when asked during his lifetime, he was unable to teach anyone how to continue, as he himself had no clue anymore.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=971</id>
		<title>Tome of Nekomancy</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Tome_of_Nekomancy&amp;diff=971"/>
		<updated>2025-01-20T22:30:14Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;{{Infobox MagicItem|Full Name=Tome of Nekomancy|Slot=Offhand Catalyst|Rarity=Epic|Attunement=Yes|Description=Ever since the incident with the crazy cat lady, most libraries decided to lock the tome away. Wielding this tome as a catalyst in your offhand allows you to cast the spells written inside.|Source=Locked Safes of Libraries}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox MagicItem|Full Name=Tome of Nekomancy|Slot=Offhand Catalyst|Rarity=Epic|Attunement=Yes|Description=Ever since the incident with the crazy cat lady, most libraries decided to lock the tome away. Wielding this tome as a catalyst in your offhand allows you to cast the spells written inside.|Source=Locked Safes of Libraries}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:Source&amp;diff=970</id>
		<title>Template:Source</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:Source&amp;diff=970"/>
		<updated>2025-01-20T22:29:28Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;|- | Source:  | {{{1}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| Source: &lt;br /&gt;
| {{{1}}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:Description&amp;diff=969</id>
		<title>Template:Description</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:Description&amp;diff=969"/>
		<updated>2025-01-20T22:29:11Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;|- | Description:  | {{{1}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| Description: &lt;br /&gt;
| {{{1}}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:Attunement&amp;diff=968</id>
		<title>Template:Attunement</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:Attunement&amp;diff=968"/>
		<updated>2025-01-20T22:28:47Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;|- | Attunement:  | {{{1}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| Attunement: &lt;br /&gt;
| {{{1}}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:Rarity&amp;diff=967</id>
		<title>Template:Rarity</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:Rarity&amp;diff=967"/>
		<updated>2025-01-20T22:28:22Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;|- | Rarity:  | {{{1}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| Rarity: &lt;br /&gt;
| {{{1}}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:Slot&amp;diff=966</id>
		<title>Template:Slot</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:Slot&amp;diff=966"/>
		<updated>2025-01-20T22:28:02Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;|- | Slot:  | {{{1}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|-&lt;br /&gt;
| Slot: &lt;br /&gt;
| {{{1}}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:Infobox_MagicItem&amp;diff=965</id>
		<title>Template:Infobox MagicItem</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:Infobox_MagicItem&amp;diff=965"/>
		<updated>2025-01-20T22:26:54Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=infobox &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-title&amp;quot; | {{{Full Name}}}&lt;br /&gt;
|-{{#if: {{{Slot|}}} | {{Slot|{{{Slot}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Rarity|}}} | {{Rarity|{{{Rarity}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Attunement|}}} | {{Attunement|{{{Attunement}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Description|}}} | {{Description|{{{Description}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Source|}}} | {{Source|{{{Source}}}|}} | {{blank}} }}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Magical Items]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox MagicItem|&lt;br /&gt;
Full Name = &lt;br /&gt;
Slot = &lt;br /&gt;
Rarity = &lt;br /&gt;
Attunement = &lt;br /&gt;
Description = &lt;br /&gt;
Source = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Full Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Image&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Placeholder.png&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Slot&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggestedvalues&amp;quot;: [&lt;br /&gt;
				&amp;quot;Hat&amp;quot;,&lt;br /&gt;
				&amp;quot;Mask&amp;quot;,&lt;br /&gt;
				&amp;quot;Gloves&amp;quot;,&lt;br /&gt;
				&amp;quot;Mantle&amp;quot;,&lt;br /&gt;
				&amp;quot;Boots&amp;quot;,&lt;br /&gt;
				&amp;quot;Belt&amp;quot;,&lt;br /&gt;
				&amp;quot;Ring&amp;quot;,&lt;br /&gt;
				&amp;quot;Wrist&amp;quot;,&lt;br /&gt;
				&amp;quot;Necklace&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Rarity&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggestedvalues&amp;quot;: [&lt;br /&gt;
				&amp;quot;Common&amp;quot;,&lt;br /&gt;
				&amp;quot;Uncommon&amp;quot;,&lt;br /&gt;
				&amp;quot;Rare&amp;quot;,&lt;br /&gt;
				&amp;quot;Epic&amp;quot;,&lt;br /&gt;
				&amp;quot;Unique&amp;quot;,&lt;br /&gt;
				&amp;quot;Legendary&amp;quot;,&lt;br /&gt;
				&amp;quot;Historic&amp;quot;,&lt;br /&gt;
				&amp;quot;Mythical&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Description&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Source&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Attunement&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggestedvalues&amp;quot;: [&lt;br /&gt;
				&amp;quot;Yes&amp;quot;,&lt;br /&gt;
				&amp;quot;No&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Yes&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;Yes&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Full Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Image&amp;quot;,&lt;br /&gt;
		&amp;quot;Slot&amp;quot;,&lt;br /&gt;
		&amp;quot;Rarity&amp;quot;,&lt;br /&gt;
		&amp;quot;Attunement&amp;quot;,&lt;br /&gt;
		&amp;quot;Description&amp;quot;,&lt;br /&gt;
		&amp;quot;Source&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Template:Infobox_MagicItem&amp;diff=964</id>
		<title>Template:Infobox MagicItem</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Template:Infobox_MagicItem&amp;diff=964"/>
		<updated>2025-01-20T22:03:11Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; {| class=infobox  !colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-title&amp;quot; | {{{Full Name}}} |-  !colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-image&amp;quot;  | {{File|{{{Image}}}|}} |-  !colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-subtitle&amp;quot; | General Info |-{{#if: {{{Slot|}}} | {{Slot|{{{Slot}}}|}} | {{blank}} }} |-{{#if: {{{Rarity|}}} | {{Rarity|{{{Rarity}}}|}} | {{blank}} }} |-{{#if: {{{Attunement|}}} | {{Attunement|{{{Attunement}}}|}} | {{blank}} }} |-{{#if: {{{Description|}}} | {{Description|{{{Description}}}|}} | {...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| class=infobox &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-title&amp;quot; | {{{Full Name}}}&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-image&amp;quot;  | {{File|{{{Image}}}|}}&lt;br /&gt;
|- &lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; class=&amp;quot;infobox-subtitle&amp;quot; | General Info&lt;br /&gt;
|-{{#if: {{{Slot|}}} | {{Slot|{{{Slot}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Rarity|}}} | {{Rarity|{{{Rarity}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Attunement|}}} | {{Attunement|{{{Attunement}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Description|}}} | {{Description|{{{Description}}}|}} | {{blank}} }}&lt;br /&gt;
|-{{#if: {{{Source|}}} | {{Source|{{{Source}}}|}} | {{blank}} }}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Magical Items]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Usage example:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Infobox MagicItem|&lt;br /&gt;
Image = &lt;br /&gt;
Full Name = &lt;br /&gt;
Slot = &lt;br /&gt;
Rarity = &lt;br /&gt;
Attunement = &lt;br /&gt;
Description = &lt;br /&gt;
Source = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;Full Name&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Image&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Placeholder.png&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Slot&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggestedvalues&amp;quot;: [&lt;br /&gt;
				&amp;quot;Hat&amp;quot;,&lt;br /&gt;
				&amp;quot;Mask&amp;quot;,&lt;br /&gt;
				&amp;quot;Gloves&amp;quot;,&lt;br /&gt;
				&amp;quot;Mantle&amp;quot;,&lt;br /&gt;
				&amp;quot;Boots&amp;quot;,&lt;br /&gt;
				&amp;quot;Belt&amp;quot;,&lt;br /&gt;
				&amp;quot;Ring&amp;quot;,&lt;br /&gt;
				&amp;quot;Wrist&amp;quot;,&lt;br /&gt;
				&amp;quot;Necklace&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Rarity&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggestedvalues&amp;quot;: [&lt;br /&gt;
				&amp;quot;Common&amp;quot;,&lt;br /&gt;
				&amp;quot;Uncommon&amp;quot;,&lt;br /&gt;
				&amp;quot;Rare&amp;quot;,&lt;br /&gt;
				&amp;quot;Epic&amp;quot;,&lt;br /&gt;
				&amp;quot;Unique&amp;quot;,&lt;br /&gt;
				&amp;quot;Legendary&amp;quot;,&lt;br /&gt;
				&amp;quot;Historic&amp;quot;,&lt;br /&gt;
				&amp;quot;Mythical&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Description&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Source&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;Attunement&amp;quot;: {&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggestedvalues&amp;quot;: [&lt;br /&gt;
				&amp;quot;Yes&amp;quot;,&lt;br /&gt;
				&amp;quot;No&amp;quot;&lt;br /&gt;
			],&lt;br /&gt;
			&amp;quot;default&amp;quot;: &amp;quot;Yes&amp;quot;,&lt;br /&gt;
			&amp;quot;autovalue&amp;quot;: &amp;quot;Yes&amp;quot;,&lt;br /&gt;
			&amp;quot;required&amp;quot;: true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;paramOrder&amp;quot;: [&lt;br /&gt;
		&amp;quot;Full Name&amp;quot;,&lt;br /&gt;
		&amp;quot;Image&amp;quot;,&lt;br /&gt;
		&amp;quot;Slot&amp;quot;,&lt;br /&gt;
		&amp;quot;Rarity&amp;quot;,&lt;br /&gt;
		&amp;quot;Attunement&amp;quot;,&lt;br /&gt;
		&amp;quot;Description&amp;quot;,&lt;br /&gt;
		&amp;quot;Source&amp;quot;&lt;br /&gt;
	]&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Category:Magical_Items&amp;diff=963</id>
		<title>Category:Magical Items</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Category:Magical_Items&amp;diff=963"/>
		<updated>2025-01-05T15:52:25Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;Magical Items can come in different varieties and Rarities, which can depend on their quality or condition. {| class=&amp;quot;wikitable&amp;quot; |+ !Rarity !Properties !Usual Sources |- |Common |cheap but usually in good condition |pretty much anywhere |- |Uncommon | | |- |Rare | | |- |Unique | | |- | | | |- | | | |}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Magical Items can come in different varieties and Rarities, which can depend on their quality or condition.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Rarity&lt;br /&gt;
!Properties&lt;br /&gt;
!Usual Sources&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|cheap but usually in good condition&lt;br /&gt;
|pretty much anywhere&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Unique&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Tael:Privacy_policy&amp;diff=962</id>
		<title>Tael:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Tael:Privacy_policy&amp;diff=962"/>
		<updated>2025-01-03T05:58:00Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &amp;lt;h2&amp;gt;Privacy Policy&amp;lt;/h2&amp;gt; &amp;lt;p&amp;gt;Personal data (usually referred to just as „data“ below) will only be processed by us to the extent necessary and for the purpose of providing a functional and user-friendly website, including its contents, and the services offered there.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Per Art. 4 No. 1 of Regulation (EU) 2016/679, i.e. the General Data Protection Regulation (hereinafter referred to as the „GDPR“), „processing“ refers to any operation or set of operations such as collection, recording, organization, structuring, storage, adaptation, alteration, retrieval, consultation, use, disclosure by transmission, dissemination, or otherwise making available, alignment, or combination, restriction, erasure, or destruction performed on personal data, whether by automated means or not.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The following privacy policy is intended to inform you in particular about the type, scope, purpose, duration, and legal basis for the processing of such data either under our own control or in conjunction with others. We also inform you below about the third-party components we use to optimize our website and improve the user experience which may result in said third parties also processing data they collect and control.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Our privacy policy is structured as follows:&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;I. Information about us as controllers of your data&amp;lt;br&amp;gt;II. The rights of users and data subjects&amp;lt;br&amp;gt;III. Information about the data processing&amp;lt;/p&amp;gt; &amp;lt;h3&amp;gt;I. Information about us as controllers of your data&amp;lt;/h3&amp;gt; &amp;lt;p&amp;gt;The party responsible for this website (the „controller“) for purposes of data protection law is:&amp;lt;/p&amp;gt;E-Mail: kontakt@worldoftael.com &amp;lt;/p&amp;gt;&amp;lt;h3&amp;gt;II. The rights of users and data subjects&amp;lt;/h3&amp;gt; &amp;lt;p&amp;gt;With regard to the data processing to be described in more detail below, users and data subjects have the right&amp;lt;/p&amp;gt; &amp;lt;ul&amp;gt; &amp;lt;li&amp;gt;to confirmation of whether data concerning them is being processed, information about the data being processed, further information about the nature of the data processing, and copies of the data (cf. also Art. 15 GDPR);&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;to correct or complete incorrect or incomplete data (cf. also Art. 16 GDPR);&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;to the immediate deletion of data concerning them (cf. also Art. 17 DSGVO), or, alternatively, if further processing is necessary as stipulated in Art. 17 Para. 3 GDPR, to restrict said processing per Art. 18 GDPR;&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;to receive copies of the data concerning them and/or provided by them and to have the same transmitted to other providers/controllers (cf. also Art. 20 GDPR);&amp;lt;/li&amp;gt; &amp;lt;li&amp;gt;to file complaints with the supervisory authority if they believe that data concerning them is being processed by the controller in breach of data protection provisions (see also Art. 77 GDPR).&amp;lt;/li&amp;gt; &amp;lt;/ul&amp;gt; &amp;lt;p&amp;gt;In addition, the controller is obliged to inform all recipients to whom it discloses data of any such corrections, deletions, or restrictions placed on processing the same per Art. 16, 17 Para. 1, 18 GDPR. However, this obligation does not apply if such notification is impossible or involves a disproportionate effort. Nevertheless, users have a right to information about these recipients.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;Likewise, under Art. 21 GDPR, users and data subjects have the right to object to the controller’s future processing of their data pursuant to Art. 6 Para. 1 lit. f) GDPR. In particular, an objection to data processing for the purpose of direct advertising is permissible.&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt; &amp;lt;h3&amp;gt;III. Information about the data processing&amp;lt;/h3&amp;gt; &amp;lt;p&amp;gt;Your data processed when using our website will be deleted or blocked as soon as the purpose for its storage ceases to apply, provided the deletion of the same is not in breach of any statutory storage obligations or unless otherwise stipulated below.&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;Contact&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;If you contact us via email or the contact form, the data you provide will be used for the purpose of processing your request. We must have this data in order to process and answer your inquiry; otherwise we will not be able to answer it in full or at all.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The legal basis for this data processing is Art. 6 Para. 1 lit. b) GDPR.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Your data will be deleted once we have fully answered your inquiry and there is no further legal obligation to store your data, such as if an order or contract resulted therefrom.&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;Customer account/registration&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;If you create a customer account with us via our website, we will use the data you entered during registration (e.g. your name, your address, or your email address) exclusively for services leading up to your potential placement of an order or entering some other contractual relationship with us, to fulfill such orders or contracts, and to provide customer care (e.g. to provide you with an overview of your previous orders or to be able to offer you a wishlist function). We also store your IP address and the date and time of your registration. This data will not be transferred to third parties.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;During the registration process, your consent will be obtained for this processing of your data, with reference made to this privacy policy. The data collected by us will be used exclusively to provide your customer account.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;If you give your consent to this processing, Art. 6 Para. 1 lit. a) GDPR is the legal basis for this processing.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;If the opening of the customer account is also intended to lead to the initiation of a contractual relationship with us or to fulfill an existing contract with us, the legal basis for this processing is also Art. 6 Para. 1 lit. b) GDPR.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;You may revoke your prior consent to the processing of your personal data at any time under Art. 7 Para. 3 GDPR with future effect. All you have to do is inform us that you are revoking your consent.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The data previously collected will then be deleted as soon as processing is no longer necessary. However, we must observe any retention periods required under tax and commercial law.&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;User posts, comments, and ratings&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;We offer you the opportunity to post questions, answers, opinions, and ratings on our website, hereinafter referred to jointly as „posts.“ If you make use of this opportunity, we will process and publish your post, the date and time you submitted it, and any pseudonym you may have used.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The legal basis for this is Art. 6 Para. 1 lit. a) GDPR. You may revoke your prior consent under Art. 7 Para. 3 GDPR with future effect. All you have to do is inform us that you are revoking your consent.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;In addition, we will also process your IP address and email address. The IP address is processed because we might have a legitimate interest in taking or supporting further action if your post infringes the rights of third parties and/or is otherwise unlawful.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;In this case, the legal basis is Art. 6 Para. 1 lit. f) GDPR. Our legitimate interest lies in any legal defense we may have to mount.&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;Instagram&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;To advertise our products and services as well as to communicate with interested parties or customers, we have a presence on the Instagram platform.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;On this social media platform, we are jointly responsible with Meta Platforms Ireland Limited, 4 Grand Canal Square, Dublin 2, Irland.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The data protection officer of Instagram can be reached via this contact form:&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;[https://www.facebook.com/help/contact/540977946302970 https://www.facebook.com/help/contact/540977946302970]&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;We have defined the joint responsibility in an agreement regarding the respective obligations within the meaning of the GDPR. This agreement, which sets out the reciprocal obligations, is available at the following link:&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;[https://www.facebook.com/legal/terms/page_controller_addendum https://www.facebook.com/legal/terms/page_controller_addendum]&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The legal basis for the processing of the resulting and subsequently disclosed personal data is Art. 6 para. 1 lit. f GDPR. Our legitimate interest lies in the analysis, communication, sales, and promotion of our products and services.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The legal basis may also be your consent per Art. 6 para. 1 lit. a GDPR granted to the platform operator. Per Art. 7 para. 3 GDPR, you may revoke this consent with the platform operator at any time with future effect.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;When accessing our online presence on the Instagram platform, Facebook Ireland Ltd. as the operator of the platform in the EU will process your data (e.g. personal information, IP address, etc.).&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;This data of the user is used for statistical information on the use of our company presence on Instagram. Facebook Ireland Ltd. uses this data for market research and advertising purposes as well as for the creation of user profiles. Based on these profiles, Facebook Ireland Ltd. can provide advertising both within and outside of Instagram based on your interests. If you are logged into Instagram at the time you access our site, Facebook Ireland Ltd. will also link this data to your user account.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;If you contact us via Instagram, the personal data your provide at that time will be used to process the request. We will delete this data once we have completely responded to your query, unless there are legal obligations to retain the data, such as for subsequent fulfillment of contracts.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Facebook Ireland Ltd. might also set cookies when processing your data.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;If you do not agree to this processing, you have the option of preventing the installation of cookies by making the appropriate settings in your browser. Cookies that have already been saved can be deleted at any time. The instructions to do this depend on the browser and system being used. For Flash cookies, the processing cannot be prevented by the settings in your browser, but instead by making the appropriate settings in your Flash player. If you prevent or restrict the installation of cookies, not all of the functions of Instagram may be fully usable.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Details on the processing activities, their suppression, and the deletion of the data processed by Instagram can be found in its privacy policy:&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;[https://help.instagram.com/519522125107875 https://help.instagram.com/519522125107875]&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;It cannot be excluded that the processing by Facebook Ireland Ltd. will also take place in the United States by Meta Platforms, Inc., 1601 Willow Road, Menlo Park, California 94025.&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;Twitter&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;We maintain an online presence on Twitter to present our company and our services and to communicate with customers/prospects. Twitter is a service provided by Twitter Inc., 1355 Market Street, Suite 900, San Francisco, CA 94103, USA.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;We would like to point out that this might cause user data to be processed outside the European Union, particularly in the United States. This may increase risks for users that, for example, may make subsequent access to the user data more difficult. We also do not have access to this user data. Access is only available to Twitter.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The privacy policy of Twitter can be found at&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;[https://twitter.com/de/privacy https://twitter.com/privacy]&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;YouTube&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;We maintain an online presence on YouTube to present our company and our services and to communicate with customers/prospects. YouTube is a service of Google Ireland Limited, Gordon House, Barrow Street, Dublin 4, Ireland, a subsidiary of Google LLC, 1600 Amphitheater Parkway, Mountain View, CA 94043 USA.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;We would like to point out that this might cause user data to be processed outside the European Union, particularly in the United States. This may increase risks for users that, for example, may make subsequent access to the user data more difficult. We also do not have access to this user data. Access is only available to YouTube.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;The YouTube privacy policy can be found here:&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;[https://policies.google.com/privacy https://policies.google.com/privacy]&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;General introduction&amp;lt;/h4&amp;gt;&lt;br /&gt;
