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Worlde of Legends™ PREVIEW Ability Mastery System
Worlde of Legends™ PREVIEW Ability Mastery System
Worlde of Legends™ PREVIEW Ability Mastery System
ABILITY
MASTERY SYSTEMS
CORE DESIGN TEAM
R, Cody Sibley, Chief Game Designer
Richard S. Sibley and Todd Hanks, Artists
R. Cody Sibley, Creative Director
Vacant, Research Director
R. Cody Sibley, Music Composer
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Vacant, Technology Developer
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Skilled + Actions.................................................. 55
Skilled + Actions Overview......................................................... 57
Weapons Mastery S+A Selection................................................ 57
Archery Mastery S+A Selection................................................. 57
Staff Mastery S+A Selection..................................................... 57
Týnj’Naz Mastery S+A Selection............................................... 58
Arts Majika S+A Selection....................................................... 58
Bardic Arts S+A Selection....................................................... 58
Weapons Mastery Skilled + Actions...............................................59
Archery Mastery Skilled + Actions................................................ 61
Staff Mastery Skilled + Actions....................................................63
Týnj’Naz Mastery Skilled + Actions...............................................65
Týnj’Naz GENERAL S+A............................................................66
Týnj’Naz KÉ ENERGY S+A.........................................................66
Arts Majika Mastery Skilled + Actions...........................................67
Majik EARLY S+A................................................................... 68
Majik ELEMENT S+A............................................................... 68
Majik SCHOOL S+A................................................................ 68
Majik GENERAL S+A............................................................... 68
Bardic Arts Mastery Skilled + Actions............................................69
Weapons Slots
Weapons Slots
Each Adventurer who chooses General Weapons Mastery is allowed to
be proficient with a certain number of weapons at any given time depending
on his/her experience level and Weapons Mastery Indicator (WMI).
An Adventurer can never be at Basic Mastery Rank or Higher in
more weapons than he/she has available Weapon Slots. Any weapons
used by an Adventurer which are not at Basic Mastery Rank or higher
(not filling one of his/her weapons slots), will suffer combat penalties.
The player may fill new weapon slots with weapons when he/she is at
the appropriate experience level. Each Adventurer who chooses General
Weapons Mastery is allowed to be proficient with a certain number of
weapons at any given time depending on his/her experience level and
Weapons Mastery Indicator (WMI).
An Adventurer can never be at Basic Mastery Rank or Higher in more
weapons than he/she has available Weapon Slots. Any weapons used by an
Adventurer which are not at Basic Mastery Rank or higher (not filling one
of his/her weapons slots), will suffer combat penalties. The player may
fill new weapon slots with weapons when he/she is at the appropriate
experience level.
Quanity of Weapons
The number of weapons an Adventurer may have is equal to the number
of Weapon Slots available at the current experience level. As far as how
many of those weapons an Adventurer may carry on his/her person, be
reasonable. There are no specific rules regarding encumbrance in Worlde
of Legends™, however, your GameMaster has the right to restrict the
number of items being carried by any Adventurer at any time.
Dual-Wield
Dual-Wield
An Adventurer who wishes to wield one weapon in each hand, must have
the dual-wield skill or suffer a -2 ARM penalty to the primary weapon, a -4
ARM penalty to the secondary weapon, a -2 penalty to initiative, and have
only two WAM per combat round. The exception to this is an Adventurer
who has the General Weapons Mastery Ability. Adventurer’s with General
Weapons Mastery receive the Dual-Wield Learned Skill automatically at the
time of Adventurer Creation. An Adventurer who does not have the General
Weapons Mastery ability, even as a Secondary Ability must obtain the
Dual-Wield Learned Skill through training and level it up in rank like any
other Learned Skill. Dual-Wield is only allowed for “Familiar” weapons.
More details about dual-wield are in Worlde of Legends™ LITE.
Armor
Armor
There are no armor restrictions or penalties related to the use of
armor for Adventurers with the General Weapons Mastery Ability.
Skilled + Actions
Once an Adventurer reaches Skilled Mastery Rank (Mastery Rank 3 at
Experience Level 5) or higher, he/she can utilize special melee weapon
attacks called Skilled + Actions. These attacks may incur bonuses and/
or penalties to combat statistics which only improve as the Adventurer
advances to new Weapons Mastery Ranks. Penalties are depicted as
“negative” numbers and bonuses as “positive” numbers.
