This is a list of all Skills seen in Worth the Candle.
Confirmed Skills
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Alchemy
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- History: Never unlocked and eventually swapped out of Juniper's Character Sheet. In Which Juniper Stares At His Character Sheet, Again
Analysis
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- Virtues
- Flow State (lvl 20): Allows you to enter into an analytical flow state, which temporarily doubles working memory with respect to the subject of analysis, halves the penalties for thirst, hunger, and exhaustion, and increases the chance of a Brilliant Insight by five percent per hour (compounding).
- Description: Seemingly improves analytical thought.
- History: Unlocked by Juniper while trying to figure out which of their enemies sold them out to the Abswifth and later to discern Fallatehr's actions and motivations. Moral Agency Tripartite Talks
Appraisal
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- History: Noted by Juniper as part of a group of potential utility/profession skills. In Which Juniper Stares At His Character Sheet, Again
Art
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- Associated Stats: CHA, ?
- Description: Used in conjunction with skin magic, required to inscribe new tattoos. [1]
- History: Unlocked by Juniper while practicing Skin Magic with a tattoo gun. Plot Relevant Juniper later removed the skill from his Character Sheet, deeming it flavor, not utility. In Which Juniper Stares At His Character Sheet, Again
Athletics
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- Virtues
- Long Distance Runner (lvl 20): For the purposes of calculating fatigue, you may consider your pace three categories slower than it is, to a minimum of “Standing Still”. Eliminates the penalty for performing unskilled actions while running.
- Description: Improves stamina, speed and posture while running or walking briskly. [2]
- History: Unlocked by Juniper while running away from Zombies. Taking the Fall Leveled up to 15 while preparing for the trek to Caer Laga. Later unlocked Long Distance Runner while escaping Larkspur. Desert Course Strategic Reserves
Blood Magic
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- Virtues
- Hypertension (lvl 20): Doubles blood volume and (as a consequence) increases blood pressure. Eliminates the penalties for high blood pressure. Allows conscious and subconscious control of blood pressure.
Bone Magic
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- Associated Stats: KNO, ?
Bows
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- Virtues
- Steady Aim (lvl 20): Completely eliminates the penalty for firing a bow while moving. Halves the penalty for firing a bow under pressure or duress. Triples the amount of time you can hold a bow at maximum draw.
- Description: Improves skill with bows.
- History: Unlocked by Juniper after touching Fenn's bow. Montage! Used afterwards as an easily leveled up skill to drain with Soul Slip. The Mouth of a Long River The Veil of the World
Carapace Magic
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- Description: Seemingly the counterpart to Skin Magic for species with carapaces.
- History: Mentioned in Essentialism's virtues. The Princess and the Pea
Climbing
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- Description: Presumably increases the user's ability to climb.
- History: One of the skills possessed by Amaryllis. Peer Pressure
Comedy
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- Virtues
- Class Clown (lvl 10): You may increase the speed of your wit at the expense of its comedic efficiency, up to double your base wit and half your base comedic efficiency. Take half as much damage from physical humor, so long as it’s actually funny.
- Description: Improves comedic skills, including sarcasm and wit.
- History: Unlocked by Juniper while speaking to Amaryllis for the first time. Solely Responsible
Dancing
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- Description: Improves dancing ability.
- History: One of the skills possessed by Amaryllis. Used by Juniper and her during the wedding. Commingling
Debate
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- Associated Stats: KNO, CHA
- Virtues
- Shifting Sands (lvl 10): Removes the penalty for reframing facts and figures in the middle of a debate, so long as all raw information was memorized beforehand.
- Description: Improves Juniper's ability to win debates. Catered toward structured debates with two sides and facts and figures assembled.
- History: Unlocked by Juniper while justifying his decisions regarding the rearrangement of his Character Sheet. The Long Night
Deception
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- Associated Stats: POI, ?
- Description: Gestalt of Lying and Stealth. Improves Juniper's ability to deceive others through speech or actions, as well as his stealth.
- History: Though Gestalting is excluded, Juniper was able to unlock the (already Gestalted) skill while trying to be stealthy. Thickenings The game layer later forced Juniper to divide the skill into Lying and Stealth while committing the changes to his soul. In Which Juniper Stares At His Character Sheet, Again
Dodge
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- Virtues
- Thaumic Dodger (lvl 20): Eliminates the penalty for dodging magic, magical effects, entads, entad effects, and any supplemental physics which would appear magical to The Layman.
- Description: Improves Juniper's chance to dodge attacks.
- History: Unlocked by Juniper while dodging a Zombie's attack. Thickenings
Dual Wield
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- Virtues
- Ambidexterity (lvl 10): You no longer have a dominant hand. Removes the penalty for attacking with an off-hand, because you don’t have an off-hand anymore. You have no natural preference for which hand to use.
- Description: Improves Juniper's fighting ability while using both hands.