		&amp;lt;p&amp;gt;General linking to third-party profiles&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The provider includes a link on the website to the social media listed below.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The legal basis for this is Article 6 para. 1 lit. f GDPR. The legitimate interest of the provider is to improve the quality of use of the website.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The plugins are integrated via a linked graphic. The user is only forwarded to the service of the respective social media by clicking on the corresponding graphic.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;After the customer has been forwarded, information about the user is recorded by the respective social media. This is initially data such as IP address, date, time and page visited. If the user is logged into his/her user account of the respective social media at the same time, the social media operator can, if required, assign the information collected from the user’s specific visit to the user’s personal account. If the user interacts via a “Share” button of the respective social media, this information can be stored in the user’s personal user account and, if required, be published. If the user wants to prevent the collected information from being directly assigned to his/her user account, the user must log out before clicking on the graphic. It is also possible to configure the respective user account accordingly.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;The following social media are linked by the provider:&amp;lt;/p&amp;gt;&lt;br /&gt;
		&amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;Instagram&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;Facebook Ireland Limited, 4 Grand Canal Square, Dublin 2, Ireland, a subsidiary of Facebook Inc., 1601 S. California Ave., Palo Alto, CA 94304, USA.&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Privacy Policy: [https://help.instagram.com/519522125107875 https://help.instagram.com/519522125107875]&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;twitter&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;Twitter Inc., 795 Folsom St., Suite 600, San Francisco, CA 94107, USA&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Privacy Policy: [https://twitter.com/privacy https://twitter.com/privacy]&amp;lt;/p&amp;gt; &amp;lt;h4 class=&amp;quot;jet-listing-dynamic-field__content&amp;quot;&amp;gt;YouTube&amp;lt;/h4&amp;gt;&amp;lt;p&amp;gt;Google Ireland Limited, Gordon House, Barrow Street, Dublin 4, Irland, a subsidiary of Google LLC, 1600 Amphitheatre Parkway, Mountain View, CA 94043 USA&amp;lt;/p&amp;gt; &amp;lt;p&amp;gt;Privacy Policy: [https://policies.google.com/privacy https://policies.google.com/privacy]&amp;lt;/p&amp;gt;  &amp;lt;p&amp;gt;[https://www.generator-datenschutzerklärung.de Model Data Protection Statement] for [https://www.ratgeberrecht.eu/ Anwaltskanzlei Weiß &amp;amp;amp; Partner] &amp;lt;/p&amp;gt;&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Tael:Legal_Notice_/_Impressum&amp;diff=961</id>
		<title>Tael:Legal Notice / Impressum</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Tael:Legal_Notice_/_Impressum&amp;diff=961"/>
		<updated>2025-01-03T05:34:20Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Contact to person responsible for content::&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mail: kontakt@worldoftael.com &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liability for Content&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The contents of our website have been created with the greatest possible care. However, we cannot guarantee the contents&#039; accuracy, completeness, or topicality. According to Section 7, paragraph 1 of the TMG (Telemediengesetz - German Telemedia Act), we as service providers are liable for our content on these pages by general laws. However, according to Sections 8 to 10 of the TMG, we service providers are not obliged to monitor external information transmitted or stored or investigate circumstances pointing to illegal activity. Obligations to remove or block the use of information under general laws remain unaffected. However, a liability in this regard is only possible from the moment of knowledge of a specific infringement. Upon notification of such violations, we will remove the content immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liability for Links&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Our website contains links to external websites, over whose contents we have no control. Therefore, we cannot accept any liability for these external contents. The respective provider or operator of the websites is always responsible for the contents of the linked pages. The linked pages were checked for possible legal violations at the time of linking. Illegal contents were not identified at the time of linking. However, permanent monitoring of the contents of the linked pages is not reasonable without specific indications of a violation. Upon notification of violations, we will remove such links immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copyright&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The contents and works on these pages created by the site operator are subject to German copyright law. The duplication, processing, distribution, and any kind of utilization outside the limits of copyright require the written consent of the respective author or creator. Downloads and copies of these pages are only permitted for private, non-commercial use. In so far as the contents on this site were not created by the operator, the copyrights of third parties are respected. In particular, third-party content is marked as such. Should you become aware of a copyright infringement, please inform us accordingly. Upon notification of violations, we will remove such contents immediately.&lt;br /&gt;
&lt;br /&gt;
Last Updated: May 1st 2024&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Class_-_Bard&amp;diff=960</id>
		<title>Class - Bard</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Class_-_Bard&amp;diff=960"/>
		<updated>2024-12-23T21:06:13Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Bardic Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Class|Raw Name=Bard|Image=Placeholder crest.png|Stats=20 Charisma|Armortype=Cloth / Leather|Weapontypes=Shortswords, Hammers, Daggers, Wands|Ressource=Inspiration|Skills=Acting, Storytelling, 1 Instrument of choice}}The Bard is a class that is focused on buffing the party and debuffing the enemies.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Inspiration ===&lt;br /&gt;
Inspiration is the main drive for bards and fuels their abilities. It is only regenerated by resting or by observing your muse. During a full rest, you will restore Inspiration equal to your Bard&#039;s Rest Regeneration + his Willpower Modifier.&lt;br /&gt;
&lt;br /&gt;
=== Muse ===&lt;br /&gt;
Each bard can have a muse or even be his own muse. A muse regenerates the bard&#039;s inspiration whenever he or she successfully hits an enemy of a Challenge Rating equal or higher than him (For playable characters, a challenge rating of 1 will be assumed) with an Attack or Spell Action, but not more than once per turn. The amount restored is equal to the bard&#039;s Willpower Modifier.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Bards have a lower spellcasting capability than most other spellcasting classes. Instead of spending Mana to cast spells, they have charges they can consume to cast a spell of a grade equal to the charge. By improving their class level, bards also increase the number of charges they have. A charge can be used to cast a spell of a lower grade at any point; however, two lower-grade charges can not be combined to cast a higher-grade spell. However, if the spell allows for upcasting, a higher grade charge can be used. Some Instruments can be used as a focus.&lt;br /&gt;
&lt;br /&gt;
Per default, every bard is skilled in the Schools of Magic - [[School of Magic - Fundamentals|Fundamentals]] and [[School of Magic - Illusion|Illusion]].&lt;br /&gt;
&lt;br /&gt;
=== Bardic Abilities ===&lt;br /&gt;
Bards need enough inspiration and an instrument to use their bardic abilities. If they are skilled with the Instrument, they can add the Instrument&#039;s bonus dice to their Bardic Dice roll. Your targets must be able to hear your instrument being played in order for their buffs or debuffs to be applicable. An Instrument and a Weapon can be equipped simultaneously, and switching between them does not require any Time or Actions.&lt;br /&gt;
&lt;br /&gt;
Important: Temporary improvements to the Constitution Modifier will not increase a character&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
The number to beat for resist checks will be further increased by your characters Modifier of the corresponding check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Ins.&lt;br /&gt;
Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bards Performance&lt;br /&gt;
|1&lt;br /&gt;
|All&lt;br /&gt;
|Spend all your remaining Inspiration and start playing a play in a public space for money. The amount of money gained will depend on the amount of Inspiration spent and your Acting, Music, or Storytelling role (depending on the kind of play you are performing). Of course, the wealth of the audience will also be a factor. All in all, the total amount gained will be subjectively decided by the game master.&lt;br /&gt;
|-&lt;br /&gt;
|Inspire&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Attribute&#039;s Modifier by its result to your target for 1 check.&lt;br /&gt;
|-&lt;br /&gt;
|Soul Mockery&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Choose any one [[Soulcards|Soulcard]] and a Position for it. Insult a target that can hear you based on the Soulcard you choose. If the target has a Soulcard aligned to your selected card, deal 1d12 of Psychic Damage to it. If the Soulcard used is one you are aligned to as well, deal an additional 1d8 Psychic Damage. This ability can not drop a target&#039;s hitpoints below 1.&lt;br /&gt;
You can only choose each Soulcard and Position Combination once per target. This limitation resets when the target leaves combat&lt;br /&gt;
&lt;br /&gt;
If the targeted Soulcard turns out to be a Legacy Card, the target will become enraged for 3 turns. Every turn the target can attempt a Willpower 15 check to end the rage early. If the target raged for all 3 turns, it will become mindless for 2 turns. This time target can attempt a Willpower 13 check to end the mindlessness early. If the target is still mindless after 2 turns, the targeted Legacy Cards becomes active again and replaces whatever Soulcard replaced it back then.&lt;br /&gt;
|-&lt;br /&gt;
|Inspire the Masses&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Attribute&#039;s Modifier by its result for you and your entire party for 1 check.&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|Every enemy that can hear your tune must succeed a Charisma 14 check or become taunted by you for 2 turns. Additionally increase your defensive value by an amount equal to your Charisma Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Distraction&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|Reduce the defensive value of an enemy that can hear you by 1d6 unless they succeed a Willpower 16 check for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Mass Distraction&lt;br /&gt;
|12&lt;br /&gt;
|15&lt;br /&gt;
|Reduce the defensive value of any enemy that can hear you by 1d4 unless they succeed a Willpower 12 check for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Bolstering&lt;br /&gt;
|15&lt;br /&gt;
|5&lt;br /&gt;
|Enhance your target&#039;s resist checks by 1d6 for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Group Bolstering&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|Enhance you and your allies resist checks by 1d4 for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Guidance&lt;br /&gt;
|19&lt;br /&gt;
|15&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Attribute&#039;s Modifier by its result for your target for 1 Minute.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Guidance&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Main-Attribute&#039;s Modifier (selectable individual per target) by its result for you and your entire party for 1 Minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
By increasing the bard&#039;s class level, he will unlock certain Abilities, more and better spell charges, and more.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Features&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Max&lt;br /&gt;
Inspiration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Rest&lt;br /&gt;
Reg.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Spell charges&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Bardic&lt;br /&gt;
Dice&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Total Bonus&lt;br /&gt;
Charisma&lt;br /&gt;
Value&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Total&lt;br /&gt;
Instruments&lt;br /&gt;
skilled&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bards Performance, &lt;br /&gt;
Inspire&lt;br /&gt;
&lt;br /&gt;
Soul Mockery&lt;br /&gt;
|4&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|First Subclass&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|7&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| Inspire the Masses&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| -&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Subclass Feature 2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Showtime&lt;br /&gt;
|11&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| -&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Distraction&lt;br /&gt;
|14&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Mass Distraction&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Subclass Feature 3&lt;br /&gt;
|16&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| -&lt;br /&gt;
|17&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Bolstering&lt;br /&gt;
|18&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Group Bolstering&lt;br /&gt;
|19&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Subclass Feature 4&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1d6&lt;br /&gt;
| +6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| -&lt;br /&gt;
|21&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1d6&lt;br /&gt;
| +10&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Bardic Guidance&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1d6&lt;br /&gt;
| +10&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Artist&#039;s Block&lt;br /&gt;
Grand Guidance&lt;br /&gt;
|25&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1d6&lt;br /&gt;
| +10&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Showtime+&lt;br /&gt;
|26&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1d8&lt;br /&gt;
| +10&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| -&lt;br /&gt;
|27&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1d8&lt;br /&gt;
| +14&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| -&lt;br /&gt;
|28&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1d8&lt;br /&gt;
| +18&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Mastery of Morale Support&lt;br /&gt;
|29&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1d8&lt;br /&gt;
| +20&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1d10&lt;br /&gt;
| +25&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Artist&#039;s Block&lt;br /&gt;
|The bard can no longer improve his class level unless he has at least 60 Charisma and has completed at least one heroic feat that is recognized by the Bard Academy.&lt;br /&gt;
|-&lt;br /&gt;
|Showtime+&lt;br /&gt;
|Showtime can now be improved by increasing the bonus defensive value by +1 and the duration of the effect by 1 more turn for every 6 extra Inspiration spent to use the ability.&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Morale Support&lt;br /&gt;
|You can now reroll one of the dice rolled for your Bardic Abilities once per cast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
&lt;br /&gt;
=== Spiritcaller ===&lt;br /&gt;
The Spiritcaller refers to the souls of the deceased to retell their untold stories.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Commune with the Nachwelt&lt;br /&gt;
|Spent a grade one spell charge to temporarily commune with the [[Nachwelt]] lingering around you. Souls may reach out to you, restoring your Inspiration by 2d6.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Recite the Dead&lt;br /&gt;
|After casting &amp;quot;Commune with the Nachwelt&amp;quot; instead of gaining Inspiration, you can recite one of the stories of the souls. This will boost one Attribute Modifier (chosen by a roll of a d6) of your target by a 1d4 + 2 for 10 Minutes&lt;br /&gt;
&lt;br /&gt;
* 1: Strength&lt;br /&gt;
* 2: Agility&lt;br /&gt;
* 3: Stamina&lt;br /&gt;
* 4: Intelligence&lt;br /&gt;
* 5: Wisdom&lt;br /&gt;
* 6: Charisma&lt;br /&gt;
&lt;br /&gt;
You can roll 2d6 and choose one of the two results to determine which attribute will be boosted.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Recite the Dead +&lt;br /&gt;
|&amp;quot;Recite the Dead&amp;quot; can now be applied to the entire party for the cost of 2d6 Inspiration.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Nachwelt&#039;s Chorus&lt;br /&gt;
|You can spent one grade 3 spell charge to temporarily open a rift to the Nachwelt, letting the souls aid you in battle. Increases all Attributes of you and your allies by 1d4 and reduces all attributes of all enemies within 100m by 2. This effect will last for 3 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Storyteller ===&lt;br /&gt;
The Storyteller bard is inspired by the work of the [[Historian|Historians]] and wishes to one day become one of them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|History Maker&lt;br /&gt;
|Everytime the bard completes a quest or a milestone, he will restore Inspiration as if he took a full rest and permanently increases is maximum Inspiration by 1. (This is very subjective based on the game masters decision)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Social Inspiration&lt;br /&gt;
|Everytime the bard starts a conversation for the first time with a character, he will restore 1 Inspiration.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bard&#039;s Requiem&lt;br /&gt;
|The bard can spend all his Inspiration to write an Epos about his adventures so far. This requires him to have completed at least one major quest or milestone since the last time he used this ability. Each Epos can be told in taverns as a Bard&#039;s Performance without spending your Inspiration, but each only once per day. It will be considered to be used as if you used half of the amount of Inspiration used to write the Epos.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Old Memories&lt;br /&gt;
|Once per day, you can recite one your Epos from &amp;quot;Bard&#039;s Requiem&amp;quot; to restore Inspiration equal to half of the amount spent to write the Epos.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Golden Voice ===&lt;br /&gt;
The golden voice bard has trained his voice to the point that it is considered its own additional instrument.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Golden Voice&lt;br /&gt;
|When using your Bardic Abilities, you can use your singing voice to further enhance the result by an additional bonus 1d4. You must be able to speak and your voice must be heard by the target in order for this to take effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Accapella&lt;br /&gt;
|Your voice is now considered it&#039;s very own instrument and can be used to fullfill the instrument requirement of bardic abilities. When no other Instrument is used, your voice gets an addtional 1d4 as bonus die.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Shrieking High notes&lt;br /&gt;
|Unlocks a new Bardic Ability &amp;quot;Shrieking High Notes&amp;quot; for 10 Inspiration: Every enemy that can hear your voice must succeed a Constitution 12 check or become paralyzed for 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The Perfect Tone&lt;br /&gt;
|Your voice&#039;s bonus dice when used exclusively (From the Accapella Trait) are now 2d4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Disciple of Horror ===&lt;br /&gt;
These bards decided to use their impeccable Charisma to cause chaos and unrest in the people around them. Their main inspiration often is [[Shattratath]] himself&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|School of Magic - Chaos&lt;br /&gt;
|The bard becomes skilled in the use of the [[School of Magic - Chaos]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Chaos Bolt&lt;br /&gt;
|The bard can now use an enhanced version of the Chaos Touch spell. It is grade 1 and has 15 meter range. It can also be upcast to afflict another status effect per grade (the target will have to resist each effect individually)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Dark Showtime&lt;br /&gt;
|Showtime will be enhanced to now also afflict the Mindless status effect to every enemy hit.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Trembling Tunes&lt;br /&gt;
|Unlocks a new Bardic Ability &amp;quot;Trembling Tunes&amp;quot; for 10 Inspiration: Every enemy that can hear your tune must succeed a Willpower 16 check or become paralyzed for 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{CategoryClasses}} {{CategorySchools}} {{CategoryGameplay}}{{CategorySoulcards}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Class_-_Bard&amp;diff=959</id>
		<title>Class - Bard</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Class_-_Bard&amp;diff=959"/>
		<updated>2024-12-23T20:21:05Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Class|Raw Name=Bard|Image=Placeholder crest.png|Stats=20 Charisma|Armortype=Cloth / Leather|Weapontypes=Shortswords, Hammers, Daggers, Wands|Ressource=Inspiration|Skills=Acting, Storytelling, 1 Instrument of choice}}The Bard is a class that is focused on buffing the party and debuffing the enemies.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Inspiration ===&lt;br /&gt;
Inspiration is the main drive for bards and fuels their abilities. It is only regenerated by resting or by observing your muse. During a full rest, you will restore Inspiration equal to your Bard&#039;s Rest Regeneration + his Willpower Modifier.&lt;br /&gt;
&lt;br /&gt;
=== Muse ===&lt;br /&gt;
Each bard can have a muse or even be his own muse. A muse regenerates the bard&#039;s inspiration whenever he or she successfully hits an enemy of a Challenge Rating equal or higher than him (For playable characters, a challenge rating of 1 will be assumed) with an Attack or Spell Action, but not more than once per turn. The amount restored is equal to the bard&#039;s Willpower Modifier.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Bards have a lower spellcasting capability than most other spellcasting classes. Instead of spending Mana to cast spells, they have charges they can consume to cast a spell of a grade equal to the charge. By improving their class level, bards also increase the number of charges they have. A charge can be used to cast a spell of a lower grade at any point; however, two lower-grade charges can not be combined to cast a higher-grade spell. However, if the spell allows for upcasting, a higher grade charge can be used. Some Instruments can be used as a focus.&lt;br /&gt;
&lt;br /&gt;
Per default, every bard is skilled in the Schools of Magic - [[School of Magic - Fundamentals|Fundamentals]] and [[School of Magic - Illusion|Illusion]].&lt;br /&gt;
&lt;br /&gt;
=== Bardic Abilities ===&lt;br /&gt;
Bards need enough inspiration and an instrument to use their bardic abilities. If they are skilled with the Instrument, they can add the Instrument&#039;s bonus dice to their Bardic Dice roll. Your targets must be able to hear your instrument being played in order for their buffs or debuffs to be applicable. An Instrument and a Weapon can be equipped simultaneously, and switching between them does not require any Time or Actions.&lt;br /&gt;
&lt;br /&gt;
Important: Temporary improvements to the Constitution Modifier will not increase a character&#039;s maximum hitpoints.&lt;br /&gt;
&lt;br /&gt;
The number to beat for resist checks will be further increased by your characters Modifier of the corresponding check.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Ins.&lt;br /&gt;
Cost&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Bards Performance&lt;br /&gt;
|1&lt;br /&gt;
|All&lt;br /&gt;
|Spend all your remaining Inspiration and start playing a play in a public space for money. The amount of money gained will depend on the amount of Inspiration spent and your Acting, Music, or Storytelling role (depending on the kind of play you are performing). Of course, the wealth of the audience will also be a factor. All in all, the total amount gained will be subjectively decided by the game master.&lt;br /&gt;
|-&lt;br /&gt;
|Inspire&lt;br /&gt;
|1&lt;br /&gt;
|4&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Attribute&#039;s Modifier by its result to your target for 1 check.&lt;br /&gt;
|-&lt;br /&gt;
|Soul Mockery&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|Choose any one [[Soulcards|Soulcard]] and a Position for it. Insult a target that can hear you based on the Soulcard you choose. If the target has a Soulcard aligned to your selected card, deal 1d12 of Psychic Damage to it. If the Soulcard used is one you are aligned to as well, deal an additional 1d8 Psychic Damage. This ability can not drop a target&#039;s hitpoints below 1.&lt;br /&gt;
