Athenaeum of Arcane Anomalies
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      • Volume One: Classes
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  1. Glossary

Skills

Skills (aka Abilities), in the world of Ryzahl. Alphabetical.

A

Ability Storage

Active Skill, Enchantment

When activated without a charge, the item enchanted with Ability Storage can store a Spell cast into it, giving it one charge. When activate with a charge, the item discharges the Spell previously cast into it.

Aura of Celerity

Active Skill, Command

When activated, all allies within a hundred meters of the Command user gain increased speed and agility until the aura is dismissed.

Aura of Clarity

Active Skill, Command

When activated, all allies within a hundred meters of the Command user gain increased speed of thought until the aura is dismissed.

B

Battering Command

Active Skill, Command

When activated, all allies' weaponry under your command gain the [Weighted] enchantment for one hour or until dismissed.

Bloodhound

Passive Skill

Usually found on beasts (such as canines or felines) and monsters, Bloodhound gives the user an innate sense of direction towards a bloodied opponent.

C

Circle of Protection

Active Skill, Spell

When activated, a ten meter diameter circle on the ground appears. No living being or magical effect can go out of the Circle, but living beings or magical effects can enter (and then exit) normally. The user of the skill can ignore the effects.

The amount of Mana spent determines the time until the Circle dissolves, approximately 1 hour per Mana spent, as well as casting speed, approximately 1 minute per mana spent.

Codex: Abjuration

Passive Skill, Codex

Allows the skill user to remember any written work that they have read regarding Abjuration.

Codex: Anomalies

Passive Skill, Codex

Allows the skill user to remember any written work that they have read regarding Anomalies.

Codex: Arcane

Passive Skill, Codex

Allows the skill user to remember any written work that they have read regarding Abjuration.

Complete Ward

Active Skill, Ward, Spell

When activated, an invisible totem centers a semi-transparent shield that envelops whoever or whater the totem is placed upon. The shield can stop any kinetic or elemental effect.

The amount of Mana spent determines the duration of the spell, approximately 1 minute per mana spent.

Confounding Teleport

Active Skill, Spell

When activated, the spellcaster can freely teleport within a ten meter diameter circle centered where the spell was cast.

The amount of Mana spent determines the duration and range of the spell, approximately 1 minute and 10 meters diameter per mana spent.

Counterspell

Active Skill, Spell

When activated, the spellcaster can spend mana to disrupt a spell being cast by another spellcaster within sight.

The amount of Mana spent must be equal or more than the mana being used on the disrupted spell.

D

Dangersense

Passive Skill

Dangersense gives the user an innate sense of danger regarding life threatening events near them.

Dispel Magic

Active Skill, Spell

When activated, the spellcaster can spend mana to disrupt an ongoing magical effect or enchantment within sight.

The amount of Mana spent must be equal or more than the mana that was used on the magical effect or enchantment being disrupted.

Divinity Pool N

Passive Skill, Pool of Power

Supplies power to Blessings. Deities decide how these are regained.

E

Elemental Shift

Active Skill, Blessing

When activated, the blessed can spend divinity to transform to an elemental beast chosen for them by the Deity of Life & Freedom.

The amount of Divinity spent determines the time before the transformation reverts back (unless the blessed or the Deity dismisses the ability early), approximately one Divinity per hour.

Extra Limb

Passive Skill

Usually found on beasts (such as amphibians or cephalopods) or monsters, this skills gives the user an extra limb. It has full control of the extra limb and is designed so that it wouldn't impede the user's normal operation.

F

Fireball

Active Skill, Spell

When activated, a pea-sized ball of flame ejects from a finger or palm of the spellcaster. When this ball hits anything, it explodes into a sphere of flame.

The amount of mana spent expands the diameter of the explosion, approximately 5 meters per mana spent. Note that large diameter fireballs disipate their explosive pressure more than smaller fireballs.

Formation Anchor

Active Skill, Command

When activated, all allies under your command will have an innate sense of each other's position for one hour or until dismissed.

G

Glyph of Binding

Active Skill, Spell

When activated, an object touched by the spellcaster becomes frozen in time and space. This makes the item seemingly float in place, as well as make it practically impossible to break.

The amount of mana spent determines the duration of the spell, approximately 5 minutes per mana spent.

Glyph of Reinforcement

Active Skill, Spell

When activated, an object touched by the spellcaster becomes frozen in time. This makes the item practically impossible to break.

The amount of mana spent determines the duration of the spell, approximately 5 minutes per mana spent.

Glyph of Warding

Active Skill, Ward, Spell

When activated, an object touched by the spellcaster gains an invisible totem. The caster will always know the objects position and physical integrity.

The amount of mana spent determines the duration of the spell, approximately 1 hour per mana spent.

H

Heightened Sense: Vision

Passive Skill

The user's sense of vision is two times better than the average of their species.