An Adventurer must state he/she is performing a Skilled + Action prior
to an attack or parry roll. The bonus/penalty for each of these Skilled +
Actions varies depending on the Adventurer’s Mastery Rank.
An Adventurer with the Weapons Mastery Ability receives automatic
access to these Skilled + Actions and is trained in them during their
normal Weapons Mastery Training. Many of these Skilled + Action are
available to Adventurer’s without the Weapons Mastery Ability as an
optional Learned Skill. More details can be found in the SkillEd + ACTiOnS
section of this preview.
Armor
Part of what makes an Archer so efficient is his/her ability to quickly
get arrows from the quiver to the string, and accurately fire them. Certain
types of armor can hinder this ability by causing misfires, therefore there
are armor restrictions and/or penalties for Archers.
WAM
WAM
Weapon Action Maneuvers (WAM) are the number of attacks per combat
round allowed for an Adventurer with bow and arrows. WAMs are not
actions which can be used in addition to an Adventurer’s usual Encounter
Action Maneuvers (EAM) per round. Instead an Adventurer uses some of
his/her EAM’s to perform Weapon Actions.
WAM is represented as a fraction (1/1, 3/2, 2/2, 5/2, 3/2, etc.) read
as x WAMs per y rounds, where x is the number of attacks you get and y
represents over how many rounds you get that number of actions. When
the 2nd number is 1, it means each round.
When the 2nd number is 2, it means every two rounds. Odd WAM’s
per two rounds (3/2, 5/2, etc.) may be split across the rounds at player
discretion. Any WAM which are not used by the end of the combat round
are lost and do not carry over into the next round.
An Archery Master’s WAM increases as progression through the Mastery
Ranks is achieved.
Standard Attacks
Standard Attacks
The Archery Master is very adept at shooting arrows at long distance,
short distance, and close quarters. Single arrow bow shots are the bread
and butter of the Archery Master, and he/she gets more and more of those
each combat round as Archery Mastery Rank increases.
Skilled + Actions
Once an Adventurer reaches Skilled Mastery Rank (Mastery Rank 3 at
Experience Level 5) or higher, he/she can utilize special archery attacks
called Skilled + Actions. These attacks may incur bonuses and/or penalties
to combat statistics which only improve as the Adventurer advances to new
Archery Mastery Ranks. Penalties are depicted as “negative” numbers and
bonuses as “positive” numbers.
An Adventurer must state he/she is performing a Skilled + Action prior
to an attack or parry roll. The bonus/penalty for each of these Skilled +
Actions varies depending on the Adventurer’s Mastery Rank. These Actions
require a successful attack for the effect to happen. Ask your GameMaster
if you are unsure of any aspect of Skilled + Actions.
There are four categories of Archery Mastery Skilled + Actions which
players may choose from at each new Mastery Rank. More details can be
found in the SkillEd + ACTiOnS section of this preview.
» General S+A
» Defensive S+A
» Melee S+A
» Trick Shot S+A
Type of Staff
Type of Staff
In Worlde of Legends™, the Staff Mastery System allows two types of
staves: the QuarterStaff (or Long Staff) and the BoStaff (or Short Staff).
Which of the two you use is entirely your choice. They are equally effective
and utilize the same guidelines for gameplay.
Replacing A Staff
Replacing A Staff
The only drawback to the staff is that it has to be replaced more often
than metal weapons. All those bangs on armor and nicks from swords add
up after a while. There is also always the possibility that a good sword or
axe could slice right through it.
It is generally assumed that a staff, no matter the hardness of the
wood, will get many nicks and cuts throughout the course of various
combats. It will eventually become split, cracked, or broken. After a wood
staff has been used for a long period of time, it should be replaced. If a
staff is broken, it cannot be repaired and must be replaced.
Armor Armor
The efficiency of the staff as a weapon is based on the flexibility of its
wielder, therefore there are armor restrictions and/or penalties for Staff
Masters. Armor penalties for Staff Masters will be available in the Worlde
of Legends™ LITE rules when they are released.