- History: Unlocked by Juniper while holding a pistol in each hand, just to see how it felt. Reaver
Engineering
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- Associated Stats: CUN, ?
- Virtues
- Material Analysis(lvl 10): Allows you to see weak points in materials, to within the first order of sensorium expansion.
- Description: Improves Juniper's ability to build stuff.
- History: Unlocked while crafting a sled to drag Amaryllis through the desert. Desert Course Later used to craft a rocket glider to escape Caer Laga. Rocket Man
Essentialism
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- Associated Stats: WIS, KNO
- Virtues
- Soul Slip (lvl 20): Allows you to make new modifications and alterations within the soul. Allows you to alter that which had been unalterable.
- Soul Sight (lvl 40): Grants a visual representation of souls, each with a unique color, which can be distinguished with acuity beyond the limits of the eye. Applies to both the soul and any magic which interfaces with a soul in some meaningful way.
- Soul Saturation (lvl 60): Knowledge of your soul allows it to fully suffuse you, giving a number of benefits to a wide variety of magic. Your blood works as an infusion for the purposes of pustule magic. You can use your blood as though it were magical ink (4ζ/mL) for the purposes of ink magic. Your bones are considered wood for the purposes of wood magic. Required connective power for plants is reduced by half. You may retract your soul from your extremities for the purposes of bypassing wards. Any magic items or magics which limit projection or application to your eyes, hands, feet, or mouth, can instead be projected or applied from any part of your body. Your skin and/or carapace is treated as though it were skin and/or carapace for the purposes of skin magic and carapace magic, whichever is more beneficial. Runes may be written on your skin as though it were prepared vellum. More benefits apply in specific exclusion zones: consult the manual for more detail.
- Soul Scaphism (lvl 80): You can carve out parts of other people to use for your own purposes. Any benefits are temporary; any costs are permanent.
- Soul Symbiote (lvl 100): Double your effective skill in Bone Magic, Blood Magic, Skin Magic, Carapace Magic, Pustule Magic, and the flower magic aspect of Horticulture, up to a cap of 75. Double your effective connection to any magical item which interfaces with your soul, unless doing so has associated maluses. Increase your skill with any specialty or subschool of magic that uses the soul by 20 points, up to a cap of 50.
- Description: Also known as soul magic, allows Juniper to see and edit people's Souls (including his own) through physical contact or through Companion bonds, if they're high enough. Modifications range from stats to personal values to appearance, though values will drift to their starting point after some time has passed. Allows Juniper to rearrange his Character Sheet and swap in skills from the full list every few levels. After Soul Slip, allows Juniper to move skill points around, (at a price) and a limited number of stat points.
- History: Taught to Juniper by Fallatehr Whiteshell after his rescue from the Amoureux Penitentiary on Sulid Isle. The Chemical History of a Candle
Fire Magic
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- Description: Has a 1% chance to be unlocked when burned alive. Unknown use.
- History: One of the skills considered by Juniper during downtime at the Isle of Poran. The One-Hand Warder
Flattery
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- Virtues
- Silver Tongue (lvl 10): Reduces the penalty for insincere flattery by twenty-five percent. When flattering in a language you are not fluent in, your penalty is halved. When flattering a group, the Forer effect is doubled.
- Description: Improves ability to flatter other people.
- History: Unlocked by Juniper while praising Fenn's bow. A Winding Course
Foraging
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- History: Noted by Juniper as part of a group of potential arts-and-crafts skills usually taken for roleplaying purposes. In Which Juniper Stares At His Character Sheet, Again
Forgery
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- Description: One of the skills possessed by Fenn. Increases the ability to forge documents.
- History: Used by Fenn to forge the papers required to board the Lion's Tail. Aboard the Lion's Tail
Gem Magic
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- Description: Requires the use of gemstones, each color causing a different offensive effect (for example, pure blue sapphires emit fifty homing projectiles in a spread of 180 degrees, while pure red gems merely emit force). Intuits targets automatically without the user's input or awareness. [3] Increases a Mental Exhaustion meter, which when filled drains the user's ability to concentrate or use the magic again.
- History: Unlocked by Juniper after reading The Commoner's Guide to Gem Magic. Plot Relevant Later used to slay a multitude of Tuung during the descent to Kuum Doona. Down and Out
Gold Magic
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- Associated Stats: CUN, POI
Heavy Armor
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- Virtues
- Thaumic Defense (lvl 20): When wearing heavy armor, add half your skill to any defense rolls made to defend against magical attacks, attacks using magical effects, entad attacks, or attacks using entad effects, even when this is unreasonable.
- Description: Improves the effects of wearing what the Game Layer considers Heavy Armor.
