--- beastslay: name: "Beastslay" description: >- Power, glory, and wealth. All are within the reach of a competent beastslayer. Beastslaying involves the hunting and slaughter of all manner of creatures on the planes. From victories can be won power and treasures unobtainable elsewhere, not to mention greater peace in civilized lands. By acquiring rare trophies from their kills, beastslayers are able to target particular species for hunting. The skill also allows them to join with other beastslayers to challenge leviathans, powerful horrors and behemoths that appear in the planes from time to time. fluxseethe: name: "Fluxseethe" description: >- Potions, oils, and powders of all kinds are used by near every denizen of the realms. Fluxseethe is the ability to brew them. Their uses and complexity vary wildly, and the accumulation of recipes is the lifelong pursuit of many. Experienced (and patient) fluxseethers can brew elixirs, fantastic liquids whose effects can last for weeks, months... or a lifetime. havencast: name: "Havencast" description: >- The old magic still breathes. New planes have been harnessed, and yet the old magic remains. Havencast offers a wide range of cantrips: minor spells that can be exactly what one needs at the right time, solving a conundrum, unsealing a lock, or giving another ability the extra kick it needs. In ages past, this magic was known far and wide by the commonest fellow. Today, it is unknown to many. Gaining experience with Havencast can also allow for the creation of charms, minor enchantments with wide applicability. hexcarve: name: "Hexcarve" description: >- From nothing, life. This is the trade of the hexcarver, who fashions totems of all shapes and sizes from mere wood and stone, and then and imbues them with enchantments that transform them into anything but. Totems are created for uses of all kinds, sure, but the Hexcarvers are responsible also for the golems. Golems are earth given life -- or at least, the illusion of life. Golems are employed by adventurers, soldiers, and craftsmen of all trades to perform all sorts of tasks, from the menial to the life-threatening. Golems can be used to passively gather resources, complete many crafting tasks, scout the lands, assist in combat, and more. magiculture: name: "Magiculture" description: >- Land lies fallow in most parts of the world as traditional farming has evolved to something more: the breeding and cultivation of smaller quantities of exceptional crops, on farms climbing vertically, to the sky, on tiered, floating platforms filled with magically-imbued loam. Within each resultant crop can be condensed significant energy. Their herb and root cousins can be distilled into chemical components for other crafts. manatrawl: name: "Manatrawl" description: >- Descend, navigate, and discover new mana wells, extracting magical essences from below the surface of the world, to be used in a variety of crafts. Manatrawling can also reveal uncommon and rare wisps, powerful aggregations of essence that have developed minor sentience and considerable magical energy. omenbind: name: "Omenbind" description: >- Magic is the stuff of life and death. Kingdoms have been won and lost by its hand. Knowing this, the ancients long ago developed a technique for harnessing magical power and spells within physical objects like crystalline batteries and gem-laden crowns. These power-imbued objects are called omens. The practice of omenbinding flourishes to this day, and indeed the world would not be the same without its providing for saving and storing up power to be used at a later time, or in greater mass. The most powerful omenbinders have been known to bind energy even within flesh, though this practice is as risky as it is dangerous. otherforge: name: "Otherforge" description: >- Materials of all kinds -- from all planes -- are combined in an arcane forge by otherforgers, who have the ability to craft weapons, armor, and materials from even the most bizarre and phenomenal resources. Masterful otherforgers have the power to smelt and temper magical energy itself into physical equipment, with incredible and otherworldly results. planequarry: name: "Planequarry" description: >- Travel to the far, rarely-trodden reaches of the home plane -- and other planes, through rifts -- in search of ores and minerals. Planequarrying has the potential to turn up artifacts, which can have powerful affects on their own, but can also be used a components in crafts granting power unattainable by other means. spicework: name: "Spicework" description: >- Spices are a staple of life in the realms, adding powerful chemical effects to otherwise mundane foods. Rarely a day goes by when even the poorer classes gain a boon from a spice-empowered meal. Spicework is not limited to edibles however, at least not in the normal sense. Spicework is also responsible for the creation of an impressive (or horrifying, depending on one's taste) assortment of drugs and poisons -- often one and the same. synthsever: name: "Synthsever" description: >- The crafts of the age often require expertly-crafted tools, instruments, and devices. Their creation is the trade of the synthsever. Artisans and tinkerers alike, synthsevers have invented and constructed many of the realm's most incredible utensils and apparatuses. Synthsevers often hone their trade by disassembling objects and artifacts, using the bits and pieces for future crafts. And when an adventurer discovers a mechanical relic of which no sense can be made by anyone, they bring it to a master synthsever, the likes of which have been known to activate devices of eons past. veilreach: name: "Veilreach" description: >- In a realm where magic permeates life, it also reaches through death. Places of power freckle and cradle the worlds, and past life lingers on. The vielreach skill allows the practitioner to commune with these latent forces and use them for pleasure or pain. The secrets of some places may only be uncovered by a veilreacher. With practice, a veilreacher can even learn to tap into the knowledge and power of beings long gone from the world. wealdreap: name: "Wealdreap" description: >- The magical runoff and latent powers of the planes is the foodstuff of untold fungi and insects that absorb it through the dust and dirt. Over eons, fungi and insects both mundane and extraordinary have developed and now have wide use in the crafts. Some of the most powerful fungi is hardest to locate and identify, and the most exceptional imbued insects will take skill and persistence to capture, crush, and consume. This can all be done with the wealdreap skill. wildscour: name: "Wildscour" description: >- The worlds are vast and the bounty great. But what of the hidden places, the untrodden wilds? The wildscour skill represents your character's ability to forage and gather resources and boons unfindable in the common places. As a side effect, it also increases your eye for spotting things in civilization, perhaps spotting something on the roads that others have missed. Higher skill and good luck can give your character the chance to find curios, weird anomalies of items with origins unlikely or even inexplainable. One curio can be equipped at a time, granting a special boon... and maybe a curse, to match. worldcall: name: "Worldcall" description: >- The travel magic of ages past pales in comparison to today's practice. The worldcall skill allows for the magical transmission of materials, energy, and living beings through the aether. Novice worldcallers may be found sending their voice or a sack of ore across the land, but we are no longer limited to such trivial tasks. Even the transmission of an expeditionary force to another land is no longer uncommon. Today, worldcalling is responsible for the rift gates that connect us to the other planes -- tears in the fabric of the aether, rippling with indescribable lights and colors for which we once had no name. Powerful worldcallers can leash realms beyond ours, fettering us to the beyond, and providing us with unlimited potential for discovery, power, and adventure.