WAM
WAM
Weapon Action Maneuvers (WAM) are the number of attacks per combat
round allowed for an Adventurer with bow and arrows. WAMs are not
actions which can be used in addition to an Adventurer’s usual Encounter
Action Maneuvers (EAM) per round. Instead an Adventurer uses some of
his/her EAM’s to perform Weapon Actions.
Snap Attacks. Snaps are usually quick hits with one end of the staff and
no follow-through which do minimal damage.
» Forward Snap
» Rear Snap
» Side Snap
» Low Side Snap
» High Side Snap
Swing Attacks. Swings are usually done while holding the staff at one end and
swinging it (much in the fashion of a two-handed sword) at the opponent.
» 1 Hand Low Swing
» 2 Hand Low Swing
» 1 Hand Side Swing
» 2 Hand Side Swing
» Upward Swing
» Loin Cruncher Swing
Sweep Attacks. Sweeps are nearly identical in style to swings, but are
performed from a squatting position. They also cause moderate damage.
Strike Attacks. Strikes are hard hitting attacks to the head or shoulders
and cause maximum damage.
» Forward Strike 45°
» Overhead Strike 90°
» Overhead Strike 180°
» Overhead Strike 360°
Skilled + Actions
Skilled + Actions
Once an Adventurer reaches Skilled Mastery Rank (Mastery Rank 3 at
Experience Level 5) or higher, he/she can utilize special archery attacks
called Skilled + Actions. These attacks may incur bonuses and/or penalties
to combat statistics which only improve as the Adventurer advances to new
Archery Mastery Ranks. Penalties are depicted as “negative” numbers and
bonuses as “positive” numbers.
An Adventurer must state he/she is performing a Skilled + Action prior
to an attack or parry roll. The bonus/penalty for each of these Skilled +
Actions varies depending on the Adventurer’s Mastery Rank. These Actions
require a successful attack for the effect to happen. Ask your GameMaster
if you are unsure of any aspect of Skilled + Actions.
There are seven categories of Staff Mastery Skilled + Actions which
players may choose from at each new Mastery Rank. A Staff Master may
choose any two Skilled + Actions at each new Mastery Rank starting at
Skilled Mastery Rank 03 (Experience Level 5 or higher).
General S+A Defensive S+A Evasive S+A
Martial S+A Parry S+A Trip S+A
Tumble S+A
What Is Týnj’Naz?
What Is Týnj’Naz?
Týnj’Naz (tihnj-naz) is an ancient term which means empty hand.
Practitioners of Týnj’Naz are generally warrior types who primarily use
their hands, feet, and/or bodies (occasionally supplemented by other items/
weapons) as powerful and formidable weapons.
They also have the ability to reach within themselves during combat
and become one with their discipline resulting in a pseudo-majikal aura
which surrounds them, making them stronger and more efficient warriors.
Týnj’Naz is a very old form of fighting.
Týnj’Naz is a deadly form of combat with both male and female
masters who live their lives with honor and fight with the passion and zeal
of one truly dedicated to their art. Those who practice one or more of the
Týnj’Naz arts are called Ambá’Wékán which translates to Walking Weapon.
They are most commonly called Wékán.
Identifying Identifying
a Týnj’Naz Master
a Týnj’Naz Master
Each Týnj’Naz discipline has ten Mastery Ranks. Ambá’Wékán show
their ranks proudly by displaying their discipline symbol and rank color in
the form of small tattoos on their foreheads. When a Wékán finishes Basic
Mastery training, these tattoos are majikally placed on him/her by his/her
instructor using Týnj’Naz Ké Energy. The color of the tattoo matches the
Adventurer’s rank and is majikally changed by his/her instructor each time
the Wékán advances to a new Mastery Rank.
The Drá’Naza, on the other hand, generally do not like to show their
rank. They use their own Ké Energy to change the rank color so that it
is always a dull gray color. One can still see the symbol of Týnj’Naz and
determine a Drá’Náz’s discipline, but cannot tell what Mastery Rank he/she
is. Some Drá’Náz go as far as to wear veils and hoods to hide the symbol
completely. It should be noted that Wékán have the ability to change the
color of their tattoo, but their honor prevents them from doing so.
For example, Oláf, a 5th rank prac��oner of the Fae’Túng art would be formally know
as a Wékán’Fae’Túng’Ro’Oláf. If Oláf was a Drá’Náza, his/her formal �tle would
be Drá’Náza’Fae’Túng’Ro’Oláf.