You can only choose each Soulcard and Position Combination once per target.&lt;br /&gt;
&lt;br /&gt;
If the targeted Soulcard turns out to be a Legacy Card, the target will become enraged for 3 turns. Every turn the target can attempt a Willpower 15 check to end the rage early. If the target raged for all 3 turns, it will become mindless for 2 turns. This time target can attempt a Willpower 13 check to end the mindlessness early. If the target is still mindless after 2 turns, the targeted Legacy Cards becomes active again and replaces whatever Soulcard replaced it back then.&lt;br /&gt;
|-&lt;br /&gt;
|Inspire the Masses&lt;br /&gt;
|5&lt;br /&gt;
|8&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Attribute&#039;s Modifier by its result for you and your entire party for 1 check.&lt;br /&gt;
|-&lt;br /&gt;
|Showtime&lt;br /&gt;
|8&lt;br /&gt;
|8&lt;br /&gt;
|Every enemy that can hear your tune must succeed a Charisma 14 check or become taunted by you for 2 turns. Additionally increase your defensive value by an amount equal to your Charisma Modifier&lt;br /&gt;
|-&lt;br /&gt;
|Distraction&lt;br /&gt;
|11&lt;br /&gt;
|10&lt;br /&gt;
|Reduce the defensive value of an enemy that can hear you by 1d6 unless they succeed a Willpower 16 check for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Mass Distraction&lt;br /&gt;
|12&lt;br /&gt;
|15&lt;br /&gt;
|Reduce the defensive value of any enemy that can hear you by 1d4 unless they succeed a Willpower 12 check for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Bolstering&lt;br /&gt;
|15&lt;br /&gt;
|5&lt;br /&gt;
|Enhance your target&#039;s resist checks by 1d6 for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Group Bolstering&lt;br /&gt;
|16&lt;br /&gt;
|8&lt;br /&gt;
|Enhance you and your allies resist checks by 1d4 for 3 Turns.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Guidance&lt;br /&gt;
|19&lt;br /&gt;
|15&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Attribute&#039;s Modifier by its result for your target for 1 Minute.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Guidance&lt;br /&gt;
|20&lt;br /&gt;
|20&lt;br /&gt;
|Roll your Bardic Dice and enhance a chosen Main-Attribute&#039;s Modifier (selectable individual per target) by its result for you and your entire party for 1 Minute.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
By increasing the bard&#039;s class level, he will unlock certain Abilities, more and better spell charges, and more.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Features&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Max&lt;br /&gt;
Inspiration&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Rest&lt;br /&gt;
Reg.&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |Spell charges&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Bardic&lt;br /&gt;
Dice&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Total Bonus&lt;br /&gt;
Charisma&lt;br /&gt;
Value&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Total&lt;br /&gt;
Instruments&lt;br /&gt;
skilled&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Bards Performance, &lt;br /&gt;
Inspire&lt;br /&gt;
&lt;br /&gt;
Soul Mockery&lt;br /&gt;
|4&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|1&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|First Subclass&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|7&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| Inspire the Masses&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| -&lt;br /&gt;
|9&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Subclass Feature 2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Showtime&lt;br /&gt;
|11&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| -&lt;br /&gt;
|12&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| -&lt;br /&gt;
|13&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Distraction&lt;br /&gt;
|14&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Mass Distraction&lt;br /&gt;
|15&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Subclass Feature 3&lt;br /&gt;
|16&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| -&lt;br /&gt;
|17&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Bolstering&lt;br /&gt;
|18&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Group Bolstering&lt;br /&gt;
|19&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1d4&lt;br /&gt;
| +6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Subclass Feature 4&lt;br /&gt;
|20&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|1d6&lt;br /&gt;
| +6&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| -&lt;br /&gt;
|21&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1d6&lt;br /&gt;
| +10&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Bardic Guidance&lt;br /&gt;
|22&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1d6&lt;br /&gt;
| +10&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Artist&#039;s Block&lt;br /&gt;
Grand Guidance&lt;br /&gt;
|25&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1d6&lt;br /&gt;
| +10&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Showtime+&lt;br /&gt;
|26&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1d8&lt;br /&gt;
| +10&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| -&lt;br /&gt;
|27&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|1d8&lt;br /&gt;
| +14&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| -&lt;br /&gt;
|28&lt;br /&gt;
|7&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1d8&lt;br /&gt;
| +18&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Mastery of Morale Support&lt;br /&gt;
|29&lt;br /&gt;
|8&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1d8&lt;br /&gt;
| +20&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| -&lt;br /&gt;
|30&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|1d10&lt;br /&gt;
| +25&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Artist&#039;s Block&lt;br /&gt;
|The bard can no longer improve his class level unless he has at least 60 Charisma and has completed at least one heroic feat that is recognized by the Bard Academy.&lt;br /&gt;
|-&lt;br /&gt;
|Showtime+&lt;br /&gt;
|Showtime can now be improved by increasing the bonus defensive value by +1 and the duration of the effect by 1 more turn for every 6 extra Inspiration spent to use the ability.&lt;br /&gt;
|-&lt;br /&gt;
|Mastery of Morale Support&lt;br /&gt;
|You can now reroll one of the dice rolled for your Bardic Abilities once per cast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
&lt;br /&gt;
=== Spiritcaller ===&lt;br /&gt;
The Spiritcaller refers to the souls of the deceased to retell their untold stories.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Commune with the Nachwelt&lt;br /&gt;
|Spent a grade one spell charge to temporarily commune with the [[Nachwelt]] lingering around you. Souls may reach out to you, restoring your Inspiration by 2d6.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Recite the Dead&lt;br /&gt;
|After casting &amp;quot;Commune with the Nachwelt&amp;quot; instead of gaining Inspiration, you can recite one of the stories of the souls. This will boost one Attribute Modifier (chosen by a roll of a d6) of your target by a 1d4 + 2 for 10 Minutes&lt;br /&gt;
&lt;br /&gt;
* 1: Strength&lt;br /&gt;
* 2: Agility&lt;br /&gt;
* 3: Stamina&lt;br /&gt;
* 4: Intelligence&lt;br /&gt;
* 5: Wisdom&lt;br /&gt;
* 6: Charisma&lt;br /&gt;
&lt;br /&gt;
You can roll 2d6 and choose one of the two results to determine which attribute will be boosted.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Recite the Dead +&lt;br /&gt;
|&amp;quot;Recite the Dead&amp;quot; can now be applied to the entire party for the cost of 2d6 Inspiration.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Nachwelt&#039;s Chorus&lt;br /&gt;
|You can spent one grade 3 spell charge to temporarily open a rift to the Nachwelt, letting the souls aid you in battle. Increases all Attributes of you and your allies by 1d4 and reduces all attributes of all enemies within 100m by 2. This effect will last for 3 turns.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Storyteller ===&lt;br /&gt;
The Storyteller bard is inspired by the work of the [[Historian|Historians]] and wishes to one day become one of them.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|History Maker&lt;br /&gt;
|Everytime the bard completes a quest or a milestone, he will restore Inspiration as if he took a full rest and permanently increases is maximum Inspiration by 1. (This is very subjective based on the game masters decision)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Social Inspiration&lt;br /&gt;
|Everytime the bard starts a conversation for the first time with a character, he will restore 1 Inspiration.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Bard&#039;s Requiem&lt;br /&gt;
|The bard can spend all his Inspiration to write an Epos about his adventures so far. This requires him to have completed at least one major quest or milestone since the last time he used this ability. Each Epos can be told in taverns as a Bard&#039;s Performance without spending your Inspiration, but each only once per day. It will be considered to be used as if you used half of the amount of Inspiration used to write the Epos.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Old Memories&lt;br /&gt;
|Once per day, you can recite one your Epos from &amp;quot;Bard&#039;s Requiem&amp;quot; to restore Inspiration equal to half of the amount spent to write the Epos.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Golden Voice ===&lt;br /&gt;
The golden voice bard has trained his voice to the point that it is considered its own additional instrument.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Golden Voice&lt;br /&gt;
|When using your Bardic Abilities, you can use your singing voice to further enhance the result by an additional bonus 1d4. You must be able to speak and your voice must be heard by the target in order for this to take effect.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Accapella&lt;br /&gt;
|Your voice is now considered it&#039;s very own instrument and can be used to fullfill the instrument requirement of bardic abilities. When no other Instrument is used, your voice gets an addtional 1d4 as bonus die.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Shrieking High notes&lt;br /&gt;
|Unlocks a new Bardic Ability &amp;quot;Shrieking High Notes&amp;quot; for 10 Inspiration: Every enemy that can hear your voice must succeed a Constitution 12 check or become paralyzed for 1 turn.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|The Perfect Tone&lt;br /&gt;
|Your voice&#039;s bonus dice when used exclusively (From the Accapella Trait) are now 2d4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Disciple of Horror ===&lt;br /&gt;
These bards decided to use their impeccable Charisma to cause chaos and unrest in the people around them. Their main inspiration often is [[Shattratath]] himself&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|School of Magic - Chaos&lt;br /&gt;
|The bard becomes skilled in the use of the [[School of Magic - Chaos]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Chaos Bolt&lt;br /&gt;
|The bard can now use an enhanced version of the Chaos Touch spell. It is grade 1 and has 15 meter range. It can also be upcast to afflict another status effect per grade (the target will have to resist each effect individually)&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Dark Showtime&lt;br /&gt;
|Showtime will be enhanced to now also afflict the Mindless status effect to every enemy hit.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Trembling Tunes&lt;br /&gt;
|Unlocks a new Bardic Ability &amp;quot;Trembling Tunes&amp;quot; for 10 Inspiration: Every enemy that can hear your tune must succeed a Willpower 16 check or become paralyzed for 1 turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{CategoryClasses}} {{CategorySchools}} {{CategoryGameplay}}{{CategorySoulcards}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Status_Effects&amp;diff=958</id>
		<title>Status Effects</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Status_Effects&amp;diff=958"/>
		<updated>2024-12-23T20:13:52Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Status Effects are special ailments that affect a character&#039;s behavior and/or abilities. Their duration is usually defined by the method of application.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Effects are separated into two types: psychological and physical effects.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Psychological&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Horrified&lt;br /&gt;
|The mind gets filled with horrifying images of nightmares. The affected character will scream uncontrollably, alerting every creature nearby and can no longer move for the duration of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Charmed&lt;br /&gt;
|The character will no longer act on his own and instead will do anything the caster says.&lt;br /&gt;
|-&lt;br /&gt;
|Raging&lt;br /&gt;
|The Mind fills with hatred and will attack anything nearby uncontrollably. However, the rage will cause the character to ignore most pain and gain resistance to physical damage.&lt;br /&gt;
|-&lt;br /&gt;
|Lazy&lt;br /&gt;
|The character feels unmotivated. His movement speed will be quartered, and he will no longer be able to use his non-dominant hand for the duration of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Distracted&lt;br /&gt;
|The character can no longer interact with the caster/cause of this effect.&lt;br /&gt;
|-&lt;br /&gt;
|Mindless&lt;br /&gt;
|The character will no longer act for the time being. He can however still move around freely and becomes resistant to all damage types for the duration of the effect.&lt;br /&gt;
|-&lt;br /&gt;
|Taunted&lt;br /&gt;
|The character can only interact with the caster/cause of this effect.&lt;br /&gt;
|-&lt;br /&gt;
|Panicked&lt;br /&gt;
|The character will uncontrollably move away from anything they consider dangerous.&lt;br /&gt;
|-&lt;br /&gt;
|Silenced&lt;br /&gt;
|The character can not use his voice.&lt;br /&gt;
|-&lt;br /&gt;
|Writhering&lt;br /&gt;
|The character roles on the ground in pain. They can not take any actions and move only 2 meter, which will be basically crawling on the ground.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Physical&lt;br /&gt;
!Name&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Paralyzed&lt;br /&gt;
|The character can no longer move most of his muscles, but can still speak.&lt;br /&gt;
|-&lt;br /&gt;
|Prone&lt;br /&gt;
|The character falls to the ground and must use all his movement to get back up again. While he is on the ground, he can not attack.&lt;br /&gt;
|-&lt;br /&gt;
|Bleeding&lt;br /&gt;
|The character continuously takes damage over time. Multiple instances of this damage can stack on one character. At the beginning of a character&#039;s turn he will take damage equal to his bleeding stacks, but never more than 6 at once, and remove one stack of bleeding. If a character does not have any blood (like elementals or automatons that are not oil-based) they will not take any bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
|Dizzy&lt;br /&gt;
|The character has a hard time moving and aiming. After using up half of your movement, make a Constitution 18 check or fall prone. Also, hit checks will have their result reduced by 2.&lt;br /&gt;
|-&lt;br /&gt;
|Freezing&lt;br /&gt;
|The character&#039;s movement speed is halved. Fire damage taken is doubled but will remove the Freezing effect. Getting afflicted with Freezing again while already Freezing will cause the character to become Frozen solid, making him completely unable to move or speak and doubling all physical damage taken temporarily.&lt;br /&gt;
|-&lt;br /&gt;
|Burning&lt;br /&gt;
|The character&#039;s body starts glowing and smoking. He will take damage periodically. Water damage taken is doubled but will remove the burning effect. At the beginning of each turn he will take 1d8 Fire Damage&lt;br /&gt;
|-&lt;br /&gt;
|Poisoned&lt;br /&gt;
|The character will take damage periodically relative to his power. From level 1-4 it will take 1d4 Nature Damage at the beginning of its turn. From 5 to 9 2d4, From 10 to 14 3d4, From 15 to 19 4d4, From 20 to 25 5d4.&lt;br /&gt;
|}&lt;br /&gt;
{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Soulcards&amp;diff=957</id>
		<title>Soulcards</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Soulcards&amp;diff=957"/>
		<updated>2024-12-23T20:10:50Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Soulcards are a set of cards that can define a persons personality and behaviour. A person can be defined by up to three cards in any position, however no card is necessarily permanent, meaning that each card can eventually reverse or even completely change during the lifetime of a character. &lt;br /&gt;
&lt;br /&gt;
== Importance in Society ==&lt;br /&gt;
While many are ignorant of the system, even more are unaware of it completely. The people that are interested in it can try to learn their aligned cards by either self reflection or by employing a Fatereader. Some People like to proudly show of their cards, by either displaying them in their homes or even wearing clothing with design patterns based on the cards. There are even Monasteries or Guilds based completely around certain cards.&lt;br /&gt;
&lt;br /&gt;
== Usages ==&lt;br /&gt;
While the main focus of Soulcards is the definition of a character&#039;s behaviour, they also serve certain other purposes listed here.&lt;br /&gt;
&lt;br /&gt;
=== Social Compatibility ===&lt;br /&gt;
When doing Charisma checks in social interactions with other characters, each Soulcard of yours that matches with the target&#039;s ones exactly will reduce the DC of the skillcheck by 2. If you have the same Soulcards but in different positions (normal versus inverted), the DC of the skillcheck will be increased by 1.&lt;br /&gt;
&lt;br /&gt;
=== Class Skills ===&lt;br /&gt;
The Manipulator Subclass of the Rogue has the Ability &amp;quot;The Wildcard&amp;quot;, which allows the rogue to pretend to change their Soulcards on a whim depending on the character they are talking to.&lt;br /&gt;
&lt;br /&gt;
Bards have the Ability &amp;quot;Soul Mockery&amp;quot; that allows them to target a specific Soulcard and deal damage based on the Soulcards of the target.&lt;br /&gt;
&lt;br /&gt;
== Legacy Cards ==&lt;br /&gt;
While it is possible for someone to change one of their cards, they will never truly dissappear forever. No matter how hard the person tries, there will always be a small piece of that old card somewhere deep within his soul. These deep and hidden Soulcards are called Legacy Cards. Legacy Cards can become important if something triggers old memories of a Character and might even become active again with enough force. One such example of where this can become a possibility is the [[Class - Bard|bards]] &amp;quot;Soul Mockery&amp;quot; Ability, which will cause a special interaction when targeting the Legacy Card of a Character.&lt;br /&gt;
&lt;br /&gt;
== Cards ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |#&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Card Art&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Token Name&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Meaning&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
!Normal&lt;br /&gt;
!Inverted&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|The Fool&lt;br /&gt;
|You embrace life&#039;s journey with excitement and innocence. You are spontaneous, open to new experiences, and unafraid to take risks.&lt;br /&gt;
|Your impulsiveness leads you into reckless decisions, and your lack of planning often brings chaos into your life. You fail to see the consequences of your actions.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|The Magician&lt;br /&gt;
|You are resourceful and skillful, able to turn any situation to your advantage. Confidence and creativity define you as someone who makes the impossible possible.&lt;br /&gt;
|You are manipulative and deceitful, using trickery and cunning for selfish ends. Your arrogance is what limits your abilities.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|The Priestess&lt;br /&gt;
|You are deeply intuitive, guided by inner wisdom and a connection to the unknown. You keep your thoughts guarded and move through life with quiet insight.&lt;br /&gt;
|You are secretive and isolated, driven by mistrust. Your silence hides not wisdom, but fear of being misunderstood or exposed.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|The Empress&lt;br /&gt;
|You are nurturing, caring, and embody abundance. You create, sustain, and foster growth in those around you, often serving as the emotional core of your group.&lt;br /&gt;
|You are smothering and controlling, stifling others with your need to protect or dominate. Your care turns into possessiveness.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|The Emperor&lt;br /&gt;
|You are a natural leader, confident and authoritative. You take control of situations with logic and discipline, ensuring structure and order.&lt;br /&gt;
|You are domineering and rigid, forcing your will on others and refusing to adapt. Your need for control makes you inflexible and tyrannical.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|The Ferryman&lt;br /&gt;
|You guide others through difficult transitions, serving as a steady hand when the path is unclear. You help others reach their destination safely.&lt;br /&gt;
|You are lost in your own journey, unable to provide direction for others or yourself. You hesitate at crossroads, delaying the necessary steps forward.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|The Lovers&lt;br /&gt;
|You are defined by deep connections, whether romantic or platonic. Love, harmony, and unity with others guide your choices, and you value relationships above all.&lt;br /&gt;
|You are torn by indecision, often caught between conflicting desires. You struggle with disloyalty, betrayal, or a fear of commitment.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|The Chariot&lt;br /&gt;
|Your drive to move forward and not looking back is what defines you. You don&#039;t let yourself get slowed down by grief nor grudge and face every challenge before you, no matter how hopeless they seem.&lt;br /&gt;
|Even the slightest inconvenience puts a stop to your plans. If someone did you wrong you will remember their face for the rest of your life.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|The Judge&lt;br /&gt;
|You are fair-minded and analytical, able to weigh both sides of an argument. Justice and balance are your guiding principles.&lt;br /&gt;
|You are overly critical, quick to pass judgment without understanding. You often let bias cloud your decisions, leading to unfair conclusions.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|The Hermit&lt;br /&gt;
|You are introspective, seeking solitude to gain deeper wisdom. You value your own counsel and often withdraw from society to reflect and grow.&lt;br /&gt;
|You isolate yourself out of fear or distrust, cutting yourself off from others. Your reclusiveness becomes a form of escape rather than enlightenment.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|&lt;br /&gt;
|The Merchant&lt;br /&gt;
|You are practical and savvy, always looking for the best deal or opportunity. Resourcefulness and negotiation define your interactions.&lt;br /&gt;
|You are greedy and opportunistic, taking advantage of others for personal gain. Your focus on material wealth blinds you to the needs of those around you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|&lt;br /&gt;
|The Protector&lt;br /&gt;
|You are a guardian and defender, driven by loyalty and a sense of duty. You shield others from harm, often at great personal cost.&lt;br /&gt;
|You are overbearing, stepping in where you are not needed or wanted. Your protective instincts become possessive and suffocating.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
|The Crimson Butterfly&lt;br /&gt;
|You are an agent of fate, often appearing where tragedy looms. Your presence is a harbinger of endings, and you move through life with an air of quiet inevitability, knowing that change - often dark and irreversible - follows you.&lt;br /&gt;
|You struggle to accept the tragedies that surround you, either denying them or being consumed by fear. Your attempts to escape your fate only draw you closer to disaster, making you a victim of the very forces you dread.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|&lt;br /&gt;
|The Reaper&lt;br /&gt;
|You accept the inevitability of endings and understand their necessity for new beginnings. You approach change with calm acceptance.&lt;br /&gt;
|You fear loss and refuse to let go of what is no longer serving you. You delay endings, causing suffering to persist unnecessarily.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|&lt;br /&gt;
|The Tailor&lt;br /&gt;
|You are detail-oriented, crafting your life with precision and care. Your meticulousness ensures everything you touch is perfected.&lt;br /&gt;
|You are overly focused on minutiae, missing the bigger picture. Your obsession with perfection leads to stagnation and frustration.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|&lt;br /&gt;
|The Contract&lt;br /&gt;
|You honor your word and commit fully to agreements. You are reliable, and your sense of duty to promises binds your actions.&lt;br /&gt;
|You are bound by obligations you regret, feeling trapped by commitments you no longer wish to uphold. You may deceive others to escape responsibility.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|&lt;br /&gt;
|The Fortress&lt;br /&gt;
|You are strong, resilient, and unshakable. You protect yourself and those you care about, providing safety and security from threats.&lt;br /&gt;