I

Immediate Rage

Passive Skill, Rage

When Rage is activated, the berserker immediately gains its full effects, instead of building up for minutes.

K

Kinesis, Major

Active Skill, Spell

When activated, any number of targets within sight and a hundred meters from the spellcaster, weighing up to 225 kgs, can be telekinetically lifted, pushed or pulled.

Costs one mana for every five minutes active.

Kinesis, Minor

Active Skill, Spell

When activated, any number of targets within sight and ten meters from the spellcaster, weighing up to 75 kgs, can be telekinetically lifted, pushed or pulled.

Costs one mana for every five minutes active.

Kinetic Ward

Active Skill, Ward, Spell

When activated, an invisible totem centers a semi-transparent shield that envelops whoever or whatever the totem is placed upon. The shield can stop any kinetic effect.

The amount of Mana spent determines the duration of the spell, approximately 1 minute per mana spent.

L

Lesser Endurance

Passive Skill

The user can endure one and a half times better than the average of their species.

Lesser Shield

Active Skill, Spell

When activated, a semi-transparent force field that is as large and wide as a standard tower shield appears. The shield can stop any kinetic effect.

The amount of Mana spent determines the duration of the spell, approximately 1 minute per mana spent.

Light

Active Skill, Enchantment

When activated, the enchanted item will emit a steady bright white light uniformly on all directions for eight hours or until dismissed.

Lightning Bolt

Active Skill, Spell

When activated, a channel of high voltage electricity arcs from the spellcasters figner or palm to a target within 30 meters, before chaining to another target.

The amount of Mana spent determines the number of extra targets that the spell chains to, at one mana per target within 30 meters.

M

Mage Hand

Active Skill, Spell

When activated, any number of targets within sight and one meter from the spellcaster, weighing up to 25 kgs, can be telekinetically lifted, pushed or pulled.

Costs one mana for every minute active.

Mana Pool N

Passive Skill, Pool of Power

Supplies power to Spells. Regained by consuming calories.

Massive

Passive Skill

Enhances the physical strength and toughness of the user by increasing its muscular bulk by twice when compared to the average of their species.

Mindful Rage

Passive Skill, Rage

When Rage is activated, the berserker retains control of their actions for approximately ten minutes. They can dismiss their rage at the cost of fully emptying their rage pool, while they are still in control.

Minor Cold Resistance

Passive Skill

Increases the user's resistance to cold temperatures.

Minor Disease Resistance

Passive Skill

Increases the user's resistance to mundane diseases.

Minor Heat Resistance

Passive Skill

Increases the user's resistance to hot temperatures

N

Nimble

Passive Skill

Makes the user twice as agile compared to the average of the species.

P

Phase Through Earth

Active Skill

When activated, allows the physical body and anything connected to it to go though earth as if it's air.

Phase Though Metal

Active Skill

When activated, allows the physical body and anything connected to it to go though metal as if it's air.

Private Conversation

Active Skill

When activated, the user and any other willing allies that they can see can converse without anyone else hearing their conversation.

Psi Chainshirt

Active Skill, Psionic Item

When activated, reserves one Psi and creates a Chainshirt from nothing. Non-metal parts are replaced by gold-flecked ivory while metal parts are replaced by blue-gray steel. When placed more than a meter away from the Psion or when deactivated, releases the reserved Psi immediately.

Psi Dagger

Active Skill, Psionic Item

When activated, reserves one Psi and creates a Dagger from nothing. Non-metal parts are replaced by gold-flecked ivory while metal parts are replaced by blue-gray steel. When placed more than 30 meters away from the Psion or when deactivated, releases the reserved Psi immediately.

Psi Knife

Active Skill, Psionic Item

When activated, reserves one Psi and creates a Knife from nothing. Non-metal parts are replaced by gold-flecked ivory while metal parts are replaced by blue-gray steel. When placed more than a meter away from the Psion or when deactivated, releases the reserved Psi immediately.

Psi Pool N

Passive Skill, Pool of Power

Supplies Psi to Psionic Items. Limits the number of Psionic Items simultanously active.

Psi Ring

Active Skill, Psionic Item

When activated, reserves one Psi and creates a Ring from nothing. Non-metal parts are replaced by gold-flecked ivory while metal parts are replaced by blue-gray steel. When placed more than a meter away from the Psion or when deactivated, releases the reserved Psi immediately.

Psi Shortsword

Active Skill, Psionic Item

When activated, reserves one Psi and creates a Shortsword from nothing. Non-metal parts are replaced by gold-flecked ivory while metal parts are replaced by blue-gray steel. When placed more than a meter away from the Psion or when deactivated, releases the reserved Psi immediately.