Týnj’Naz Mastery Rank Colors and Symbols. Following are the colors
associate with each Týnj’Naz Mastery Rank and the symbols associated
with each Týnj’Naz discipline. The first color listed indicates the color
of the shape while the second color indicates the color of the writing
inside the shape.
Armor Armor
Part of the efficiency of the use of Týnj’Naz as a deadly weapon is based
on the flexibility of its wielder, therefore those who practice a Týnj’Naz art
usually wear certain types of clothing and there are armor restrictions and/
or penalties for Wékán. It should also be noted, that many Wékán prefer
to go barefoot, but are also wear soft-sole leather boots. Of course, your
Adventurer may wear whatever footwear he/she chooses.
Ké Energy Buildup Time. Each Ké Energy S+A has a buildup time that is
required for the Wékán to focus the Ké Energy on the task. This buildup
time is reflected by an Initiative Modifier. The buildup time begins on
the Wékán’s Initiative and ends an appropriate number of segments
later based on how many Modifier Units are put into the S+A effect.
Standard Attacks
Standard Attacks
Týnj’Naz Standard Attacks are martial arts combat maneuvers that inflict
damage upon a target and are available to all Wékán all the time with no
prerequisites. Wékán should mix up their attacks each time they strike
th enemy. Think about the flow of your hands and feet from one attack
to the next. Don’t just spam the highest damage attacks. Make your Wékán
Adventurer interesting and fun to visualize.
All thirty Týnj’Naz standard attacks, unless otherwise stated, begin in
the Fighting Stance with the Adventurer’s torso turned to the side, exposing
the least amount of his/her body to the enemy. In addition, unless otherwise
stated, all standard attacks end with the Wékán landing on his/her feet.
Preferred Weapons
Týnj’Naz instructors also incorporate certain weapons into the training
of the Ambá’Wékán. At the appropriate Mastery Ranks (see the following
Týnj’Naz Combat Action Availability table), each Adventurer with the
Týnj’Naz Ability chooses one weapon from the following Týnj’Naz Preferred
Weapons list and receives training in it’s use. The Wékán will be trained
Skilled + Actions
Once an Adventurer reaches Skilled Mastery Rank (Mastery Rank 3 at
Experience Level 5) or higher, he/she can utilize special archery attacks
called Skilled + Actions. These attacks may incur bonuses and/or penalties
to combat statistics which only improveSkilled
as the+Adventurer
Actions advances to new
Archery Mastery Ranks. Penalties are depicted as “negative” numbers and
bonuses as “positive” numbers.
An Adventurer must state he/she is performing a Skilled + Action prior
to an attack or parry roll. The bonus/penalty for each of these Skilled +
Actions varies depending on the Adventurer’s Mastery Rank. These Actions
require a successful attack for the effect to happen. Ask your GameMaster
if you are unsure of any aspect of Skilled + Actions.
There are four categories of Staff Mastery Skilled + Actions which
players may choose from at each new Mastery Rank. A Staff Master may
choose any two Skilled + Actions at each new Mastery Rank starting at
Skilled Mastery Rank 03 (Experience Level 5 or higher).
General S+A Defensive S+A Evasive S+A Parry S+A
Schools of Majik
Schools of Majik
The following paragraphs describe the four types of Majik Abilities and
how they access the Majikal Weave. Each of the four types of Majik Ability
have unique ways to access the Weave, but all can create the same majikal
results once the weave is accessed and processed, and released.
Maej Majik. Adventurers who have the Maej Majik ability, referred to as
a Maej, focus their will to gather threads of majikal energy (Active
Majik) from the surrounding environment and channel it through their
bodies. They literally reach out and grab threads of the Weave around
them and pull it into their bodies. The majikal threads are then woven
into complex geometrical shapes , patterns, or runes which correspond
to the desired majikal effect.
Then the woven energy is cast out of their bodies, usually through
their hands or an item (weapon, staff, wand, etc.) in one or both of
their hands. Majik can be expelled from the body through any other
body part as well (feet, toes, nose, eyes, chest, etc.) without causing
harm to the caster.