|You are closed off, emotionally and physically distant from others. Your defenses keep people out, even when they mean no harm.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|&lt;br /&gt;
|The Stars&lt;br /&gt;
|You are an eternal optimist, filled with hope and a sense of wonder. You believe in your dreams and inspire others with your vision.&lt;br /&gt;
|You are disillusioned and disconnected from hope. You feel lost, unable to see a way forward or to find meaning in the world around you.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|&lt;br /&gt;
|The Night&lt;br /&gt;
|You are introspective and guarded, choosing to keep your thoughts and insights to yourself. Your solitude brings clarity, as you value the peace that comes from staying hidden and withdrawn from the chaos of the world.&lt;br /&gt;
|You are isolated to a fault, cutting yourself off from meaningful connections. Your unwillingness to share leaves you misunderstood, and your silence becomes a barrier, causing you to retreat even further.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|The Day&lt;br /&gt;
|You thrive in clarity and truth, favoring openness and transparency. The light of day fuels your energy and vitality.&lt;br /&gt;
|You are blinded by illusions, unable to see things clearly despite their obviousness. You avoid difficult truths, preferring to stay in denial.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|&lt;br /&gt;
|The Scales&lt;br /&gt;
|You are balanced, fair, and deliberate in your choices. You weigh every decision carefully and strive for equilibrium in all aspects of life.&lt;br /&gt;
|You are indecisive, struggling to find balance. You may be easily swayed, leading to inconsistent decisions and erratic behavior.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
|The Time&lt;br /&gt;
|You are patient and aware of the natural flow of events. You understand that timing is everything and wait for the right moment to act.&lt;br /&gt;
|You are impatient, trying to force things before their time. Your inability to wait leads to frustration and missed opportunities.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|&lt;br /&gt;
|The High Seas&lt;br /&gt;
|You are adventurous, thriving in situations of uncertainty and change. The unpredictability of life excites you and fuels your desire for exploration.&lt;br /&gt;
|You are overwhelmed by instability and unpredictability, unable to find your bearings. Chaos leaves you anxious and fearful of the future.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|&lt;br /&gt;
|The Voyage&lt;br /&gt;
|You are on a personal journey of discovery, seeking new horizons and experiences. Growth and learning are central to your path.&lt;br /&gt;
|You wander aimlessly, lacking direction or purpose. You feel stuck in a cycle of unfulfilled adventures and missed opportunities.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|&lt;br /&gt;
|The Tomb&lt;br /&gt;
|You understand the necessity of rest and endings, embracing the peace that comes with closure. You are comfortable with letting things die to make way for rebirth.&lt;br /&gt;
|You fear endings and cling to the past, unable to let go. You hold onto what is no longer viable, delaying inevitable conclusions.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|26&lt;br /&gt;
|&lt;br /&gt;
|The World&lt;br /&gt;
|You see the interconnectedness of everything and thrive on a sense of unity and accomplishment. You embrace the full picture and understand your place within it.&lt;br /&gt;
|You feel incomplete and disconnected from the world around you. You struggle to find fulfillment or closure, constantly searching for what’s missing.&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{CategorySoulcards}} {{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Class_-_Druid&amp;diff=956</id>
		<title>Class - Druid</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Class_-_Druid&amp;diff=956"/>
		<updated>2024-12-11T03:40:28Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Class|Raw Name=Druid|Image=Placeholder crest.png|Stats=20 Wisdom|Armortype=Cloth / Leather|Weapontypes=Staff, Catalyst|Ressource=Mana,&lt;br /&gt;
Primal Essence|Skills=Magic, Nature}}The Druid is a hybrid spellcasting class that focuses on the forces of nature.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Primal Essence ===&lt;br /&gt;
It&#039;s the main resource of the druid, representing his connection to nature. The Druid requires primal essence to fuel his core abilities, mainly, but not limited to, his Wild Shapes. It&#039;s a very limited resource that regenerates back to full during every full eight-hour rest.&lt;br /&gt;
&lt;br /&gt;
=== Mana ===&lt;br /&gt;
A druid starts with 0 maximum Mana from level 1 but increases his maximum mana every few levels. Every four hours of rest, he can roll a mana dice to restore some of his mana. Casting spells cost mana based on their grade, meaning a grade 1 spell will cost 1 point of mana, while a grade 4 spell will cost 4 mana, for example.&lt;br /&gt;
&lt;br /&gt;
The amount of available mana can be further increased by items carried by the druid or by his choice of magic focus.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
{{Main|article=Spellcasting}}&lt;br /&gt;
&lt;br /&gt;
In order to cast spells, the druid may require the use of a magic focus, which can be a [[Weapons|staff]] or a [[Weapons|catalyst]]. Spells that require this will be marked with a &#039;F&#039; (Focus) in their requirements.&lt;br /&gt;
&lt;br /&gt;
Many spells also require a spoken phrase in order to be cast, which will be marked as a &#039;V&#039; (Vocal) requirement. Additionally, higher-grade spells are only available at a higher class level, and he can only cast spells from the [[Druidic Magic|Druidic Spell List]].&lt;br /&gt;
&lt;br /&gt;
=== Druidic Abilities ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&lt;br /&gt;
!Description&lt;br /&gt;
!Action&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|Wild Shape&lt;br /&gt;
|Varying PE&lt;br /&gt;
|Turns you into an animal of your choice for up to one hour. You gain the Abilities and Body Stats of the creature you&#039;re shaped into and can communicate with animals of the same species as you, as well as magically continue to speak common. The animal you can turn into is limited by the maximum Beast Grade of the druid. The equipment the druid is currently wearing disappears into thin air for the time of transformation and will manifest again when the druid returns to its normal form.&lt;br /&gt;
The amount of Primal Essence required to transform is equal to the Grade of the Beast you are transforming into (rounded up, and at least 1).&lt;br /&gt;
While you can transform into flying creatures at any point, the ability to actually fly with them requires the druid to be at least level 9.&lt;br /&gt;
When your hitpoints drop to zero while in Wild Shape, you will return to your normal form. Any Overflow Damage will be subtracted from your normal hitpoints.&lt;br /&gt;
While transformed, you can not cast spells, as you lack the focus and voice to do so. However, you can still use Druidic Abilities.&lt;br /&gt;
Cancelling the Wild Shape at any point requires one Action.&lt;br /&gt;
|Action&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Primal Commune&lt;br /&gt;
|Mana&lt;br /&gt;
|Focusing your mind on the nature around you, you can exchange three mana for one Primal Essence. This ability takes one minute to perform, requires full concentration, and can not be performed within cities, towns, or other man-made structures.&lt;br /&gt;
|1 Minute&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Druidic Voice&lt;br /&gt;
|1 PE&lt;br /&gt;
|You start speaking a language of nature, causing animals and plants you talk to to calm down and listen to you. Only calms them down if they are not yet in active combat with you. This effect lasts for 10 Minutes and you can roll any Charisma check twice when talking to animals or plants and choose the better result.&lt;br /&gt;
|Action&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Aid&lt;br /&gt;
|1 PE&lt;br /&gt;
|Restore your hitpoints by an amount equal to three of your mana dice. You can roll a total of six dice and choose three of them of your choice.&lt;br /&gt;
|Action&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Spirits&lt;br /&gt;
|1 PE&lt;br /&gt;
|Allows you to turn yourself and up to four willing allies into area specific spirits.&lt;br /&gt;
&lt;br /&gt;
* In a desert, you will turn into a Desert Spirit.&lt;br /&gt;
* In a forest, you will turn into a Forest Spirit.&lt;br /&gt;
* In caves, you will turn into a Cave Spirit.&lt;br /&gt;
* In water, you will turn into a Water Spirit.&lt;br /&gt;
* In cities, the spell will have no effect.Spirits can travel at three times their normal movement speed, do not trigger any traps or aggravate any animals or beasts while in their specific region. Their movement is considered flying.&lt;br /&gt;
They have one hitpoint with a DV of 21 (Dodging stance), and when they die will return to their normal form. Any overflow damage from the killing hit will be nullified.&lt;br /&gt;
The transformation will last up to two hours everyone can cancel his own transformation at any time.&lt;br /&gt;
|Action&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Spirit&#039;s Aid&lt;br /&gt;
|2 PE&lt;br /&gt;
|Call forth the local spirits to aid your cause. Heals all allies for five of your mana dice. You can roll a total of 8 dice and choose five of them. The range of this spell is 100 meter. Any creature of necrotic nature will also take an equal amount of damage.&lt;br /&gt;
|Action&lt;br /&gt;
|19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
As the druid increases in levels, he will become more in tune with nature and can use it more to his favor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!Features&lt;br /&gt;
!Max&lt;br /&gt;
Mana&lt;br /&gt;
!Max&lt;br /&gt;
Primal&lt;br /&gt;
!Mana&lt;br /&gt;
Dice&lt;br /&gt;
!Max&lt;br /&gt;
Grade&lt;br /&gt;
!Max&lt;br /&gt;
Beast Grade&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Wild Shape, Druidic Spells&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Primal Commune&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Druidic Subclass&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Druidic Voice&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|1d4&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| ---&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1d4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Wild Strikes&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1d4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Subclass Feature 2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1d4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Wild Constitution&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1d4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Flying Wild Shape&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|1d6&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| ---&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|1d6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Nature&#039;s Aid&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|1d6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Savage Strikes&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|1d6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Subclass Feature 3&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|1d6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Nature&#039;s Call&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|1d6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| ---&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|1d6&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Nature&#039;s Spirits&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|1d8&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Subclass Feature 4&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|1d8&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Primal Strikes&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|1d8&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Spirit&#039;s Aid&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|1d8&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Nature&#039;s Bindings&lt;br /&gt;
|10&lt;br /&gt;
|6&lt;br /&gt;
|1d8&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Subclass of Life / Decay&lt;br /&gt;
|11&lt;br /&gt;
|6&lt;br /&gt;
|1d10&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Second Subclass Feature 2&lt;br /&gt;
|12&lt;br /&gt;
|6&lt;br /&gt;
|1d10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Second Subclass Feature 3&lt;br /&gt;
|13&lt;br /&gt;
|6&lt;br /&gt;
|1d10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Second Subclass Feature 4&lt;br /&gt;
|14&lt;br /&gt;
|6&lt;br /&gt;
|1d10&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
|Second Nature&lt;br /&gt;
|15&lt;br /&gt;
|8&lt;br /&gt;
|1d10&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Druidic Spells&lt;br /&gt;
|The wizard becomes skilled in the use of [[Druidic Magic]]&lt;br /&gt;
|-&lt;br /&gt;
|Wild Strikes&lt;br /&gt;
|While in Wild Shape, gain one extra Attack-Action per turn.&lt;br /&gt;
|-&lt;br /&gt;
|Wild Constitution&lt;br /&gt;
|Your Wild Shape&#039;s hitpoints will be increased by 50% of your current normal hitpoints (rounded up).&lt;br /&gt;
|-&lt;br /&gt;
|Flying Wild Shape&lt;br /&gt;
|Allows you to fly while transformed into a Wild Shape with flying capabilities&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Call&lt;br /&gt;
|While within a natural space (for example in a forest or the general wilderness), whenever you can regenerate mana, you can roll the mana dice twice and choose the better result. If both rolls show the max possible number, you restore an additional five mana.&lt;br /&gt;
|-&lt;br /&gt;
|Savage Strikes&lt;br /&gt;
|While in Wild Shape, gain a total of two extra Attack-Actions per turn.&lt;br /&gt;
|-&lt;br /&gt;
|Primal Strikes&lt;br /&gt;
|While in Wild Shape, gain a total of three extra Attack-Actions per turn.&lt;br /&gt;
|-&lt;br /&gt;
|Nature&#039;s Bindings&lt;br /&gt;
|The druid can no longer improve his class level unless he has at least 50 Wisdom and has completed at least one heroic feat that is recognized by the Druids of the Circle of Life or the Circle of Decay. Fullfilling both requirements will grant the druid the title &amp;quot;Archdruid&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Subclass of Life / Decay&lt;br /&gt;
|You can select a second subclass. It must be either the Circle of Life or the Circle of Decay, depending  on which druids circle granted you the title of Archdruid.&lt;br /&gt;
|-&lt;br /&gt;
|Second Nature&lt;br /&gt;
|Wild Shape has become a second nature to you. Wild Shapes duration is no longer limited.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
&lt;br /&gt;
=== Circle of the Wild ===&lt;br /&gt;
Druids of the Wild are focusing on mastering control of their animalistic side.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Savagery&lt;br /&gt;
|Permanently increases your maximum Beast Grade by 1.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Nature Tuning&lt;br /&gt;
|Primal Commune&#039;s exchange rate is reduced from three to two mana per Primal Essence.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Advanced Nature Tuning&lt;br /&gt;
|Wild Shape costs one less Primal Essence. This does mean that you can turn into Animals of Beast Grade 1 and below for free.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Savage Recycling&lt;br /&gt;
|Cancelling your Wild Shape out of your own will outside of combat will restore 50% of the Primal Essence spent to transform (rounded down)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Circle of the Stars ===&lt;br /&gt;
Druids of the Stars call forth to the nature of the stars.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Starcalling&lt;br /&gt;
|Call forth the power of the stars and infuse your physical attacks with a random Damage Type. A star that has been called can be specifically called again to gain the same type of infusion. You can remember up to three stars.&lt;br /&gt;
Starcalling requires an Action, costs one Primal Essence and lasts for 1 minute. The Damage infusion will be decided by a d12 or by choosing one of your remembered stars.&lt;br /&gt;
&lt;br /&gt;
# Fire&lt;br /&gt;
# Water&lt;br /&gt;
# Ice&lt;br /&gt;
# Earth&lt;br /&gt;
# Wind&lt;br /&gt;
# Electric&lt;br /&gt;
# Arcane&lt;br /&gt;
# Psychic&lt;br /&gt;
# Chaos&lt;br /&gt;
# Necrotic&lt;br /&gt;
# Lunar&lt;br /&gt;
# Solar&lt;br /&gt;
&lt;br /&gt;
Any physical damage dealt while Starcalling is active will be converted to the infused damage type. This Damage infusion will carry over to your Wild Shapes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Stargazing&lt;br /&gt;
|Calls to the stars to enhance any damage you deal of a random Damage Type by an amount equal to your mana dice. A star that has been called can be specifically called again to gain the same type of infusion. You can remember up to three stars.&lt;br /&gt;
Stargazing requires an Action, costs one Primal Essence and lasts for 1 minute. The Damage Type enhanced will be decided by a d12 or by choosing one of your remembered stars.&lt;br /&gt;
&lt;br /&gt;
# Fire&lt;br /&gt;
# Water&lt;br /&gt;
# Ice&lt;br /&gt;
# Earth&lt;br /&gt;
# Wind&lt;br /&gt;
# Electric&lt;br /&gt;
# Arcane&lt;br /&gt;
# Psychic&lt;br /&gt;
# Chaos&lt;br /&gt;
# Necrotic&lt;br /&gt;
# Lunar&lt;br /&gt;
# Solar&lt;br /&gt;
&lt;br /&gt;
This Damage enhancement will carry over to your Wild Shapes.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Starform&lt;br /&gt;
|Allows you to cast your Wild Shape in a special way, causing your animalform to appear as a starry sky constellation. While in this form, you can continue casting spells with your body as the focus. The Voice requirement of spells is no longer needed in this form.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Shooting Star&lt;br /&gt;
|Spend 1 PE and an Action to call down the power of a Star in your memory. Deal 2d20 of Damage Type of the star to a target within 20 meter. You can roll a total of 4 d20 and choose any two to determine the damage. This damage can not be avoided. A star called in this way can no longer be used for Stargazing, Starcalling or Shooting Star casts, however, a star with the same element can be found again.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Circle of the Sun ===&lt;br /&gt;
Sun druids have put more focus in the usage of mana and see their natural abilities more as a tool rather than a gift.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Solar Power&lt;br /&gt;
|While in the sun, passively restore 1 mana per hour. (Short trips inside buildings can be ignored for this effect)&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Mana Management&lt;br /&gt;
|You Mana dice become more potent. d4s become d8s, d6 become d10s, d8s become d12s and d10s become d20s&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Solar Battery&lt;br /&gt;
|Once per day, you can use an Action to instantly restore one mana dice worth of mana.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Serotonine Mana Conversion&lt;br /&gt;
|At the end of combat, automatically restore one mana dice worth of mana.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Circle of the Moon ===&lt;br /&gt;
Moon druids have put their whole dedication towards becoming even more in tune with nature by binding their powers to [[Lunara &amp;amp; Suuna|Lunara]]&#039;s Moon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Primal Moon&lt;br /&gt;
|Depending on the rough Moon Phase, increase your maximum Primal Essence.&lt;br /&gt;
&lt;br /&gt;
* New Moon: +0&lt;br /&gt;
* Half Moon: +1&lt;br /&gt;
* Full Moon: +2&lt;br /&gt;
&lt;br /&gt;
The amount gained is dependent on the time you took the full rest, and will be applied until you take your next full rest.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Moon Beam&lt;br /&gt;
|Unlocks a variety of the Solar Beam that deals Lunar Damage instead of Solar Damage. Can also alternatively be casted for one Primal Essence instead of Mana.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Lunar Essence&lt;br /&gt;
|The first Moonlight of the night that touches your skin will instantly restore 4 Primal Essence.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Moon Guidance&lt;br /&gt;
|Once per Full Moon, you can pray to Lunara to guide you towards your desires. This can be treasure, a person you are seeking, Directions towards a town, a rare creature or anything else in that range. Moonlight will form a guiding path of light on the ground, guiding you towards your goal. When the sun rises the path will dissappear.&lt;br /&gt;
Using this ability costs 6 Primal Essence and takes 10 Minutes of meditating to activate.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shaman ===&lt;br /&gt;
The Shaman has a very distinct connection to nature. Instead of relying on the Strength of Animals, he instead wields the power of the Elements as his Weapon of choice.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Shamanism&lt;br /&gt;
|Your Wild Shape Ability becomes &amp;quot;Infusion&amp;quot;, which will instead infuse one of your Weapons with an Nature Element of your choice. An infused Weapon will deal an additional [Current Max Beast Grade] * d6 of that Elements Damage on hit. This Infusion will last for 10 Minutes.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Natural Resistance&lt;br /&gt;
|Gain Resistance to one Nature Element of your choice, you can change the Element after every full rest.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Elemental Rush&lt;br /&gt;
|You can use your Preparation to spend one Primal Essence to completely negate one Instance of Nature Damage. Your next successfull attack with your Infused Weapon will additionally deal half of the negated Damage as the Damage Type of your current Infusion.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Shared Knowledge&lt;br /&gt;
|You can now also choose to infuse a Weapon that is not wielded by you (for example your allie&#039;s), however the damage bonus and duration will be halved. You must touch the Weapon to infuse it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Circle of Life ===&lt;br /&gt;
Druids that commune with the nature of life itself. This is a special subclass that can only be selected at level 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Call of Life&lt;br /&gt;
|Once a week, you can touch a dead or fainted ally during combat as an Action to instantly revive them with full hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Rebirth&lt;br /&gt;
|Once a week, you can use an Action to instantly restore your Primal Essences back to maximum.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Elemental Shape&lt;br /&gt;
|Your Wild Shape (or Shamanism) now also allows you to turn into Elemental Creatures, however the cost will be increased by 2 Primal Essences.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Enhanced Call of Life&lt;br /&gt;
|&amp;quot;Call of Life&amp;quot; will now also restore the target resources to any amount they desire, but never beyond their maximum.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Circle of Decay ===&lt;br /&gt;
Druids that commune with the nature of death itself. This is a special subclass that can only be selected at level 21.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Rotten Wild Shape&lt;br /&gt;
|Your Wild Shape now has an alternative version, allowing you to turn into undead version of each animal. Their attacks will deal additional necrotic damage of 1d4 per hit.&lt;br /&gt;
Infusion can now also be used to infuse necrotic Damage.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Necrotic Aura&lt;br /&gt;
|Enemies within your melee range automatically take 1d8 necrotic Damage when their turn begins or when they move into your range during their turn.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Rotten Remains&lt;br /&gt;
|When your Rotten Wild Shape ends, the creature you have been turned into will instead be left behind as an undead summon. If your Wild Shape ends due to your hitpoints reaching zero, the creature will remain with half of his maximum hitpoints. It will automatically disappear after one hour of being created.&lt;br /&gt;
Necrotic Damage dealt by your Infusion now summons a necrotic Elemental with half of the damage dealt as hitpoints.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Necrotic Phylactery&lt;br /&gt;
|While your undead summon from &amp;quot;Rotten Remains&amp;quot; is alive and within 100m of you, your hitpoints cannot be reduced below 1.&lt;br /&gt;
|}&lt;br /&gt;
{{CategoryClasses}} {{CategorySchools}} {{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=File:Map_of_Tael.png&amp;diff=955</id>
		<title>File:Map of Tael.png</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=File:Map_of_Tael.png&amp;diff=955"/>
		<updated>2024-12-10T04:21:01Z</updated>

		<summary type="html">&lt;p&gt;Larame: Larame uploaded a new version of File:Map of Tael.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a Map of current Landformations of Tael&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Class_-_Cleric&amp;diff=954</id>
		<title>Class - Cleric</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Class_-_Cleric&amp;diff=954"/>
		<updated>2024-12-09T06:21:30Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Warlock */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Class|Raw Name=Cleric|Image=Placeholder crest.png|Stats=12 Intelligence|Armortype=Cloth|Weapontypes=Shortswords, Daggers, Wands, Staffs, Any shields, Longswords, 1 Weapon of Choice|Ressource=Holy Energy|Skills=Mystic, Lore}}The Cleric is a class focused on protecting and healing allies and tending to the deceased. They are usually guided by a deity they follow.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Multiclass-Restrictions ===&lt;br /&gt;