Psi Weighted Chain

Active Skill, Psionic Item

When activated, reserves one Psi and creates a Weighted Chain from nothing. Non-metal parts are replaced by gold-flecked ivory while metal parts are replaced by blue-gray steel. When placed more than a meter away from the Psion or when deactivated, releases the reserved Psi immediately.

R

Rage

Active Skill, Rage

When activated, enhances the berserker's martial prowess, strength and endurance for several minutes until the rager's rage pool is spent. While enraged, the berserker will not be able to control their actions, nor will they be able to remember what transpired while raging.

This ability takes about N minutes before it activates, and has a duration of approximately N * 10 minutes, where N is the current amount of Rage Pool availabe to the berserker.

Ray of Disintegration

Active Skill

When activated, creates a beam of light that disintegrates anything in its path.

Reach

Active Skill, Enchantment

When activated, creates a flat forcefield that increases the edge and/or point of the item for one hour or until dismissed.

Reactive Armor

Passive Skill, Spell

When a kinetic or magical effect threatens harm to the user, a full plate armor made of semi-transparent forcefield will automatically envelop them for five minutes or until dismissed.

Cannot be triggered again for the next ten minutes, or until two mana is spent to refresh this skill.

Rift Survivor

Passive Skill

User has an innate sense of direction while inside the rift, always knowing where the nearest portals are. They are also considered having the Dangersense skill while inside the the rift.

S

Scrivener

Passive Skill

The user can write and copy written material, verbal communication, spell scrolls or observations five times faster than the average of their species.

Seeking Shot

Active Skill, Enchantment

When activated, projectiles and beam attacks from the enchanted item will curve and home in on the user's target.

Sharpness

Passive Skill, Enchantment

The item enchanted will never lose its edge.

Sharpness, Extreme

Passive Skill, Enchantment

The item enchanted will never lose its edge, and will almost always cut any material, physical or magical.

Skybound

Active Skill, Enchantment

When activated, the user of the enchanted item can lessen or reverse the effects of gravity on themselves for one hour or until dismissed. After the hour has been depleted, can be used again after 23 hours.

Storage

Active Skill, Enchantment

When activated, the user can either store and take an item from an inter-dimensional space. The capacity of the space depends on the item enchanted.

Strength, Greater

Passive Skill

The user's muscular strength is three times better than the average of their species.

Strength, Lesser

Passive Skill

The user's muscular strength is two times better than the average of their species.

Summon Element, Major

Active Skill, Spell

When activated, the spellcaster can summon and manipulate up to 45kgs of one element, up to 50 meters from them.

The amount of Mana spent determines the duration of the spell, approximately 1 minute per mana spent.

Summon Element, Minor

Active Skill, Spell

When activated, the spellcaster can summon and manipulate up to 15kgs of one element, up to 50 meters from them.

The amount of Mana spent determines the duration of the spell, approximately 1 minute per mana spent.

Swift Strike

Active Skill, Technique

Deliver a supernaturally quick and powerful strike perfectly.

T

Tactical Orders

Active Skill, Command

When activated, all allies under your command will have a telepathic connection with their immediate superior in Command rank for one hour or until dismissed.

Tail Slash

Active Skill, Technique

Using the user's tail, deliver a scything attack as if the edge of the appendage is enchanted with [Sharpness.]

Teleportation Circle

Active Skill, Spell

When activated, a one meter diameter circle appears in two empty places that the spellcaster knows. One of the circles must be within line of sight of the caster. Any living being and anything connected to them switches places within those circles.

The amount of mana spent will determine the range of the teleport, approximately 1 km per mana spent.

Thaumaturgy

Active Skill, Spell

When activated, the spellcaster can summon or manipulate up to 5kgs of one element, up to 10 meters from them.

The amount of Mana spent determines the duration of the spell, approximately 1 minute per mana spent.

Timeless

Passive Skill

The user no longer ages, and no longer needs food, water, air or sleep to survive. The only sure way to obtain this skill is by gaining the first level of the Deity class.

Trigger

Passive Skill

The user can use another skill while forgoing its effect. A trigger can then be set to automatically activate the skill's effects.

V

Vigilance, Greater

Passive Skill

The user no longer needs sleep to surivie.

Vigilance, Lesser

Passive Skill

The user only needs half the time required to gain the effects of a full night's sleep.

W

Warbanner

Passive Skill

You consider allies within 100 meters of you to be part of your command.

Weighted

Active Skill, Enchantment

When activated, doubles the weight of the enchanted item for one hour or until dismissed.

Word of Recall

Active Skill, Arcane Word, Spell

When the Arcane Word is uttered by the spellcaster, one mana will be spent and they will be instantly teleported to a set location, no matter how far they may be from it.

The target location can only be set once, and the spellcaster will lose all mana and will not be able to regain mana for 24 hours after the location has been set. After the arcane word has been uttered, this ability cannot be used again for 24 hours.

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Last updated 6 years ago

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