This type of majik use can be very exhausting not only to the
caster’s mind, but also to his/her body.
The chanting and prayers are very tiring to the Majik Weaver since
his/her divinity literally uses the Weaver as a vessel to reach into the
holy symbol to shape the energy.
This type of majik use is usually not tiring to the user’s body, but
can be so overwhelmingly mentally exhausting that the body exhibits
physical signs of exhaustion. It is believed that this happens due to
the fact that the mind senses it’s own exhaustion and transfers that
exhaustion to the body so that it may get necessary rest.
Reun Majik. Adventurers with the Reun Majik ability, called Reunár,
gather majikal energy into their bodies similar to Adventurers with all
other forms of majik ability.
Reun casters have several options for casting majikal spells. Once
they have reached out an pulled the strands of the Weave to them, they
may shape and cast spells in any of the following ways.
Reunár tire just as easily, if not more so, than the other types
of casters. Passing majikal energy through one’s physical body can be
very exhausting.
ELEMENT: EARTH
DESCRIPTION: The Primary Element EARTH is the most
versatile of the elements with a variety
of aspects which can be manipulated. The
EARTH Element includes Soil, Rock (includes
both Sedimentary and Metamorphic rock/
stone but not Igneous), Sand, and Clay.
With all those aspects, EARTH can be a
truly powerful form of majik.
SUB-ELEMENTS: Mud, Quicksand
COLOR: Shades of Green
TERMINOLOGY: Earth Majik Weavers are known As Geomancers and practice
Geomajik.
ELEMENT: FIRE
DESCRIPTION: The Primary Element FIRE is one of the
most deadly and destructive of the majik
elements due to it’s natural ability to
grow and spread if not contained. The
FIRE element includes Fire and Heat. It
is truly an element to be respected and
carefully wielded.
SUB-ELEMENTS: Smoke, Lava, Magma
COLOR: Shades of Red
Fire Majik Weavers are known As Pyromancers and practice
TERMINOLOGY: Pyromajik.
ELEMENT: SPIRIT
DESCRIPTION: The Primary Element SPIRIT is the 2nd
Element that all Majik Weavers learn
at the time of Adventurer creation.
SPIRIT includes all majikal spells and
enchantments that do not fall under one
of the other Primary Elements. SPIRIT is
very diverse and allows a vast variety of
non-elemental effects when shaped into
majikal spells.
SUB-ELEMENTS: No Sub-Elements
COLOR: Shades of Purple
TERMINOLOGY: Since all Majik Weavers have access to the SPIRIT element, there
is no special name for this type of majik.
Mána Pool
Casting a spell, with a point value greater than the Majik Weaver’s
remaining Mána, will result in negative Mána. This is called Negative
Worlde of Legends™ Preview: ABILITY MASTERY SYSTEMS 35
Offense Majik. Offense majik is the form of majik that causes harm
or damage. This form of majik usually takes the form of a dart, bolt,
dagger, arrow, ball, or other projectile of either the earth element
(often stone or packed earth), the fire element (flaming projectiles),
the air element (electricity or compressed air), or the water element
(compressed water or ice). Another common manifestation is
elemental blades that exist a few inches from hand or feet and are
used in conjunction with Týnj’Náz or other hand to hand attacks. A
third common manifestation is elemental whips that are lashed out
at targets. Offense majik usually pierces or slashes the target then
dissipates, or it explodes on target impact and dissipates. In any case
it is an incredibly versatile form of majikal effect that is only limited
by the imagination of the Majik Weaver who shapes and casts it.
Defense Majik. Defense Majik is a little more complex than Offense Majik.
Defense Majik is the form of majik that when cast yields protection to a
target or to an area of effect. Examples include shields that float with
the target, rings or spheres of elemental power that provide a barrier
of elemental protection, or perhaps manipulate the element so that it
serves as a form of transport to/from an enemy/friend/situation.
Effect Majik. Effect majik uses the spirit element to cause status effects
on a target. Status effects include: sleep, color changing, forgetfulness,
healing, restoration, resurrection, attribute enhancement, and a whole
host of other effects that (1) do not cause harm/damage and (2) do
36 Worlde of Legends™ Preview: ABILITY MASTERY SYSTEMS
OFFENSE SPELL EFFECTS. Most offense spells take the form of inflicting
physical damage to one or more targets. There are few exceptions to
this since most spells that are offensive but do not inflict physical
damage are classified under the Effect Spells category.