A Character can only ever be one Class of Cleric, meaning he can&#039;t multiclass into two different trees of cleric.&lt;br /&gt;
&lt;br /&gt;
=== Holy Energy ===&lt;br /&gt;
Holy Energy drives your Cleric Abilities. It fully restores during a full rest.&lt;br /&gt;
&lt;br /&gt;
=== Deity ===&lt;br /&gt;
Most clerics follow the principles and teachings of a Deity of their choice. This makes it easier for the cleric to understand things related to his deity (increasing skill checks made in context to the deity by +8) and unlocks certain Abilities depending on the Deity. These abilities are usually extremely limited in usability, as they are quite powerful.&lt;br /&gt;
&lt;br /&gt;
If you happen to meet your Deity, your Willpower Modifier will become an Auto-Succeed while in the presence of your Deity.&lt;br /&gt;
&lt;br /&gt;
If you witness the mortal vessel of your Deity faint, your Willpower Modifier will become an Auto-Fail for three days.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Clerics have a lower spellcasting capability than most other spellcasting classes. Instead of spending Mana to cast spells, they have charges they can consume to cast a spell of a grade equal to the charge. By improving their class level, clerics also increase the number of charges they have. A charge can be used to cast a spell of a lower grade at any point; however, two lower-grade charges can not be combined to cast a higher-grade spell. However, if the spell allows for upcasting, a higher grade charge can be used. Casting spells requires a focus.&lt;br /&gt;
&lt;br /&gt;
Per default, every cleric is skilled in [[Holy Magic]] and the [[School of Magic - Dark]]. A cleric can choose whether or not they want to become skilled in the Dark Magic, depending on their moral standing.&lt;br /&gt;
&lt;br /&gt;
=== Cleric Abilities ===&lt;br /&gt;
Every Cleric Abilities requires one available Holy Energy and consumes one. It always requires one Action to use.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Healing&lt;br /&gt;
|1&lt;br /&gt;
|Heals all allies that can see you by 1d6 + Lore Modifier. Also cures any Poison and Bleeding effects on them. Starting from level 6, the healing will be increased by an additional 1d6 every three level. &lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Guidance&lt;br /&gt;
|5&lt;br /&gt;
|Your target&#039;s Intelligence Modifier will be increased by your Intelligence Modifier for 1 Minute.&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Resistance&lt;br /&gt;
|9&lt;br /&gt;
|Until your next turn, you and your allies will gain resistance to all forms of damage except Solar.&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Light&lt;br /&gt;
|12&lt;br /&gt;
|Instantly deal 5d6 Solar Damage to all Creatures that can see you. This also includes creatures that are magically seeing you from far away (for example via the &amp;quot;Scrying&amp;quot; spell)&lt;br /&gt;
This Damage is doubled for undead Creatures&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Protection&lt;br /&gt;
|16&lt;br /&gt;
|Until your next turn, you and your allies&#039; defensive value will be increased by +15. Additionally, all resist checks gain a bonus of +15.&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Life&lt;br /&gt;
|19&lt;br /&gt;
|Revive all dead allies within 50 meters of you, even during combat. The person must not have been dead for more than 10 Minutes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
By increasing the cleric&#039;s class level, he will unlock certain Abilities, more and better spell charges, and more.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Features&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Holy&lt;br /&gt;
Energy&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Spell charges&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Healing&lt;br /&gt;
Miracle&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Miracle of Healing&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| Determination&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|First Subclass&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Miracle of Guidance&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Subclass Feature 2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| Miracle of Resistance&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| Deities Minor Ability&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3d6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3d6&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Miracle of Light&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|4d6&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Subclass Feature 3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|4d6&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|4d6&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5d6&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Miracle of Protection&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5d6&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Subclass Feature 4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5d6&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
|6d6&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Miracle of Life&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
|6d6&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Divine Intervention&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
|6d6&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
|7d6&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 2&lt;br /&gt;
|7d6&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
|7d6&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| -&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
|8d6&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Deities Major Ability&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
|8d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Determination&lt;br /&gt;
|While wearing cloth armor or less, you can add your Willpower Modifier to your defensive value.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Intervention&lt;br /&gt;
|The cleric can no longer improve his class level unless he has at least 50 Intelligence or 50 Charisma and has completed at least one heroic feat that is recognized by his Deity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
&lt;br /&gt;
=== Missionary ===&lt;br /&gt;
The Missionary aims to spread the ways of his Deity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Pride in the Craft&lt;br /&gt;
|Everytime you spread the word of your Deity, you will gain a +1 to all Attribute Modifiers for the rest of the day. This effect does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Holy Mass&lt;br /&gt;
|You become skilled in Convincing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Dedication&lt;br /&gt;
|Everytime you spread the word of your Deity, your Willpower Modifier will be increased by +3 for the rest of the day. This effect does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|On a Mission&lt;br /&gt;
|Whenever you successfully convince someone to follow your Deity, your Willpower Modifier will be permanently increased by +1. This effect does stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Fist ===&lt;br /&gt;
The Holy Fist defends the teachings of his Deity by force instead of words.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Smite&lt;br /&gt;
|Every time you deal damage with a melee weapon, you deal an additional 1d4 Solar Damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Combat Orientated&lt;br /&gt;
|Become skilled with two Melee Weapons and one Ranged Weapon of your choice. Additionally, Smite will now deal 1d6 Damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Holy Combat&lt;br /&gt;
|You become skilled in Martial Combat. Additionally, Smite will now deal 2d6 Damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Holy Swings&lt;br /&gt;
|You get one additional Attack-Action per turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unholy ===&lt;br /&gt;
Unholy clerics debbled into the powers of Necromancy. Every instance of Solar Damage they deal will be converted to Necrotic Damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Necrotic Tendencies&lt;br /&gt;
|Become skilled in the [[School of Magic - Necromancy]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Death Defyer&lt;br /&gt;
|Your Undead summons will now last for up to 2 hours.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Necrotic Armor&lt;br /&gt;
|For every Undead summon in your possession, your defensive value will be increased by +1 (up to a maximum of +6)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bone Shield&lt;br /&gt;
|Everytime one of your undead summons dies or is dismissed, you will gain 15 Temporary Hitpoints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warlock ===&lt;br /&gt;
The Warlock found no purpose in following the deities present on Tael. Instead, he looks beyond the Stars and draws his powers from the Voidlords, usually by making some kind of deal with a Voidspawn. These deals often involve the Voidspawn asking the Warlock to cause Chaos in some form or another, so the [[Voidspawn]] can enjoy the show from afar. Every instance of Magic and Celestial Damage they deal will be converted to Chaos Damage. The Cleric Ability &amp;quot;Mircale of Healing&amp;quot; will become &amp;quot;Miracle of Destruction - Deal 1d8 guaranteed Chaos Damage to all Enemies you can see, starting from level 6, the damage will increase by 1d4 every three level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Additionally, the Warlock will replace his skill in [[Holy Magic]] with the [[School of Magic - Chaos]] and instead of following a deity from Tael, he must choose a [[Voidlord]] to make a deal with.&lt;br /&gt;
&lt;br /&gt;
You can choose to become a Warlock starting from level 1 and at any time onward, however, this decision is not easily reversible, as you would need to regain the trust of a deity, and be prepared for whatever punishment the Voidlord may throw at you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Chaotic Nature&lt;br /&gt;
|Spells of the School of Magic - Chaos are all considered one grade less.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Spawn call&lt;br /&gt;
|Call upon the aid of a Voidspawn of your Voidlord, granting you the &amp;quot;Voidlord-born&amp;quot; effect of a Voidspawn for the next minute. One charge, which you will regain after resting for at least 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Voice of the Void&lt;br /&gt;
|Gain Mastery in the [[Sub-Attributes]] Deception, Persuasion and Insight&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Seed of Chaos&lt;br /&gt;
|Everytime you deal Chaos Damage to a target, choose one additional target within 2 meters of the original one. If that target would also be hit by your original hit-check, it will take half of the Damage the original target took, rounded up. This effect will not trigger itself again. If you hit multiple enemies with the original attack, you can activate this effect for each hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Zealot ===&lt;br /&gt;
The Zealot has fully focused his determination to follow his Deity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Holy Recovery&lt;br /&gt;
|You can restore one Holy Energy per day by resting for one hour.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Deities Favour&lt;br /&gt;
|Unlock your Deities Minor Ability immediately. At Level 10, you will gain a second charge of that Ability. Both have their cooldowns counted seperately.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Holy Recovery+&lt;br /&gt;
|Holy Recovery is no longer limited to one Holy Energy, but still requires one hour of rest per Energy.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Deities Chosen&lt;br /&gt;
|Unlock your Deities Major Ability immediately. At Level 25, you will gain a second charge of that Ability. Both have their cooldowns counted seperately.&lt;br /&gt;
|}&lt;br /&gt;
{{CategoryClasses}} {{CategorySchools}} {{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Class_-_Cleric&amp;diff=953</id>
		<title>Class - Cleric</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Class_-_Cleric&amp;diff=953"/>
		<updated>2024-12-09T06:18:20Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Subclasses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Class|Raw Name=Cleric|Image=Placeholder crest.png|Stats=12 Intelligence|Armortype=Cloth|Weapontypes=Shortswords, Daggers, Wands, Staffs, Any shields, Longswords, 1 Weapon of Choice|Ressource=Holy Energy|Skills=Mystic, Lore}}The Cleric is a class focused on protecting and healing allies and tending to the deceased. They are usually guided by a deity they follow.&lt;br /&gt;
&lt;br /&gt;
== General Info ==&lt;br /&gt;
&lt;br /&gt;
=== Multiclass-Restrictions ===&lt;br /&gt;
A Character can only ever be one Class of Cleric, meaning he can&#039;t multiclass into two different trees of cleric.&lt;br /&gt;
&lt;br /&gt;
=== Holy Energy ===&lt;br /&gt;
Holy Energy drives your Cleric Abilities. It fully restores during a full rest.&lt;br /&gt;
&lt;br /&gt;
=== Deity ===&lt;br /&gt;
Most clerics follow the principles and teachings of a Deity of their choice. This makes it easier for the cleric to understand things related to his deity (increasing skill checks made in context to the deity by +8) and unlocks certain Abilities depending on the Deity. These abilities are usually extremely limited in usability, as they are quite powerful.&lt;br /&gt;
&lt;br /&gt;
If you happen to meet your Deity, your Willpower Modifier will become an Auto-Succeed while in the presence of your Deity.&lt;br /&gt;
&lt;br /&gt;
If you witness the mortal vessel of your Deity faint, your Willpower Modifier will become an Auto-Fail for three days.&lt;br /&gt;
&lt;br /&gt;
=== Spellcasting ===&lt;br /&gt;
Clerics have a lower spellcasting capability than most other spellcasting classes. Instead of spending Mana to cast spells, they have charges they can consume to cast a spell of a grade equal to the charge. By improving their class level, clerics also increase the number of charges they have. A charge can be used to cast a spell of a lower grade at any point; however, two lower-grade charges can not be combined to cast a higher-grade spell. However, if the spell allows for upcasting, a higher grade charge can be used. Casting spells requires a focus.&lt;br /&gt;
&lt;br /&gt;
Per default, every cleric is skilled in [[Holy Magic]] and the [[School of Magic - Dark]]. A cleric can choose whether or not they want to become skilled in the Dark Magic, depending on their moral standing.&lt;br /&gt;
&lt;br /&gt;
=== Cleric Abilities ===&lt;br /&gt;
Every Cleric Abilities requires one available Holy Energy and consumes one. It always requires one Action to use.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Name&lt;br /&gt;
!Level&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Healing&lt;br /&gt;
|1&lt;br /&gt;
|Heals all allies that can see you by 1d6 + Lore Modifier. Also cures any Poison and Bleeding effects on them. Starting from level 6, the healing will be increased by an additional 1d6 every three level. &lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Guidance&lt;br /&gt;
|5&lt;br /&gt;
|Your target&#039;s Intelligence Modifier will be increased by your Intelligence Modifier for 1 Minute.&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Resistance&lt;br /&gt;
|9&lt;br /&gt;
|Until your next turn, you and your allies will gain resistance to all forms of damage except Solar.&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Light&lt;br /&gt;
|12&lt;br /&gt;
|Instantly deal 5d6 Solar Damage to all Creatures that can see you. This also includes creatures that are magically seeing you from far away (for example via the &amp;quot;Scrying&amp;quot; spell)&lt;br /&gt;
This Damage is doubled for undead Creatures&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Protection&lt;br /&gt;
|16&lt;br /&gt;
|Until your next turn, you and your allies&#039; defensive value will be increased by +15. Additionally, all resist checks gain a bonus of +15.&lt;br /&gt;
|-&lt;br /&gt;
|Miracle of Life&lt;br /&gt;
|19&lt;br /&gt;
|Revive all dead allies within 50 meters of you, even during combat. The person must not have been dead for more than 10 Minutes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leveling ==&lt;br /&gt;
By increasing the cleric&#039;s class level, he will unlock certain Abilities, more and better spell charges, and more.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Level&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Features&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Holy&lt;br /&gt;
Energy&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |Spell charges&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Healing&lt;br /&gt;
Miracle&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Miracle of Healing&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| Determination&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|First Subclass&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Miracle of Guidance&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|1d6&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Subclass Feature 2&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| -&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|2d6&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| Miracle of Resistance&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3d6&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| Deities Minor Ability&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3d6&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|3d6&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Miracle of Light&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|4d6&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Subclass Feature 3&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|4d6&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
| -&lt;br /&gt;
|3&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|4d6&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5d6&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Miracle of Protection&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5d6&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Subclass Feature 4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5d6&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
| -&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
| 1&lt;br /&gt;
|6d6&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Miracle of Life&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
|6d6&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Divine Intervention&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
|6d6&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
| 1&lt;br /&gt;
|7d6&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
| 2&lt;br /&gt;
|7d6&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
| -&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
|7d6&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
| -&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
|8d6&lt;br /&gt;
|-&lt;br /&gt;
|25&lt;br /&gt;
| Deities Major Ability&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
| 2&lt;br /&gt;
|8d6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Class Features ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Determination&lt;br /&gt;
|While wearing cloth armor or less, you can add your Willpower Modifier to your defensive value.&lt;br /&gt;
|-&lt;br /&gt;
|Divine Intervention&lt;br /&gt;
|The cleric can no longer improve his class level unless he has at least 50 Intelligence or 50 Charisma and has completed at least one heroic feat that is recognized by his Deity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subclasses ==&lt;br /&gt;
&lt;br /&gt;
=== Missionary ===&lt;br /&gt;
The Missionary aims to spread the ways of his Deity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Pride in the Craft&lt;br /&gt;
|Everytime you spread the word of your Deity, you will gain a +1 to all Attribute Modifiers for the rest of the day. This effect does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Holy Mass&lt;br /&gt;
|You become skilled in Convincing.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Dedication&lt;br /&gt;
|Everytime you spread the word of your Deity, your Willpower Modifier will be increased by +3 for the rest of the day. This effect does not stack.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|On a Mission&lt;br /&gt;
|Whenever you successfully convince someone to follow your Deity, your Willpower Modifier will be permanently increased by +1. This effect does stack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Holy Fist ===&lt;br /&gt;
The Holy Fist defends the teachings of his Deity by force instead of words.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Smite&lt;br /&gt;
|Every time you deal damage with a melee weapon, you deal an additional 1d4 Solar Damage to the target.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Combat Orientated&lt;br /&gt;
|Become skilled with two Melee Weapons and one Ranged Weapon of your choice. Additionally, Smite will now deal 1d6 Damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Holy Combat&lt;br /&gt;
|You become skilled in Martial Combat. Additionally, Smite will now deal 2d6 Damage instead.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Holy Swings&lt;br /&gt;
|You get one additional Attack-Action per turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unholy ===&lt;br /&gt;
Unholy clerics debbled into the powers of Necromancy. Every instance of Solar Damage they deal will be converted to Necrotic Damage.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Necrotic Tendencies&lt;br /&gt;
|Become skilled in the [[School of Magic - Necromancy]].&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Death Defyer&lt;br /&gt;
|Your Undead summons will now last for up to 2 hours.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Necrotic Armor&lt;br /&gt;
|For every Undead summon in your possession, your defensive value will be increased by +1 (up to a maximum of +6)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Bone Shield&lt;br /&gt;
|Everytime one of your undead summons dies or is dismissed, you will gain 15 Temporary Hitpoints.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Warlock ===&lt;br /&gt;
The Warlock found no purpose in following the deities present on Tael. Instead, he looks beyond the Stars and draws his powers from the Voidlords, usually by making some kind of deal with a Voidspawn. These deals often involve the Voidspawn asking the Warlock to cause Chaos in some form or another, so the [[Voidspawn]] can enjoy the show from afar. Every instance of Magic and Celestial Damage they deal will be converted to Chaos Damage. The Cleric Ability &amp;quot;Mircale of Healing&amp;quot; will become &amp;quot;Miracle of Destruction - Deal 1d8 guaranteed Chaos Damage to all Enemies you can see, starting from level 6, the damage will increase by 1d4 every three level&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Additionally, the Warlock will replace his skill in [[Holy Magic]] with the [[School of Magic - Chaos]] and instead of following a deity from Tael, he must choose a [[Voidlord]] to make a deal with.&lt;br /&gt;
&lt;br /&gt;
You can choose to become a Warlock starting from level 1 and at any time onward, however, this decision is not reversible.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Chaotic Nature&lt;br /&gt;
|Spells of the School of Magic - Chaos are all considered one grade less.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Spawn call&lt;br /&gt;
|Call upon the aid of a Voidspawn of your Voidlord, granting you the &amp;quot;Voidlord-born&amp;quot; effect of a Voidspawn for the next minute. One charge, which you will regain after resting for at least 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Voice of the Void&lt;br /&gt;
|Gain Mastery in the [[Sub-Attributes]] Deception, Persuasion and Insight&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Seed of Chaos&lt;br /&gt;
|Everytime you deal Chaos Damage to a target, choose one additional target within 2 meters of the original one. If that target would also be hit by your original hit-check, it will take half of the Damage the original target took, rounded up. This effect will not trigger itself again. If you hit multiple enemies with the original attack, you can activate this effect for each hit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Zealot ===&lt;br /&gt;
The Zealot has fully focused his determination to follow his Deity.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature #&lt;br /&gt;
!Trait&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Holy Recovery&lt;br /&gt;
|You can restore one Holy Energy per day by resting for one hour.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Deities Favour&lt;br /&gt;
|Unlock your Deities Minor Ability immediately. At Level 10, you will gain a second charge of that Ability. Both have their cooldowns counted seperately.&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Holy Recovery+&lt;br /&gt;
|Holy Recovery is no longer limited to one Holy Energy, but still requires one hour of rest per Energy.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Deities Chosen&lt;br /&gt;
|Unlock your Deities Major Ability immediately. At Level 25, you will gain a second charge of that Ability. Both have their cooldowns counted seperately.&lt;br /&gt;
|}&lt;br /&gt;
{{CategoryClasses}} {{CategorySchools}} {{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Combat&amp;diff=952</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Combat&amp;diff=952"/>