Damage to One. The Damage to One spell allows the caster to issue
a majikal force, that looks, sounds, and smells however he/she
wishes, that will do majikal elemental damage to ONE target. The
element of the spell must be an element the Majik Weaver has
access to and the default damage is 1d4. If a caster wishes to spend
more Mána, he/she may do so to increase the damage die (from
d4 to d6 to d8, etc.) or increase the number of die that are rolled
(1d4 to 2d4 to 3d4, etc.). Each increment in dice size or quantity
will cost the caster additional Mána expenditure.
Damage Chain. The Damage Chain spell allows the caster to issue
a majikal force, that looks, sounds, and smells however he/she
wishes, that will do majikal elemental damage to one target then
bounce off that target to a 2nd target then to a 3rd target and
continuing until it runs out of charges. The number of charges in
a Damage Chain spell is equal to half the Majik Weavers experience
level with a minimum of 2 targets. The element of the spell must
be an element the Majik Weaver has access to and the default
damage is 1d4. If a caster wishes to spend more Mána, he/she
may do so to increase the damage die (from d4 to d6 to d8, etc.)
or increase the number of die that are rolled (1d4 to 2d4 to 3d4,
etc.). Each increment in dice size or quantity will cost the caster
additional Mána expenditure.
4. When the SPT is complete and it is time for the spell to effect,
the player states that his/her spell effect is releasing. There is an
optional rule where the Majik Weaver must make a Majik Success
Roll (MSR) to see if the spell was successful or not.
5. The player then deducts the appropriate amount of Mána for the
spell from his pool of available Mána – whether or not the spell
was successful – then rolls damage if applicable. The GM then
describes the effect the spell has on the target(s).
Spellcaster Concentration
.
Spellcaster Concentration
There are many ways for an Adventurer to learn new spells including
studying spell books at a library, learn from a more experienced Majik
Weaver (paid training), or come across them while adventuring. In
order for a Majik Weaver to learn a new spell, the spell does not have
to be specifically for his form of majik (maej, reun, maiv, faeth). Each
Majik Weaver is able to discern his/her appropriate style from any spell
inscription in a book or scroll as well as from an instructor.
It is always easier to learn a new spell if it is already in a Majik Weaver’s
form, but it is not required. The chance of a Majik Weaver successfully
learning a new spell is as follows. An Adventurer may attempt to learn
a new spell once per day with study and/or practice and experimentation
time in between. The maximum chance of success is 95%.
Skilled + Actions
Skilled + Actions
Once an Adventurer reaches Skilled Mastery Rank (Mastery Rank 3 at
Experience Level 5) or higher, he/she can utilize special archery attacks
called Skilled + Actions. These attacks may incur bonuses and/or penalties
to combat statistics which only improve as the Adventurer advances to new
Archery Mastery Ranks. Penalties are depicted as “negative” numbers and
bonuses as “positive” numbers.
An Adventurer must state he/she is performing a Skilled + Action prior
to an attack or parry roll. The bonus/penalty for each of these Skilled +
Actions varies depending on the Adventurer’s Mastery Rank. These Actions
require a successful attack for the effect to happen. Ask your GameMaster
if you are unsure of any aspect of Skilled + Actions.
See the following SkillEd + ACTiOnS section of this preview for more
details about Arts Majika Skilled + Actions.
One of the most common types of Bard, the Bardic Vo’Kál, (voh-KAHL)
is a smooth talker whose voice rises and falls with the poetics, histories,
current events, fables, children’s stories (and rhymes) and legendary tales.
The Bardic Vo’Kál also has a repertoire of songs that can be sung. These
songs include history songs, story songs, popular songs, fables songs, and
children’s songs, all of which tell a tale through musical, lyrical voice.
The Dán’Súr – The Art of Dáns
Bardic Enchantments
Bardic Enchantments
A Bard has a limited number of Enchantments he/she can invoke based
on how much Vitality he/she has available. In addition, a Bard has a limited
number of Enchantments he/she knows based on Bardic Talent Indicator
(BTI) and Experience Level.