		<updated>2024-12-03T01:53:09Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat is a turn-based mechanic during gameplay that decides physical conflicts between characters. Each Character taking part in combat is assigned a turn order, and once every Character has completed his turn, it is considered one round completed. One Round takes a total of 6 seconds in-game time.&lt;br /&gt;
&lt;br /&gt;
== Turn Order ==&lt;br /&gt;
Every combatant will have to roll a d20 and add his Initiative Modifier to it. The highest number will go first in the turn order; if two or more characters have the same result, it will be decided by who has the higher Agility-Value. If the Agility-Value is also identical, the Intelligence-Value will be compared. If that, too, should be identical, it will be determined by a re-roll of the dice between the tied characters.&lt;br /&gt;
&lt;br /&gt;
== Playing out a Turn ==&lt;br /&gt;
Each Turn consists of an Action Phase and ends with entering the Preparation Phase.&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
A Character can use a certain number of Actions per Action Phase, which is determined by his Classes. The default Action is a universal Action that allows for everything; however, most class-based additional Actions are either Attack or Spell Actions. During the Action Phase, a Character can use moves that require Actions to perform. Some classes allow for special kinds of bonus actions as a follow-up to regular actions.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
During the Action Phase, a Character can move a number of tiles equal to his Movement Speed, which is usually defined by the race. When playing on a grid, diagonal movement counts as one tile. A Character can not walk through other character, unless they are allies. A Character must end his turn on a free space (with the exception of Xeragar&#039;s Blade Warriors, which can share a tile with an ally).&lt;br /&gt;
&lt;br /&gt;
=== Preparation Phase ===&lt;br /&gt;
After every Action has been used up, or if the Character decides not to take any further Actions, he enters the Preparation Phase. The Preparation Phase lasts until it is the Character&#039;s turn again and allows him to use a Move that requires Preparation. Per default, a Character can use one such Preparation per Preparation Phase, and once he announces the type of Preparation he will take, he cannot change it anymore; however, unless stated otherwise in the Move, he does not need to announce it right away.&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
Using an Action to attack requires either a physical weapon for an Attack Action or, often, a focus for a Spell Action.&lt;br /&gt;
&lt;br /&gt;
=== Attack Action ===&lt;br /&gt;
The default range of most weapons is 1 meter or one tile when playing on a grid. When attacking with a weapon, the character will first roll one d20 to check whether or not he actually hits the target. This role is called a hit check. If the Character is skilled with the weapon he is using, he can add his Martial Combat Modifier (Agility-Strength Sub-Attribute) to the roll.&lt;br /&gt;
&lt;br /&gt;
The final result will be compared to the target&#039;s Defensive Value, which is determined by his armor. If the result is higher than the Defensive Value, the attack will hit its target, and the character can continue with the damage determination.&lt;br /&gt;
&lt;br /&gt;
The damage determination is called the attack roll. The base of the damage is determined by the type of weapon used. Once the roll is determined, the character can add the Scale Attribute of the weapon used if he is skilled with the weapon. Additionally, some potential class bonuses can be applied, and the total is the damage dealt to the target.&lt;br /&gt;
&lt;br /&gt;
When attacking with a weapon one-handed, you gain a bonus Action that allows you to attack with a weapon in your other hand again, but without the Scale Modifier bonus.&lt;br /&gt;
&lt;br /&gt;
==== Ranged Weapon Attack ====&lt;br /&gt;
If you make an attack with a ranged Weapon, you add your Precision Modifier to the hit check instead of the Martial Combat Modifier if you are skilled with the weapon.&lt;br /&gt;
&lt;br /&gt;
If an enemy is within melee range of you, you can not add your Precision Modifier, as he will be considered to be hindering your aim.&lt;br /&gt;
&lt;br /&gt;
If the target is outside your weapon&#039;s normal range but within double the range, you can still attempt to hit it. However, you must make the hit check twice and choose the worse result.&lt;br /&gt;
&lt;br /&gt;
=== Spell Action ===&lt;br /&gt;
Assuming the target is within the spell&#039;s range from the spellcaster, the spellcaster must make a Magic-Attribute Check against the target&#039;s Defensive Value determined by his armor. This role is called a hit check. The spellcaster can add his Magic Modifier (Intelligence-Wisdom Sub-Attribute). The spellcaster must be skilled in the School of Magic the spell originates from in order to cast it (or alternatively for wizards; have learned the use of the spell via a scroll).&lt;br /&gt;
&lt;br /&gt;
Every target whose defensive value is equal to or lower than the spellcaster&#039;s total hit-check will be considered hit.&lt;br /&gt;
&lt;br /&gt;
The damage determination is called the attack roll. The base damage is based on the damage mentioned in the spell&#039;s description. Once the rolls for the base damage are determined, the spellcaster can add his Magic Modifier to the total number shown on the dice. Additionally, some potential class bonuses can be applied, and the total is the damage dealt to the targets.&lt;br /&gt;
&lt;br /&gt;
For status effect spells, the target must roll a resist check. The spell describes the required number to overcome the status effect (this number is called the Difficulty Check or DC). The spellcaster can add his Magic-Sub-Attribute Modifier to the DC. The target can add his Attribute-Modifier in the spell-described Attribute to his roll. If the target meets or beats the DC, he will not be affected by the status effect.&lt;br /&gt;
&lt;br /&gt;
Example of a spell interaction with both damage and status effect:&lt;br /&gt;
&lt;br /&gt;
The spellcaster casts Ignite against a target. The target has a defensive value of 15. The Spellcaster has a Magic of +4 and is skilled in the school of magic. The Spellcaster&#039;s total bonus is, therefore, +4, and the Spellcaster needs to roll at least an 11 to hit the target. Assuming the spellcaster rolled an 11, the target takes damage determined by an attack roll of the attacker and must now succeed in a resist check. Ignite says it is an Agility 10 check, so the target must overcome a DC of 14 with a role to which it can add its Agility Modifier. The target has an Agility Modifier of +4, so in order for him to overcome the DC, it must roll at least a 10.&lt;br /&gt;
&lt;br /&gt;
== Defensive Stance ==&lt;br /&gt;
Characters can take two different stances to determine their defensive value (DV). The stance can be changed at any point outside of combat or at the beginning of your turn during combat. The change does not require an Action.&lt;br /&gt;
&lt;br /&gt;
=== Tanking Stance ===&lt;br /&gt;
Prepares to take hits and absorb them into their armor. The character can not add his Dodging Modifier to his DV, but also does not have to take any Dodging penalties (usually found on metal armor)&lt;br /&gt;
&lt;br /&gt;
=== Dodging Stance ===&lt;br /&gt;
Prepares to dodge incoming hits. The character will add his Dodging Modifier to his DV, but must also subtract any Dodge Penalties if there are any.&lt;br /&gt;
&lt;br /&gt;
== Fainting ==&lt;br /&gt;
If a character&#039;s hit points drop to zero, he will temporarily faint and be unable to use his turn until a teammate helps him up or heals him. At the beginning of every turn, the character must make an increasingly difficult Willpower check for each turn the character is down. If the Willpower check is successfull, the DC will increase by 1. Everytime the character is hit by an attack again while down, the DC will increase by 5. If a character fails two Willpower checks in a row without the character recieving help, he will die. The initial Willpower DC is 5. A critical success of the Willpower check will instantly get you up with 1 hitpoint, allowing you to take your turn as usual. A critical failure will have no additional effects and be considered a normal fail.&lt;br /&gt;
&lt;br /&gt;
== End of Combat ==&lt;br /&gt;
Combat ends when every character in a group has either died, fainted or surrendered, and everyone agrees to stop the fight. When all player characters faint or die during combat, the campaign fails.&lt;br /&gt;
&lt;br /&gt;
== Generic Actions ==&lt;br /&gt;
Generic Actions are Actions that can always be used by the default Action available each Turn. These Generic Actions are listed in the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Move&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Dash&lt;br /&gt;
|Doubles the movement for this Turn.&lt;br /&gt;
|-&lt;br /&gt;
|Sprint&lt;br /&gt;
|Quadruples the movement for this Turn. Movement will be 0 for the next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Brace&lt;br /&gt;
|Reduces all incoming damage by 50% (rounded down, applied after other damage reducing effect like spells for resistances). Cannot attack anymore for this turn after usage and also removes the Preparation available during the next Preparation Phase.&lt;br /&gt;
|-&lt;br /&gt;
|Help&lt;br /&gt;
|Helps a fainted Ally. He will return to the turn order where he originally was and will have one hit point until further healed.&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|Attempts to hide and dissappear from the vision of your enemies. Must be at least slightly obscured to work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Bonus Actions ==&lt;br /&gt;
Generic Bonus Actions can always be used as either an Action or Bonus Action each Turn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Move&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Roleplay Skill check&lt;br /&gt;
|Allows the character to interact with the enemies verbally or analyze their surroundings for any tools or advantages they might contain with the help of a skill check. Meaning you might use your Intimidation or Persuasion to try and make an enemy surrender, or use a Perception check to look for Vantage points or tools. (These are just examples, at your Gamemasters discretion, you might let your imagination go wild here)&lt;br /&gt;
|-&lt;br /&gt;
|Punch&lt;br /&gt;
|Only usable when no Weapon, a Buckler Shield or a Fist Weapon is equipped in either hand. Can only be used as a Bonus Action when the Attack Action was also used as a Punch. Deals damage equal to your Strength Modifier + Weapon Damage (when a Fist Weapon is equipped). The Martial Combat Sub-Attribute must be added to the hit-check. When the Attack Action hit the target, the second use as a Bonus Action will automatically hit too, otherwise the hit-check can be rolled again.&lt;br /&gt;
|-&lt;br /&gt;
|Surrender&lt;br /&gt;
|The Character drops their Weapons in an attempt to surrender. Whether or not the attempt is successfull might require on a Persuasion check, depending on the situational context.This is at the Gamemasters discretion. After using this Bonus Action, you are considered unarmed until you pick up and equip your Weapons again.&lt;br /&gt;
|-&lt;br /&gt;
|Pick up&lt;br /&gt;
|Pick up anyone thing you can carry from the ground. If it is a Weapon and you are unarmed you may instantly equip it without requiring an additional &amp;quot;Equip Weapon&amp;quot; Action&lt;br /&gt;
|-&lt;br /&gt;
|Equip Weapon&lt;br /&gt;
|The Character switches their active Weapons.&lt;br /&gt;
|}&lt;br /&gt;
{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Combat&amp;diff=951</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Combat&amp;diff=951"/>
		<updated>2024-12-03T01:45:10Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat is a turn-based mechanic during gameplay that decides physical conflicts between characters. Each Character taking part in combat is assigned a turn order, and once every Character has completed his turn, it is considered one round completed. One Round takes a total of 6 seconds in-game time.&lt;br /&gt;
&lt;br /&gt;
== Turn Order ==&lt;br /&gt;
Every combatant will have to roll a d20 and add his Initiative Modifier to it. The highest number will go first in the turn order; if two or more characters have the same result, it will be decided by who has the higher Agility-Value. If the Agility-Value is also identical, the Intelligence-Value will be compared. If that, too, should be identical, it will be determined by a re-roll of the dice between the tied characters.&lt;br /&gt;
&lt;br /&gt;
== Playing out a Turn ==&lt;br /&gt;
Each Turn consists of an Action Phase and ends with entering the Preparation Phase.&lt;br /&gt;
&lt;br /&gt;
=== Action Phase ===&lt;br /&gt;
A Character can use a certain number of Actions per Action Phase, which is determined by his Classes. The default Action is a universal Action that allows for everything; however, most class-based additional Actions are either Attack or Spell Actions. During the Action Phase, a Character can use moves that require Actions to perform. Some classes allow for special kinds of bonus actions as a follow-up to regular actions.&lt;br /&gt;
&lt;br /&gt;
==== Movement ====&lt;br /&gt;
During the Action Phase, a Character can move a number of tiles equal to his Movement Speed, which is usually defined by the race. When playing on a grid, diagonal movement counts as one tile. A Character can not walk through other character, unless they are allies. A Character must end his turn on a free space (with the exception of Xeragar&#039;s Blade Warriors, which can share a tile with an ally).&lt;br /&gt;
&lt;br /&gt;
=== Preparation Phase ===&lt;br /&gt;
After every Action has been used up, or if the Character decides not to take any further Actions, he enters the Preparation Phase. The Preparation Phase lasts until it is the Character&#039;s turn again and allows him to use a Move that requires Preparation. Per default, a Character can use one such Preparation per Preparation Phase, and once he announces the type of Preparation he will take, he cannot change it anymore; however, unless stated otherwise in the Move, he does not need to announce it right away.&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
Using an Action to attack requires either a physical weapon for an Attack Action or, often, a focus for a Spell Action.&lt;br /&gt;
&lt;br /&gt;
=== Attack Action ===&lt;br /&gt;
The default range of most weapons is 1 meter or one tile when playing on a grid. When attacking with a weapon, the character will first roll one d20 to check whether or not he actually hits the target. This role is called a hit check. If the Character is skilled with the weapon he is using, he can add his Martial Combat Modifier (Agility-Strength Sub-Attribute) to the roll.&lt;br /&gt;
&lt;br /&gt;
The final result will be compared to the target&#039;s Defensive Value, which is determined by his armor. If the result is higher than the Defensive Value, the attack will hit its target, and the character can continue with the damage determination.&lt;br /&gt;
&lt;br /&gt;
The damage determination is called the attack roll. The base of the damage is determined by the type of weapon used. Once the roll is determined, the character can add the Scale Attribute of the weapon used if he is skilled with the weapon. Additionally, some potential class bonuses can be applied, and the total is the damage dealt to the target.&lt;br /&gt;
&lt;br /&gt;
When attacking with a weapon one-handed, you gain a bonus Action that allows you to attack with a weapon in your other hand again, but without the Scale Modifier bonus.&lt;br /&gt;
&lt;br /&gt;
==== Ranged Weapon Attack ====&lt;br /&gt;
If you make an attack with a ranged Weapon, you add your Precision Modifier to the hit check instead of the Martial Combat Modifier if you are skilled with the weapon.&lt;br /&gt;
&lt;br /&gt;
If an enemy is within melee range of you, you can not add your Precision Modifier, as he will be considered to be hindering your aim.&lt;br /&gt;
&lt;br /&gt;
If the target is outside your weapon&#039;s normal range but within double the range, you can still attempt to hit it. However, you must make the hit check twice and choose the worse result.&lt;br /&gt;
&lt;br /&gt;
=== Spell Action ===&lt;br /&gt;
Assuming the target is within the spell&#039;s range from the spellcaster, the spellcaster must make a Magic-Attribute Check against the target&#039;s Defensive Value determined by his armor. This role is called a hit check. The spellcaster can add his Magic Modifier (Intelligence-Wisdom Sub-Attribute). The spellcaster must be skilled in the School of Magic the spell originates from in order to cast it (or alternatively for wizards; have learned the use of the spell via a scroll).&lt;br /&gt;
&lt;br /&gt;
Every target whose defensive value is equal to or lower than the spellcaster&#039;s total hit-check will be considered hit.&lt;br /&gt;
&lt;br /&gt;
The damage determination is called the attack roll. The base damage is based on the damage mentioned in the spell&#039;s description. Once the rolls for the base damage are determined, the spellcaster can add his Magic Modifier to the total number shown on the dice. Additionally, some potential class bonuses can be applied, and the total is the damage dealt to the targets.&lt;br /&gt;
&lt;br /&gt;
For status effect spells, the target must roll a resist check. The spell describes the required number to overcome the status effect (this number is called the Difficulty Check or DC). The spellcaster can add his Magic-Sub-Attribute Modifier to the DC. The target can add his Attribute-Modifier in the spell-described Attribute to his roll. If the target meets or beats the DC, he will not be affected by the status effect.&lt;br /&gt;
&lt;br /&gt;
Example of a spell interaction with both damage and status effect:&lt;br /&gt;
&lt;br /&gt;
The spellcaster casts Ignite against a target. The target has a defensive value of 15. The Spellcaster has a Magic of +4 and is skilled in the school of magic. The Spellcaster&#039;s total bonus is, therefore, +4, and the Spellcaster needs to roll at least an 11 to hit the target. Assuming the spellcaster rolled an 11, the target takes damage determined by an attack roll of the attacker and must now succeed in a resist check. Ignite says it is an Agility 10 check, so the target must overcome a DC of 14 with a role to which it can add its Agility Modifier. The target has an Agility Modifier of +4, so in order for him to overcome the DC, it must roll at least a 10.&lt;br /&gt;
&lt;br /&gt;
== Defensive Stance ==&lt;br /&gt;
Characters can take two different stances to determine their defensive value (DV). The stance can be changed at any point outside of combat or at the beginning of your turn during combat. The change does not require an Action.&lt;br /&gt;
&lt;br /&gt;
=== Tanking Stance ===&lt;br /&gt;
Prepares to take hits and absorb them into their armor. The character can not add his Dodging Modifier to his DV, but also does not have to take any Dodging penalties (usually found on metal armor)&lt;br /&gt;
&lt;br /&gt;
=== Dodging Stance ===&lt;br /&gt;
Prepares to dodge incoming hits. The character will add his Dodging Modifier to his DV, but must also subtract any Dodge Penalties if there are any.&lt;br /&gt;
&lt;br /&gt;
== Fainting ==&lt;br /&gt;
If a character&#039;s hit points drop to zero, he will temporarily faint and be unable to use his turn until a teammate helps him up or heals him. At the beginning of every turn, the character must make an increasingly difficult Willpower check for each turn the character is down. If the Willpower check is successfull, the DC will increase by 1. Everytime the character is hit by an attack again while down, the DC will increase by 5. If a character fails two Willpower checks in a row without the character recieving help, he will die. The initial Willpower DC is 5. A critical success of the Willpower check will instantly get you up with 1 hitpoint, allowing you to take your turn as usual. A critical failure will have no additional effects and be considered a normal fail.&lt;br /&gt;
&lt;br /&gt;
== End of Combat ==&lt;br /&gt;
Combat ends when every character in a group has either died, fainted or surrendered, and everyone agrees to stop the fight. When all player characters faint or die during combat, the campaign fails.&lt;br /&gt;
&lt;br /&gt;
== Generic Actions ==&lt;br /&gt;
Generic Actions are Actions that can always be used by the default Action available each Turn. These Generic Actions are listed in the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Move&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Dash&lt;br /&gt;
|Doubles the movement for this Turn.&lt;br /&gt;
|-&lt;br /&gt;
|Sprint&lt;br /&gt;
|Quadruples the movement for this Turn. Movement will be 0 for the next turn.&lt;br /&gt;
|-&lt;br /&gt;
|Brace&lt;br /&gt;
|Reduces all incoming damage by 50% (rounded down, applied after other damage reducing effect like spells for resistances). Cannot attack anymore for this turn after usage and also removes the Preparation available during the next Preparation Phase.&lt;br /&gt;
|-&lt;br /&gt;
|Help&lt;br /&gt;
|Helps a fainted Ally. He will return to the turn order where he originally was and will have one hit point until further healed.&lt;br /&gt;
|-&lt;br /&gt;
|Hide&lt;br /&gt;
|Attempts to hide and dissappear from the vision of your enemies. Must be at least slightly obscured to work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Generic Bonus Actions ==&lt;br /&gt;
Generic Bonus Actions can always be used as either an Action or Bonus Action each Turn.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Move&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Roleplay Skill check&lt;br /&gt;
|Allows the character to interact with the enemies verbally or analyze their surroundings for any tools or advantages they might contain with the help of a skill check. Meaning you might use your Intimidation or Persuasion to try and make an enemy surrender, or use a Perception check to look for Vantage points or tools. (These are just examples, at your Gamemasters discretion, you might let your imagination go wild here)&lt;br /&gt;
|-&lt;br /&gt;
|Punch&lt;br /&gt;
|Only usable when no Weapon, a Buckler Shield or a Fist Weapon is equipped in either hand. Can only be used as a Bonus Action when the Attack Action was also used as a Punch. Deals damage equal to your Strength Modifier + Weapon Damage (when a Fist Weapon is equipped). The Martial Combat Sub-Attribute must be added to the hit-check. When the Attack Action hit the target, the second use as a Bonus Action will automatically hit too, otherwise the hit-check can be rolled again.&lt;br /&gt;
|-&lt;br /&gt;
|Surrender&lt;br /&gt;
|The Character drops their Weapons in an attempt to surrender. Whether or not the attempt is successfull might require on a Persuasion check, depending on the situational context.This is at the Gamemasters discretion. After using this Bonus Action, you are considered unarmed until you pick up and equip your Weapons again.&lt;br /&gt;
|-&lt;br /&gt;
|Equip Weapon&lt;br /&gt;
|The Character switches their active Weapons.&lt;br /&gt;
|}&lt;br /&gt;
{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Stealthing&amp;diff=950</id>
		<title>Stealthing</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Stealthing&amp;diff=950"/>
		<updated>2024-12-02T19:00:11Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Hiding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stealthing is the art of disappearing without a trace, and making sure that nobody will find you afterwards&lt;br /&gt;
&lt;br /&gt;
== Hiding ==&lt;br /&gt;
A character can attempt to hide at his current location, given that he is at least slightly obscured. Attempting to hide requires a Stealth-check, which will be challenged by an Perception-check by every creature that has currently line of sight to the character.&lt;br /&gt;
&lt;br /&gt;
If the character is slightly obscured, the checks will be compared at face value, and if the hiding character beats every single opposing Perception-check, he will be considered hidden.&lt;br /&gt;
&lt;br /&gt;
If the character is completely obscured, the Perception-checks will suffer a -8 penalty.&lt;br /&gt;
&lt;br /&gt;
If the character is not obscured at all, the Stealth-check will suffer a -20 penalty.&lt;br /&gt;
&lt;br /&gt;
At the beginning of each turn, a character can make a new Perception check to see if he can locate the hidden character. The Stealth-check result from when the character started hiding will be used for each of those new Perception-checks.&lt;br /&gt;
&lt;br /&gt;
Characters may investigate the last known location of where the character was hiding, and may head to that location. If they walk within 3 meters of the character and have line of sight, he will be automatically revealed.&lt;br /&gt;
&lt;br /&gt;
== Obscurity ==&lt;br /&gt;
Depending on how well the character is currently visible in the world, he has different levels of obscurity, which may make it harder or easier to hide.&lt;br /&gt;
&lt;br /&gt;
=== Not Obscured ===&lt;br /&gt;
The character is standing in a well lit room, or outside during the day, with no cover at all. In order to hide from this position it would require truly blind foes.&lt;br /&gt;
&lt;br /&gt;
=== Slightly Obscured ===&lt;br /&gt;
The character is in a dim lit area, like candle light or a shady ally during the day. Alternatively he has some slight coverage from trees, crates or other objects lying around.&lt;br /&gt;
&lt;br /&gt;
=== Completely Obscured ===&lt;br /&gt;
The character is either in complete darkness, or completely covered by objects. Keep in mind that the complete darkness does not work against character with Darkvision or, versus spellcasters, characters with Magic Vision.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Characters&amp;diff=949</id>
		<title>Characters</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Characters&amp;diff=949"/>
		<updated>2024-12-02T18:04:18Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every creature on Tael is a character in its own story, and each character has various attributes and abilities that make it unique.&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
Each character has a set of attributes with different values&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |Attribute&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[Bodytypes|Body]]&lt;br /&gt;
|Strength&lt;br /&gt;
|The Physical strength of a character. This value determines how much force a character can create through his body.&lt;br /&gt;
|-&lt;br /&gt;
|Agility&lt;br /&gt;
|The speed and dexterity of a character. This value determines how much control the character has over his body regarding fine and specific motions.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina&lt;br /&gt;
|The physical limits of a character. This value determines how much the character&#039;s body can withstand under exhausting conditions.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[Soultypes|Soul]]&lt;br /&gt;
|Intelligence&lt;br /&gt;
|The theoretical knowledge of a character. This value determines the character&#039;s knowledge of learnable topics like history or magic.&lt;br /&gt;
|-&lt;br /&gt;
|Wisdom&lt;br /&gt;
|The practical knowledge of a character. This value determines the character&#039;s understanding of the general workings of the world.&lt;br /&gt;
|-&lt;br /&gt;
|Charisma&lt;br /&gt;
|The social abilities of a character. This value determines how well this character can interact with other characters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Values and Calculations ===&lt;br /&gt;
Every stat can have a value between 0 and 100, though past 50 is usually only reachable under special conditions. When a creature is born, it starts off with 0 in every stat, which will linearly increase to its desired base values while reaching adulthood.&lt;br /&gt;
&lt;br /&gt;
==== Base Values ====&lt;br /&gt;
Base values are set during a character&#039;s creation. A total of 75 points can be distributed between the six main attributes. However, during character creation, a base value can not surpass 30 and can not be negative.&lt;br /&gt;
&lt;br /&gt;
==== Growth Values ====&lt;br /&gt;
Growth values are calculated by multiplying the character&#039;s level with his growth factor, which is determined by the characters race. The total will be added to the base value. At character creation, you can allocate two additional growth points.&lt;br /&gt;
&lt;br /&gt;
==== Bonus Values ====&lt;br /&gt;
Bonus values are additional values that can be added on top of the base and growth value totals. These can come from multiple sources, including: Character level ups, Class passive boni, temporary buffs, item effects, etc.&lt;br /&gt;
&lt;br /&gt;
==== Value Meaning ====&lt;br /&gt;
The values represent the base modifier for that stat. The table below shows the Modifier for each value. A value of Zero for Attribute Checks means it will always automatically fail. All Checks made for an attribute or sub-attribute are usually rolled with a d20, unless mentioned otherwise. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat Value&lt;br /&gt;
!Modifier&lt;br /&gt;
!&lt;br /&gt;
!Stat Value&lt;br /&gt;
!Modifier&lt;br /&gt;
!&lt;br /&gt;
!Stat Value&lt;br /&gt;
!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
| -10 + Auto-Fail&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|55&lt;br /&gt;
|11&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
| -9&lt;br /&gt;
|&lt;br /&gt;
|14&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|60&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| -8&lt;br /&gt;
|&lt;br /&gt;
|18&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|65&lt;br /&gt;
|13&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| -7&lt;br /&gt;
|&lt;br /&gt;
|22&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|70&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| -6&lt;br /&gt;
|&lt;br /&gt;
|26&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|75&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| -5&lt;br /&gt;
|&lt;br /&gt;
|30&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|80&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
| -4&lt;br /&gt;
|&lt;br /&gt;
|34&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|85&lt;br /&gt;
|17&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| -3&lt;br /&gt;
|&lt;br /&gt;
|38&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|90&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| -2&lt;br /&gt;
|&lt;br /&gt;
|42&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|95&lt;br /&gt;
|19&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| -1&lt;br /&gt;
|&lt;br /&gt;
|46&lt;br /&gt;
|9&lt;br /&gt;
|&lt;br /&gt;
|100&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|50&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Critical Success and Fails =====&lt;br /&gt;
&lt;br /&gt;
===== During Combat =====&lt;br /&gt;
During combat, hit-checks that rolled a 1 are considered a critical fail and the attack will always miss, even the Modifiers would have been enough to hit the target anyways. At the same time, when a 20 is rolled, the attack is considered a critical success and will always hit the target. If the Modifier on top of the 20 is also enough to beat the DV of the target, every attack-roll dice can be rolled twice and the results be added together, for statistically double damage. (If players prefer to use less dice, they can also simply double the result with each dice once, however which type of calculation will be used should be clarified before the first set of dice is rolled, preferably before the start of the campaign).&lt;br /&gt;
Resist checks can be critical, however they will not alter the effect other than guarantee the hit or miss disregarding any modifiers.&lt;br /&gt;
&lt;br /&gt;
===== During Exploration / Roleplay =====&lt;br /&gt;
Just like during combat, skill-checks can critically succeed or fail. However, whether they would hit or miss the skill-check after adding the modifiers will not change the outcome.&lt;br /&gt;
&lt;br /&gt;
=== Willpower ===&lt;br /&gt;
Willpower is a special Attribute that is always equal to your selected driving attribute during character creation. It is considered the attribute that drives your character forward and is seen as most important for him to improve. The Willpower Modifier scales the same as any other stat.&lt;br /&gt;
&lt;br /&gt;
=== Hitpoints ===&lt;br /&gt;
Starting from level 1, a character starts with (8+Constitution Modifier) Hitpoints. With each level up they increase their maximum hitpoints by (3+Constitution Modifier). If their current hitpoints ever reach zero, they are considered dead, and unless revived shortly after, their soul will start leaving their body.&lt;br /&gt;
&lt;br /&gt;
If they increase their Constitution Modifier later, the maximum hitpoints can be recalculated with the simple formula of ( (Current Level * ( 3 + Constitution Modifier) ) + 5 + Other Bonuses )&lt;br /&gt;
&lt;br /&gt;
=== Defensive Value ===&lt;br /&gt;
Each Character has a certain defensive value (DV) that will determine how difficult it is to hit the character. The main source of DV is the [[Armortypes|armor]] the character is wearing but can be further improved by spells or passive effects. While not wearing armor, the DV of a character is 10 in Dodging stance or 8 in Tanking stance.&lt;br /&gt;
&lt;br /&gt;
=== Movement Capabilities ===&lt;br /&gt;
{{Main|article=General Movement}}&lt;br /&gt;
&lt;br /&gt;
The basic Movement of a character is usually determined by his race and is measured in meters per turn, meaning a character with a movement speed of 8 can move 8 meters (tiles) per turn during combat. Based on this, other movement options can be calculated.&lt;br /&gt;
&lt;br /&gt;
=== Carrying Capacity ===&lt;br /&gt;
A Character can only lift so much before he becomes encumbered and must face additional handicaps.&lt;br /&gt;
&lt;br /&gt;
Per default, a character can carry up to [15 + Strength Value] kilograms of luggage with them without any disadvantages.&lt;br /&gt;
&lt;br /&gt;
Between the default load and double that, the character will become overloaded. An overloaded character has his movement speed reduced by 2 and his defensive value reduced by 3, if he is in dodging stance. When tanking, the character&#039;s DV will be increased by 1 when being overloaded.&lt;br /&gt;
&lt;br /&gt;
When the carried load exceeds double the default load, the character will become heavily overloaded. Heavily overloaded characters have their movement speed set to 1 (unless it was already lower) and always have a fixed DV of 8 when dodging, or a total increase of 3 DV when tanking.&lt;br /&gt;
&lt;br /&gt;
== Sub-Attributes ==&lt;br /&gt;
{{Main|article=Sub-Attributes}}&lt;br /&gt;
{{:Sub-Attributes}}&lt;br /&gt;
== Leveling ==&lt;br /&gt;
&lt;br /&gt;
=== Adventure Experience ===&lt;br /&gt;
Whenever characters defeat a creature, complete a mission, or fulfill any other kind of deed, they gain Adventure Experience (AE). AE can be accumulated indefinitely and only be spent while sleeping. Characters can spend AE to gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
==== Character-Level ====&lt;br /&gt;
A Character can decide to spent his AE to level up. The cost of this will increase each time and is the primary way for characters to increase their power. When a Character levels up all of his attributes will increase by its growth value and he can choose one of his class-levels to increase as well. Additionally he can choose one Attribute to increase its Bonus Value by one. An overview of how much this costs will follow in the future. The character level is capped at level 30, and can only further improved by &amp;quot;The Journey Beyond&amp;quot; Traits after that.&lt;br /&gt;
&lt;br /&gt;
==== Unique Traits ====&lt;br /&gt;
{{Main|article=Adventure Traits}}&lt;br /&gt;
&lt;br /&gt;
A unique trait is an ability, a passive feature, or even a skill a character can unlock for AE. The cost of this will increase rapidly after each purchase. While there are common traits, many traits have some special requirements which can be found in each trait&#039;s description.&lt;br /&gt;
&lt;br /&gt;
==== Temporary Boosts ====&lt;br /&gt;
A Character can choose to buff one of his abilities until the next time he goes to sleep by his own will. This will increase the Value of the chosen attribute by either +10, +20 or +30, depending on the strength of the buff chosen. There can only ever be one temporary boost active on one character at any given time.&lt;br /&gt;
&lt;br /&gt;
=== Campaign Achievements ===&lt;br /&gt;
An alternative way for characters to level up is by playing with campaign achievements. Whenever certain situations are resolved during a campaign, the game master can decide to grant the players a level-up or a trait of their choice. The players can then apply this during their next sleeping rest.&lt;br /&gt;
&lt;br /&gt;
=== The Journey Beyond ===&lt;br /&gt;
Characters who have reached the maximum level of 30 can continue to increase their stats for a fixed amount of AE. These are called Beyond Levels and allow you to select one Attribute and increase its Bonus Value by 1. Your growth rates will not be applied, your maximum hitpoints will not improve, and you will not be able to increase your class level.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
Every character also has some characteristics that determine its general morale and other abilities.&lt;br /&gt;
&lt;br /&gt;
=== Soulcards ===&lt;br /&gt;
{{Main|article=Soulcards}}&lt;br /&gt;
&lt;br /&gt;
The selection of [[Soulcards]] of a Character determines its general decision-making.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Skills determine which main or sub-attributes are enhanced due to specific training, learning, or natural inheritance. They can also show whether characters are knowledgeable about the use of certain items or schools of magic.&lt;br /&gt;
&lt;br /&gt;
Being skilled in a sub-attribute means that the character will take the highest attribute twice as the value instead of the sum of the two.&lt;br /&gt;
&lt;br /&gt;
Skills can come from various sources, for example: Racial features, class features, Adventure Traits.&lt;br /&gt;
&lt;br /&gt;
=== Handicaps ===&lt;br /&gt;
A handicap is the opposite of being skilled in something. being handicapped in a Sub-Attribute means you must use the lower of the two Main-Values twice.&lt;br /&gt;
&lt;br /&gt;
Handicaps can come from various sources, for example: Racial features, Character creation.&lt;br /&gt;
&lt;br /&gt;
=== Mastery ===&lt;br /&gt;
A character can master certain sub-attributes, making them extra knowledgeable or proficient in them. Mastery means the character can roll checks made for that sub-attribute twice and choose the better result. It is not necessary to be skilled in a sub-attribute in order to gain mastery in it.&lt;br /&gt;
&lt;br /&gt;
Mastery in a skill can come from various sources, for example: Racial features, class features, roleplaying (For example: rehearsing a performance allows you to gain Mastery for that performance for the next week)&lt;br /&gt;
{{CategoryGameplay}}{{CategorySoulcards}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Sub-Attributes&amp;diff=948</id>
		<title>Sub-Attributes</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Sub-Attributes&amp;diff=948"/>
		<updated>2024-12-02T18:04:01Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;Some Attributes combined result in a Sub-Attribute, whose total value is determined by the sum of its corresponding main attributes. For example: A Character with a Strength Modifier of -1 and a Charisma Modifier of +4 will have an Intimidation Modifier of +3. If the Character is skilled in the Sub-Attribute, it would be a +8, and if he were handicapped, it would be a -2.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Overview ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strength&lt;br /&gt;
!Agility&lt;br /&gt;
!Stamina&lt;br /&gt;
!Intelligence&lt;br /&gt;
!Wisdom&lt;br /&gt;
!Charisma&lt;br /&gt;
|-&lt;br /&gt;
!Strength&lt;br /&gt;
!Brute force&lt;br /&gt;
|Martial Combat&lt;br /&gt;
|Constitution&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Intimidation&lt;br /&gt;
|-&lt;br /&gt;
!Agility&lt;br /&gt;
|&lt;br /&gt;
!Initiative&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|Precision&lt;br /&gt;
|Dodging&lt;br /&gt;
Stealth&lt;br /&gt;
|Performing&lt;br /&gt;
|-&lt;br /&gt;
!Stamina&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Endurance&lt;br /&gt;
|Researching&lt;br /&gt;
|Survival&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Investigation&lt;br /&gt;
|Magic&lt;br /&gt;
Lore&lt;br /&gt;
|Insight&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Perception&lt;br /&gt;
|Persuasion&lt;br /&gt;
Deception&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Charm&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
&lt;br /&gt;
=== Brute Force ===&lt;br /&gt;
The raw power to perform something without any care for collateral damage. Example cases would be breaching a locked door or smashing in a window.&lt;br /&gt;
&lt;br /&gt;
=== Martial Combat ===&lt;br /&gt;
The characters ability to wield melee weapons. Melee weapons gain the Martial Combat Modifier as a bonus to their hit-check when the wielding character is skilled in the use of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Constitution ===&lt;br /&gt;
The characters ability to sustain damage and poisons. Often used  in resist-checks and the main Modifier for a character&#039;s hitpoint-calculation. &lt;br /&gt;
&lt;br /&gt;
=== Intimidation ===&lt;br /&gt;
The characters ability to assert dominance.&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
The characters reaction time when combat starts. The Initiative Modifier will be added to the Initiative roll at the beginning of combat.&lt;br /&gt;
&lt;br /&gt;
=== Acrobatics ===&lt;br /&gt;
The characters ability to nimbly scale across obstacles or walls. An example case would be a climbing check for tricky walls or trees.&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
The characters ability to aim with ranged weapons. Ranged weapons gain the Precision Modifier as a bonus to their hit-check when the wielding character is skilled in the use of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
The characters ability to swiftly evade incoming attacks. A character in dodging stance can add the Dodging Modifier to his Defensive Value.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
{{Main|article=Stealthing}}&lt;br /&gt;
&lt;br /&gt;
The characters ability to tread silently through any terrain or disappear from the face of Tael.&lt;br /&gt;
&lt;br /&gt;
=== Performing ===&lt;br /&gt;
The characters ability to act out a performance. If the performance has been rehearsed within the last week, the character gains Mastery for skill-checks made for that specific performance. If the rehearsal is less than 3 days ago, the performance check result can not be worse than the result of the rehearsal.&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
The characters ability to perform an exhausting task over a long period of time. Example case would be that if a character has been running for quite some time, he might be asked to roll an Endurance-check to see if he can continue to run.&lt;br /&gt;
&lt;br /&gt;
=== Researching ===&lt;br /&gt;
The characters ability to learn from books and scrolls. Examples would be if a character wants to read something about a certain creature, or a wizard trying to learn a particular hard spell from a scroll.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
The characters ability to survive out in the wild. Example use-cases would be to check if a character manages to set up a camp or if he is able to track down animals or plants.&lt;br /&gt;
&lt;br /&gt;
=== Investigation ===&lt;br /&gt;
The characters ability to look for hidden details. Examples would be identify hidden meanings inside texts or discovering a tiny keyhole in a wall.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
The characters connection with the leylines magic. Spell Attacks gain the Magic Modifier as a bonus to their hit-check when the casting character is skilled in the spells school of magic. Additionally, it can be used to potentially identify magical objects around you.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
The characters knowledge of the history of the world.&lt;br /&gt;
&lt;br /&gt;
=== Insight ===&lt;br /&gt;
The characters ability to recognize the true intentions of another character. Usually used to determine whether a character is lying or not.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
The characters awareness of his surroundings. Example uses would be trying to figure out if you are being followed, or trying to find a certain type of merchant in a yet unknown city.&lt;br /&gt;
&lt;br /&gt;
=== Persuasion ===&lt;br /&gt;
The characters ability to convince someone.&lt;br /&gt;
&lt;br /&gt;
=== Deception ===&lt;br /&gt;
The characters ability to lie to someone.&lt;br /&gt;
&lt;br /&gt;
=== Charm ===&lt;br /&gt;
The characters charm. Used for example to seduce another character, or just to get someone to like you.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Sub-Attributes&amp;diff=947</id>
		<title>Sub-Attributes</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Sub-Attributes&amp;diff=947"/>
		<updated>2024-12-02T18:02:42Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;Some Attributes combined result in a Sub-Attribute, whose total value is determined by the sum of its corresponding main attributes. For example: A Character with a Strength Modifier of -1 and a Charisma Modifier of +4 will have an Intimidation Modifier of +3. If the Character is skilled in the Sub-Attribute, it would be a +8, and if he were handicapped, it would be a -2.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Strength&lt;br /&gt;
!Agility&lt;br /&gt;
!Stamina&lt;br /&gt;
!Intelligence&lt;br /&gt;
!Wisdom&lt;br /&gt;
!Charisma&lt;br /&gt;
|-&lt;br /&gt;
!Strength&lt;br /&gt;
!Brute force&lt;br /&gt;
|Martial Combat&lt;br /&gt;
|Constitution&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Intimidation&lt;br /&gt;
|-&lt;br /&gt;
!Agility&lt;br /&gt;
|&lt;br /&gt;
!Initiative&lt;br /&gt;
|Acrobatics&lt;br /&gt;
|Precision&lt;br /&gt;
|Dodging&lt;br /&gt;
Stealth&lt;br /&gt;
|Performing&lt;br /&gt;
|-&lt;br /&gt;
!Stamina&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Endurance&lt;br /&gt;
|Researching&lt;br /&gt;
|Survival&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
!Intelligence&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Investigation&lt;br /&gt;
|Magic&lt;br /&gt;
Lore&lt;br /&gt;
|Insight&lt;br /&gt;
|-&lt;br /&gt;
!Wisdom&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Perception&lt;br /&gt;
|Persuasion&lt;br /&gt;
Deception&lt;br /&gt;
|-&lt;br /&gt;
!Charisma&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
!Charm&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
&lt;br /&gt;
=== Brute Force ===&lt;br /&gt;
The raw power to perform something without any care for collateral damage. Example cases would be breaching a locked door or smashing in a window.&lt;br /&gt;
&lt;br /&gt;
=== Martial Combat ===&lt;br /&gt;
The characters ability to wield melee weapons. Melee weapons gain the Martial Combat Modifier as a bonus to their hit-check when the wielding character is skilled in the use of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Constitution ===&lt;br /&gt;
The characters ability to sustain damage and poisons. Often used  in resist-checks and the main Modifier for a character&#039;s hitpoint-calculation. &lt;br /&gt;
&lt;br /&gt;
=== Intimidation ===&lt;br /&gt;
The characters ability to assert dominance.&lt;br /&gt;
&lt;br /&gt;
=== Initiative ===&lt;br /&gt;
The characters reaction time when combat starts. The Initiative Modifier will be added to the Initiative roll at the beginning of combat.&lt;br /&gt;
&lt;br /&gt;
=== Acrobatics ===&lt;br /&gt;
The characters ability to nimbly scale across obstacles or walls. An example case would be a climbing check for tricky walls or trees.&lt;br /&gt;
&lt;br /&gt;
=== Precision ===&lt;br /&gt;
The characters ability to aim with ranged weapons. Ranged weapons gain the Precision Modifier as a bonus to their hit-check when the wielding character is skilled in the use of the weapon.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
The characters ability to swiftly evade incoming attacks. A character in dodging stance can add the Dodging Modifier to his Defensive Value.&lt;br /&gt;
&lt;br /&gt;
=== Stealth ===&lt;br /&gt;
{{Main|article=Stealthing}}&lt;br /&gt;
&lt;br /&gt;
The characters ability to tread silently through any terrain or disappear from the face of Tael.&lt;br /&gt;
&lt;br /&gt;
=== Performing ===&lt;br /&gt;
The characters ability to act out a performance. If the performance has been rehearsed within the last week, the character gains Mastery for skill-checks made for that specific performance. If the rehearsal is less than 3 days ago, the performance check result can not be worse than the result of the rehearsal.&lt;br /&gt;
&lt;br /&gt;
=== Endurance ===&lt;br /&gt;
The characters ability to perform an exhausting task over a long period of time. Example case would be that if a character has been running for quite some time, he might be asked to roll an Endurance-check to see if he can continue to run.&lt;br /&gt;
&lt;br /&gt;
=== Researching ===&lt;br /&gt;
The characters ability to learn from books and scrolls. Examples would be if a character wants to read something about a certain creature, or a wizard trying to learn a particular hard spell from a scroll.&lt;br /&gt;
&lt;br /&gt;
=== Survival ===&lt;br /&gt;
The characters ability to survive out in the wild. Example use-cases would be to check if a character manages to set up a camp or if he is able to track down animals or plants.&lt;br /&gt;
&lt;br /&gt;
=== Investigation ===&lt;br /&gt;
The characters ability to look for hidden details. Examples would be identify hidden meanings inside texts or discovering a tiny keyhole in a wall.&lt;br /&gt;
&lt;br /&gt;
=== Magic ===&lt;br /&gt;
The characters connection with the leylines magic. Spell Attacks gain the Magic Modifier as a bonus to their hit-check when the casting character is skilled in the spells school of magic. Additionally, it can be used to potentially identify magical objects around you.&lt;br /&gt;
&lt;br /&gt;
=== Lore ===&lt;br /&gt;
The characters knowledge of the history of the world.&lt;br /&gt;
&lt;br /&gt;
=== Insight ===&lt;br /&gt;
The characters ability to recognize the true intentions of another character. Usually used to determine whether a character is lying or not.&lt;br /&gt;
&lt;br /&gt;
=== Perception ===&lt;br /&gt;
The characters awareness of his surroundings. Example uses would be trying to figure out if you are being followed, or trying to find a certain type of merchant in a yet unknown city.&lt;br /&gt;
&lt;br /&gt;
=== Persuasion ===&lt;br /&gt;
The characters ability to convince someone.&lt;br /&gt;
&lt;br /&gt;
=== Deception ===&lt;br /&gt;
The characters ability to lie to someone.&lt;br /&gt;
&lt;br /&gt;
=== Charm ===&lt;br /&gt;
The characters charm. Used for example to seduce another character, or just to get someone to like you.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Mementora&amp;diff=946</id>