Once a Bard has learned a Bardic Enchantment, he/she does not forget
it. Learned Enchantments are always available for use. Bards do not have
to “study” their Enchantments each day, nor do they have to select which
Enchantments are “ready for use” each day.
Bardic Meuzikal Skor of Enchantments
1
Worlde of Legends™ Preview: ABILITY MASTERY SYSTEMS 51
Enchantment Success/Hit/Failure
In Worlde of Legends™, Invoking Enchantments is usually successful
unless the invoking process itself is disrupted or the completed Enchantment
is an Epic Spell Failure. Following are the three things to consider regarding
invoking enchantments.
Enchantment Success
Enchantment Success
Every time an Enchantment is invoked, the Bard must roll d20 (like any
other Adventurer does when making an offensive action in combat). This is
called the Invoke Success Roll (ISR).
A normal Enchantment success occurs when the Invoke Success Roll
(d20) result is between 2 and 19. This indicates that the spell invokes just
as the Bard intended.
Enchantment Critical Hit
DISARM ENEMY
DUCK & DODGE
PARRY ELITE I
PARRY ELITE II
SPIN DEFENSE
General S+A
AID COMPANION
BATTLE READY
BEHIND THE BACK
BLUDGEON
CHARGE ATTACK
FOCUS STRIKE
FURY STRIKE
MAJIK BREAKER I
MAJIK BREAKER II
MAJIK BREAKER III
MIGHTY HIT
MISSILE & MELEE
MOUNTED COMBAT
REFLEX STRIKE PRO
SPREAD THE PAIN
THROW WEAPON
WEAPON FLURRY
WRAP AROUND
Martial S+A
BRAWLER
KICKER
OUT COLD
Precision S+A
DEFLECT MISSILE
KNOCK OUT WEAPON
PRECISION STRIKE
VICIOUS CRIT I
VICIOUS CRIT II
VICIOUS CRIT III
60 Worlde of Legends™ Preview: ABILITY MASTERY SYSTEMS
ARROW CATCH
BOW PARRY
DEFLECT ARROW
DISARM SHOT
SPINNING BOW
General S+A
ARROW IN HAND
BLIND SHOT
DOUBLE ARROW SHOT
FOCUS SHOT
JUMPING SHOT
MOTION SHOT
PASS-THRU SHOT
POINT BLANK SHOT
POWER SHOT
QUICKDRAW RAPID FIRE
STUMBLE MOUNT
TRIPLE ARROW SHOT
Melee S+A
BOW SNAP
BOW STRIKE
BOW SWEEP
BOW SWING
BOW THRUST
MELEE ARROW
THROW ARROW
General S+A
FIRE RAIN
FLAME ARROW
KNOCK-OFF
NEEDLE THREAD
ROPE CUTTER
SNUFF CANDLE
STAPLE
WHIZZING SHOT
62 Worlde of Legends™ Preview: ABILITY MASTERY SYSTEMS
MARTIAL COMBO
MARTIAL JUMP KICK
DEFLECT MISSILE MARTIAL KICK
DISARM BOW
DISARM WEAPON
STAFF SPINNER
Parry S+A
BLOCK BLUNT
BLOCK EDGED
EVASION PARRY
MISSILE PARRY
TUMBLE PARRY
FLASH REUN
Water INNATE SPELL II
MÁNA PILFER
COMPRESS WATER MÁNA REUN
COOL/HEAT LIQUIDS REUN MESSAGE
LOCATE WATER REUN TRACK
PURIFY WATER REUN ZONE
SMOKE REUN
ANTIWEAVE
BLACKOUT
BOOMERANG
CURSE
FROZEN
GREENTHUMB
QUICKSAND
SLINGSHOT
VENOM
Inspiration S+A
ARCANA
BLEND
BOLTBLADE
CONCENTRATION
EXPERIENCED
FASTWEAVE
FIREBLADE
ICEBLADE
MARTIAL
OPPORTUNIST
PORTAL
SOLITUDE
STONEBLADE
SUNBURST
VITALITY
Neutralizer S+A
AUTOSAVE
FLOATER
REJUVENATE
TIMESTOP
WARD
Persuasion S+A
MISDIRECTION
STACKED
WHIRLWIND
70 Worlde of Legends™ Preview: ABILITY MASTERY SYSTEMS