		<title>Mementora</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Mementora&amp;diff=946"/>
		<updated>2024-12-02T02:04:43Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Crimson Butterflies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox God|Full Name=Mementora|Image=PlaceholderCreature.png|Alias=Goddess of Memories|Alignment=Lawful Good|Race=Voidling|Body=Elf|Soul=Void|Gods Impact=Major|Soulcards=The Crimson Butterfly, The Reaper, The Fortress}}Mementora is the goddess of Memories and the gatekeeper of the afterlife. She is considered a major god and usually resides in the [[Nachwelt]].&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
As the Goddess of Memories, Mementora guides the souls of the deceased to the [[Nachwelt]]. At the same time, she allows people to communicate with the dead, using the Crimson Butterflies to do so.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Butterflies ===&lt;br /&gt;
{{Main|article=Crimson Agents}}&lt;br /&gt;
&lt;br /&gt;
{{:Crimson Agents}}&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Mementora wears a black and red night dress. She wears a black blindfold to show that she will guide every soul into the afterlife, no matter what it did in life. Additionally, she has two giant butterfly wings, colored after her crimson butterflies. She has black hair and theoretically crimson-colored eyes, though it is unlikely anyone would ever see them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Cleric&#039;s Deity Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Minor ===&lt;br /&gt;
Soul Communion: For the next hour, you and up to four allies of your choice can communicate with a soul in the [[Nachwelt]]. The creature must have known you before it passed over, or the ability will automatically fail. Depending on how well you knew each other, the spell is more likely to work. For each of the following questions you can answer about the creature, the roll threshold required to succeed in opening the communication will be reduced by 1:&lt;br /&gt;
&lt;br /&gt;
* What was the full name of the creature at birth?&lt;br /&gt;
* Of which race was the creature at birth?&lt;br /&gt;
* Exactly when was the creature born (to the day)?&lt;br /&gt;
* Where was the creature born?&lt;br /&gt;
* Exactly when did the soul of the creature pass over into the [[Nachwelt]]?&lt;br /&gt;
* How exactly were body and soul of the creature separated (aka, the cause of death)?&lt;br /&gt;
* Who did the creature consider its best friend in life?&lt;br /&gt;
* What was the Alignment of the creature in life?&lt;br /&gt;
* Did the creature follow any deity in life, if yes, which one?&lt;br /&gt;
&lt;br /&gt;
The base threshold is determined by how well the creature knew you in life:&lt;br /&gt;
&lt;br /&gt;
* 40: You met the creature at least once and exchanged names&lt;br /&gt;
* 35: You interacted regularly on a non-private relationship (for example, as an employee or employer)&lt;br /&gt;
* 30: You were good friends or strong rivals&lt;br /&gt;
* 25: The creature considered you his best friend, most trusted companion or partner in life&lt;br /&gt;
* 20: You are related by blood&lt;br /&gt;
&lt;br /&gt;
If you succeeded in establishing a connection at least once before, the threshold will be reduced by 5 and you can roll the dice twice and choose the better result.&lt;br /&gt;
&lt;br /&gt;
You must roll a d20 and add your Willpower-Modifier to the number shown. The communication will be opened if the result meets or beats the threshold. The target does not need to answer you if it does not want to&lt;br /&gt;
&lt;br /&gt;
A communication attempt can be made once per day; on a successful attempt, the ability needs to recharge for five days before you can start another attempt.&lt;br /&gt;
&lt;br /&gt;
=== Major ===&lt;br /&gt;
Stepping over: You can step in and out of the [[Nachwelt]] at will. You will be at the exact same location as in the real world, complete with your body. You can take up to one willing ally with you.&lt;br /&gt;
&lt;br /&gt;
Usable indefinitely. Requires one Action&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Crimson_Agents&amp;diff=945</id>
		<title>Crimson Agents</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Crimson_Agents&amp;diff=945"/>
		<updated>2024-12-02T02:02:18Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Creature|Name=Crimson Butterfly|Image=Placeholder.png|Quote=In life, you shape your soul. In death, you set that soul free|Quote Author=Mementora|Classification=Beast|Size=Tiny}}Crimson Agents are created by Mementora and act in her name. While they usually take on the form of Crimson Butterflies, they can turn into a humanoid form at will, which will depend on their assigned role by Mementora.&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Black and red colored butterflies that act in the name of [[Mementora]] and are brought into the world by her. Just like [[Mementora]] herself, they ensure souls can move to the [[Nachwelt]] and allow people to communicate with the dead. It is as simple as whispering the message you want to convey to a Crimson Butterfly, and it will deliver the message the next time it arrives at the [[Nachwelt]]. Whether or not this message actually arrives at the intended person depends solely on the sender, as the butterflies will only make an assumption based on the context of the message and the souls in the [[Nachwelt]] that are in good faith with him.&lt;br /&gt;
&lt;br /&gt;
A crimson butterfly is usually an indication that someone nearby is either dying or will soon die, causing them to be seen as the harbingers of death.&lt;br /&gt;
&lt;br /&gt;
Mementora chose butterflies as her representative creatures as they perfectly resemble the concept of the afterlife. Their lives start off as little caterpillars, which can be seen as the life on Tael, whereas the moment they turn into a butterfly, they start a whole new kind of life while still being the same soul; their life has changed completely. In the same sense, when a soul goes into the [[Nachwelt]], its life there will be quite different, but it is still the same soul after all.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
Crimson Agents are assigned different tasks, and these tasks are taken care of by different roles. &lt;br /&gt;
&lt;br /&gt;
=== Crimson Scout ===&lt;br /&gt;
Scouts are often found near a soon to be happen death or disaster. They usually just watch from a distance and ensure that dying souls can move on without any external trouble. If they notice any problems, they usually telepathically call in an Executioner in order to resolve the situation. Scouts avoid combat on their own, however, if requested, they may join the Executioner as a Supporting figure.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Messenger ===&lt;br /&gt;
Messengers randomly travel around the world and are responsible for delivering messages between the mortal realm and the Nachwelt. People that try to send messages to the Nachwelt don&#039;t have to worry about finding a Messenger specifically, as any other Crimson Agents will bring the message to the next Messenger.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Executioner ===&lt;br /&gt;
Executioners are called in by Scouts when they notice a soul being forcibly held from moving to the Nachwelt. Before acting, they will try to consider whether the hold up has any ill intent or could perhaps be reasoned by someone trying to revive someone shortly after they died. If the intent is not 100% clear, they will engage the creature holding the soul back verbally. If they can convince the Executioner that their reason  has no ill intent, he will spare them and move on to other things. If they can&#039;t however, he will engage in combat until the perpetrators either give up or are dead.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Crimson_Agents&amp;diff=944</id>
		<title>Crimson Agents</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Crimson_Agents&amp;diff=944"/>
		<updated>2024-12-02T02:02:08Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Creature|Name=Crimson Butterfly|Image=Placeholder.png|Quote=In life, you shape your soul. In death, you set that soul free|Quote Author=Mementora|Classification=Beast|Size=Tiny}}&lt;br /&gt;
Crimson Agents are created by Mementora and act in her name. While they usually take on the form of Crimson Butterflies, they can turn into a humanoid form at will, which will depend on their assigned role by Mementora.&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Black and red colored butterflies that act in the name of [[Mementora]] and are brought into the world by her. Just like [[Mementora]] herself, they ensure souls can move to the [[Nachwelt]] and allow people to communicate with the dead. It is as simple as whispering the message you want to convey to a Crimson Butterfly, and it will deliver the message the next time it arrives at the [[Nachwelt]]. Whether or not this message actually arrives at the intended person depends solely on the sender, as the butterflies will only make an assumption based on the context of the message and the souls in the [[Nachwelt]] that are in good faith with him.&lt;br /&gt;
&lt;br /&gt;
A crimson butterfly is usually an indication that someone nearby is either dying or will soon die, causing them to be seen as the harbingers of death.&lt;br /&gt;
&lt;br /&gt;
Mementora chose butterflies as her representative creatures as they perfectly resemble the concept of the afterlife. Their lives start off as little caterpillars, which can be seen as the life on Tael, whereas the moment they turn into a butterfly, they start a whole new kind of life while still being the same soul; their life has changed completely. In the same sense, when a soul goes into the [[Nachwelt]], its life there will be quite different, but it is still the same soul after all.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
Crimson Agents are assigned different tasks, and these tasks are taken care of by different roles. &lt;br /&gt;
&lt;br /&gt;
=== Crimson Scout ===&lt;br /&gt;
Scouts are often found near a soon to be happen death or disaster. They usually just watch from a distance and ensure that dying souls can move on without any external trouble. If they notice any problems, they usually telepathically call in an Executioner in order to resolve the situation. Scouts avoid combat on their own, however, if requested, they may join the Executioner as a Supporting figure.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Messenger ===&lt;br /&gt;
Messengers randomly travel around the world and are responsible for delivering messages between the mortal realm and the Nachwelt. People that try to send messages to the Nachwelt don&#039;t have to worry about finding a Messenger specifically, as any other Crimson Agents will bring the message to the next Messenger.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Executioner ===&lt;br /&gt;
Executioners are called in by Scouts when they notice a soul being forcibly held from moving to the Nachwelt. Before acting, they will try to consider whether the hold up has any ill intent or could perhaps be reasoned by someone trying to revive someone shortly after they died. If the intent is not 100% clear, they will engage the creature holding the soul back verbally. If they can convince the Executioner that their reason  has no ill intent, he will spare them and move on to other things. If they can&#039;t however, he will engage in combat until the perpetrators either give up or are dead.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Crimson_Agents&amp;diff=943</id>
		<title>Crimson Agents</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Crimson_Agents&amp;diff=943"/>
		<updated>2024-12-02T02:00:19Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;Crimson Agents are created by Mementora and act in her name. While they usually take on the form of Crimson Butterflies, they can turn into a humanoid form at will, which will depend on their assigned role by Mementora.{{Infobox Creature|Name=Crimson Butterfly|Image=Placeholder.png|Quote=In life, you shape your soul. In death, you set that soul free|Quote Author=Mementora|Classification=Beast|Size=Tiny}}{{Infobox Creature|Name=Crimson Scout|Image=Placeholder.png|Quote=Th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crimson Agents are created by Mementora and act in her name. While they usually take on the form of Crimson Butterflies, they can turn into a humanoid form at will, which will depend on their assigned role by Mementora.{{Infobox Creature|Name=Crimson Butterfly|Image=Placeholder.png|Quote=In life, you shape your soul. In death, you set that soul free|Quote Author=Mementora|Classification=Beast|Size=Tiny}}{{Infobox Creature|Name=Crimson Scout|Image=Placeholder.png|Quote=They are my Eyes.|Quote Author=Mementora|Classification=Humanoid|Strength=16|Agility=35|Stamina=36|Intelligence=25|Wisdom=22|Charisma=18|Speed=9|Combat Grade=2}}{{Infobox Creature|Name=Crimson Messenger|Image=Placeholder.png|Quote=They are my Voice.|Quote Author=Mementora|Classification=Humanoid|Strength=16|Agility=35|Stamina=36|Intelligence=25|Wisdom=22|Charisma=18|Speed=9|Combat Grade=2}}{{Infobox Creature|Name=Crimson Executioner|Image=Placeholder.png|Quote=They are my Will.|Quote Author=Mementora|Classification=Humanoid|Strength=16|Agility=35|Stamina=36|Intelligence=25|Wisdom=22|Charisma=18|Speed=9|Combat Grade=2}}&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Black and red colored butterflies that act in the name of [[Mementora]] and are brought into the world by her. Just like [[Mementora]] herself, they ensure souls can move to the [[Nachwelt]] and allow people to communicate with the dead. It is as simple as whispering the message you want to convey to a Crimson Butterfly, and it will deliver the message the next time it arrives at the [[Nachwelt]]. Whether or not this message actually arrives at the intended person depends solely on the sender, as the butterflies will only make an assumption based on the context of the message and the souls in the [[Nachwelt]] that are in good faith with him.&lt;br /&gt;
&lt;br /&gt;
A crimson butterfly is usually an indication that someone nearby is either dying or will soon die, causing them to be seen as the harbingers of death.&lt;br /&gt;
&lt;br /&gt;
Mementora chose butterflies as her representative creatures as they perfectly resemble the concept of the afterlife. Their lives start off as little caterpillars, which can be seen as the life on Tael, whereas the moment they turn into a butterfly, they start a whole new kind of life while still being the same soul; their life has changed completely. In the same sense, when a soul goes into the [[Nachwelt]], its life there will be quite different, but it is still the same soul after all.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Roles ==&lt;br /&gt;
Crimson Agents are assigned different tasks, and these tasks are taken care of by different roles. &lt;br /&gt;
&lt;br /&gt;
=== Crimson Scout ===&lt;br /&gt;
Scouts are often found near a soon to be happen death or disaster. They usually just watch from a distance and ensure that dying souls can move on without any external trouble. If they notice any problems, they usually telepathically call in an Executioner in order to resolve the situation. Scouts avoid combat on their own, however, if requested, they may join the Executioner as a Supporting figure.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Messenger ===&lt;br /&gt;
Messengers randomly travel around the world and are responsible for delivering messages between the mortal realm and the Nachwelt. People that try to send messages to the Nachwelt don&#039;t have to worry about finding a Messenger specifically, as any other Crimson Agents will bring the message to the next Messenger.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Executioner ===&lt;br /&gt;
Executioners are called in by Scouts when they notice a soul being forcibly held from moving to the Nachwelt. Before acting, they will try to consider whether the hold up has any ill intent or could perhaps be reasoned by someone trying to revive someone shortly after they died. If the intent is not 100% clear, they will engage the creature holding the soul back verbally. If they can convince the Executioner that their reason  has no ill intent, he will spare them and move on to other things. If they can&#039;t however, he will engage in combat until the perpetrators either give up or are dead.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Mementora&amp;diff=942</id>
		<title>Mementora</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Mementora&amp;diff=942"/>
		<updated>2024-12-01T19:40:28Z</updated>

		<summary type="html">&lt;p&gt;Larame: /* Crimson Butterflies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox God|Full Name=Mementora|Image=PlaceholderCreature.png|Alias=Goddess of Memories|Alignment=Lawful Good|Race=Voidling|Body=Elf|Soul=Void|Gods Impact=Major|Soulcards=The Crimson Butterfly, The Reaper, The Fortress}}Mementora is the goddess of Memories and the gatekeeper of the afterlife. She is considered a major god and usually resides in the [[Nachwelt]].&lt;br /&gt;
&lt;br /&gt;
== Role ==&lt;br /&gt;
As the Goddess of Memories, Mementora guides the souls of the deceased to the [[Nachwelt]]. At the same time, she allows people to communicate with the dead, using the Crimson Butterflies to do so.&lt;br /&gt;
&lt;br /&gt;
=== Crimson Butterflies ===&lt;br /&gt;
{{Main|article=Crimson Agents}}&lt;br /&gt;
&lt;br /&gt;
Black and red colored butterflies that act in the name of Mementora and are brought into the world by her. Just like Mementora herself, they carry souls to the [[Nachwelt]] and allow people to communicate with the dead. It is as simple as whispering the message you want to convey to a Crimson Butterfly, and it will deliver the message the next time it arrives at the [[Nachwelt]]. Whether or not this message actually arrives at the intended person depends solely on the sender, as the butterflies will only make an assumption based on the context of the message and the souls in the [[Nachwelt]] that are in good faith with him.&lt;br /&gt;
&lt;br /&gt;
A crimson butterfly is usually an indication that someone nearby is either dying or will soon die, causing them to be seen as the harbingers of death.&lt;br /&gt;
&lt;br /&gt;
Mementora chose butterflies as her representative creatures as they perfectly resemble the concept of the afterlife. Their lives start off as little caterpillars, which can be seen as the life on Tael, whereas the moment they turn into a butterfly, they start a whole new kind of life while still being the same soul; their life has changed completely. In the same sense, when a soul goes into the [[Nachwelt]], its life there will be quite different, but it is still the same soul after all.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Mementora wears a black and red night dress. She wears a black blindfold to show that she will guide every soul into the afterlife, no matter what it did in life. Additionally, she has two giant butterfly wings, colored after her crimson butterflies. She has black hair and theoretically crimson-colored eyes, though it is unlikely anyone would ever see them.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
== Cleric&#039;s Deity Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Minor ===&lt;br /&gt;
Soul Communion: For the next hour, you and up to four allies of your choice can communicate with a soul in the [[Nachwelt]]. The creature must have known you before it passed over, or the ability will automatically fail. Depending on how well you knew each other, the spell is more likely to work. For each of the following questions you can answer about the creature, the roll threshold required to succeed in opening the communication will be reduced by 1:&lt;br /&gt;
&lt;br /&gt;
* What was the full name of the creature at birth?&lt;br /&gt;
* Of which race was the creature at birth?&lt;br /&gt;
* Exactly when was the creature born (to the day)?&lt;br /&gt;
* Where was the creature born?&lt;br /&gt;
* Exactly when did the soul of the creature pass over into the [[Nachwelt]]?&lt;br /&gt;
* How exactly were body and soul of the creature separated (aka, the cause of death)?&lt;br /&gt;
* Who did the creature consider its best friend in life?&lt;br /&gt;
* What was the Alignment of the creature in life?&lt;br /&gt;
* Did the creature follow any deity in life, if yes, which one?&lt;br /&gt;
&lt;br /&gt;
The base threshold is determined by how well the creature knew you in life:&lt;br /&gt;
&lt;br /&gt;
* 40: You met the creature at least once and exchanged names&lt;br /&gt;
* 35: You interacted regularly on a non-private relationship (for example, as an employee or employer)&lt;br /&gt;
* 30: You were good friends or strong rivals&lt;br /&gt;
* 25: The creature considered you his best friend, most trusted companion or partner in life&lt;br /&gt;
* 20: You are related by blood&lt;br /&gt;
&lt;br /&gt;
If you succeeded in establishing a connection at least once before, the threshold will be reduced by 5 and you can roll the dice twice and choose the better result.&lt;br /&gt;
&lt;br /&gt;
You must roll a d20 and add your Willpower-Modifier to the number shown. The communication will be opened if the result meets or beats the threshold. The target does not need to answer you if it does not want to&lt;br /&gt;
&lt;br /&gt;
A communication attempt can be made once per day; on a successful attempt, the ability needs to recharge for five days before you can start another attempt.&lt;br /&gt;
&lt;br /&gt;
=== Major ===&lt;br /&gt;
Stepping over: You can step in and out of the [[Nachwelt]] at will. You will be at the exact same location as in the real world, complete with your body. You can take up to one willing ally with you.&lt;br /&gt;
&lt;br /&gt;
Usable indefinitely. Requires one Action&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Category:Elf&amp;diff=941</id>
		<title>Category:Elf</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Category:Elf&amp;diff=941"/>
		<updated>2024-11-03T17:07:40Z</updated>

		<summary type="html">&lt;p&gt;Larame: Created page with &amp;quot;The elves were one of the first fully sentient races on Tael.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The elves were one of the first fully sentient races on Tael.&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
	<entry>
		<id>https://worldoftael.com/index.php?title=Elf&amp;diff=940</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://worldoftael.com/index.php?title=Elf&amp;diff=940"/>
		<updated>2024-11-03T16:58:08Z</updated>

		<summary type="html">&lt;p&gt;Larame: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Race|Image=Placeholder.png|Raw Name=Elf / Elves|Capitol=Arandal|Population=Many|Creation=0 AOB|Strength=1|Agility=1|Stamina=1|Intelligence=1|Wisdom=2|Charisma=0|Speed=7|Size=Medium|Nocturnal=Optional}}The elves were one of the first fully sentient races on [[World of Tael|Tael]].&lt;br /&gt;
&lt;br /&gt;
== Anatomy ==&lt;br /&gt;
An adult elf is an average of 1.9 meters to 2 meters tall. They have long, pointy ears and small, sharp noses. They are usually quite slender and prefer long hair. They have an average life expectancy of 800 years and are considered to have reached adulthood at the age of 90.&lt;br /&gt;
&lt;br /&gt;
=== Sunborn ===&lt;br /&gt;
Sunborn Elves were born under the light of [[Lunara &amp;amp; Suuna|Suuna]] and generally have lighter, more yellow-greenish skin and usually brighter hair.&lt;br /&gt;
&lt;br /&gt;
=== Moonborn ===&lt;br /&gt;
Moonborn Elves were born under the light on [[Lunara &amp;amp; Suuna|Lunara]] and generally have darker, blueish skin and usually darker hair colors. They are mostly nocturnal.&lt;br /&gt;
&lt;br /&gt;
=== Evernight Lurkers ===&lt;br /&gt;
These elves are born far away from the surface and are, therefore, touched by neither sun nor Moonlight. Evernight Lurkers have dark purple skin with bioluminescent strains covering their body. The form of these strains is genetic and is a quick indicator of one&#039;s family heritage. Their hair is anything between a dark purple and black, again sprinkled with occasional glowing strains. Evernight Lurkers feel extremely unwell under Sunlight and can just about withstand the energy from Moonlight.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
[[Norn]] and [[Ayla]] once created elves as one of the first few sentient races walking on [[World of Tael|Tael]]. Since then, elves have evolved into multiple different forms.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Perfect Precision ===&lt;br /&gt;
Increases the Precision Modifier by +2.&lt;br /&gt;
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=== Ancient Knowledge ===&lt;br /&gt;
For each 100 years this creature has lived, his History Modifier will be increased by +1.&lt;br /&gt;
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=== Celestial Guidance ===&lt;br /&gt;
While under the light they were born in, Their Willpower Modifier increases by +2. Evernight Lurkers will gain this benefit while underground.&lt;br /&gt;
&lt;br /&gt;
=== Superiority Complex (Sunborn only) ===&lt;br /&gt;
While in the presence of Moonborn or Evernight Lurker elves, increase your Charisma Modifier by +1.&lt;br /&gt;
&lt;br /&gt;
=== Nightdwellers (All but Sunborn) ===&lt;br /&gt;
Can see perfectly in the dark as if everything was fully illuminated. Additionally, while not illuminated, gain Mastery in Stealth.&lt;br /&gt;
&lt;br /&gt;
=== Celestial Repelling (Weakness) ===&lt;br /&gt;
While under the light they were not born in, their Willpower Modifier decreases by -2. Evernight Lurkers will suffer from this while on the surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CategoryRace}} {{CategoryElf}}&lt;br /&gt;
{{CategoryGameplay}}&lt;/div&gt;</summary>
		<author><name>Larame</name></author>
	</entry>
</feed>