- History: Added by Juniper during the rearrangement of his Character Sheet to provide survivability. In Which Juniper Stares At His Character Sheet, Again
Horticulture
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- Virtues
- Green Thumb (lvl 20): When you roll on the plant health chart, reroll any result lower than half your Horticulture. This reroll is done before modifiers are applied. If subsequent rolls are also lower than half your Horticulture, continue rerolling until you obtain a result higher than half your Horticulture, or until the roll history suffers from buffer overflow.
- Description: Also known as flower magic. Establishes some kind of empathic link between the user and the seeds they plant and nurture. [4] Once a plant has grown, each of its buds can be used to cause somewhat unpredictable effects.
- History: Unlocked by Juniper after foraging some plants for him and Amaryllis to eat. Twenty Questions Later properly taught to Juniper by Oorang Solace. A Tiptoe Through the Tulips
Improvised Weapons
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- Virtues
- Structural Assessment (lvl 10): You can hold improvised weapons in such a way that they’re three times less likely to break, to within one degree of reasonableness. Halves reduced durability maluses from all weapons.
- Description: Improves the ability to wield improvised weaponry.
- History: Unlocked by Juniper after using a greeting card rack as a weapon. Taking the Fall
Ink Magic
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- Description: Unknown use, but appears to deal with magical ink.
- History: Mentioned in Essentialism's virtues. In Which Juniper Stares At His Character Sheet, Again
Intimidation
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- Description: Improves Juniper's ability to intimidate an enemy.
- History: Unlocked by Juniper on purpose by critically failing to intimidate Amaryllis. Twenty Questions Later used by Juniper to intimidate the tattoo mage Zeke into revealing the passphrase for Amaryllis' sabotaged tattoo. Fears
Language
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- Associated Stats: KNO, CHA
- Description: Improves Juniper's ability to learn languages, though it seemingly requires naturally reaching some fluency in a second language for the skill to get past level 1 and start working fully. [5] Afterwards, massively increases the speed and efficiency of learning languages, with each level representing a language fully learned.
- History: Unlocked by Juniper while discussing Fenn with Grak in Groglir. Depths Later used to learn Kindeh at the Infinite Library. Uskine Nervedah
Leadership
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- History: Noted by Juniper as part of a group of potential utility/profession skills. In Which Juniper Stares At His Character Sheet, Again
Library Magic
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- Associated Stats: KNO, INS
- Virtues
- Open Book (lvl 10): You gain an intuitive sense of all schema-relevant metrics in any book you handle.
- Bookish Instinct (lvl 30): Through focused meditation, you can learn the qualities of the book you’re looking for, so long as it exists within the library, and so long as the quality is part of the current schema. The more qualities of the book you know, the easier it is to learn more. If multiple books have the specified qualities, you will learn how many books there are with those qualities, and may meditate to distinguish them.
- Description: Allows Juniper to develop an innate understanding of the Infinite Library's organization and schemas, helping him find specific books in it.
- History: Unlocked and developed with the help of Raven at the Infinite Library. An Open Book
Light Armor
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- History: Noted by Juniper as part of a handful of armor skills, but ignored in favor of Medium Armor, Heavy Armor and Unarmored. In Which Juniper Stares At His Character Sheet, Again
Livestock
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- History: Never unlocked and eventually swapped out of Juniper's Character Sheet. In Which Juniper Stares At His Character Sheet, Again
Logistics
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- History: Noted by Juniper as part of a group of potential utility/profession skills. In Which Juniper Stares At His Character Sheet, Again
Lying
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- Virtues
- Lesser Deceiver (lvl 10): You will no longer forget the details of a lie, unless you wish to. Take half the usual self-consistency penalty when telling improvised lies.
- Description: Improves Juniper's ability to lie without being caught.
- History: Split from Deception after the rearrangement of Juniper's Character Sheet, serving the same social functions Deception did in the past. In Which Juniper Stares At His Character Sheet, Again
Management
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- History: Noted by Juniper as part of a group of potential utility/profession skills. In Which Juniper Stares At His Character Sheet, Again
Mathematics
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- History: Noted by Juniper as part of a group of potential utility/profession skills. In Which Juniper Stares At His Character Sheet, Again Later theorized as a skill that might synergize with Library Magic. Schemata
Medicine
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- History: Potential skill, highly recommended by Amaryllis. Immanentizing the Eschaton
Medium Armor
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- Virtues
- Balanced Armor (lvl 10): Your medium armor counts as heavy armor for obtaining the benefits of Heavy Armor virtues or bonuses, and light armor for obtaining the benefits of Light Armor virtues or bonuses. Afflictions and maluses are unaffected. It may count as light armor, medium armor, and heavy armor at the same time.
- Description: Improves the effects of wearing what the Game Layer considers Medium Armor.
- History: Added by Juniper during the rearrangement of his Character Sheet to provide survivability. In Which Juniper Stares At His Character Sheet, Again
Music
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- Associated Stats: CHA, ?
- History: Unlocked by Juniper by singing Blackbird while trying to unlock new skills. Juniper later removed the skill from his Character Sheet, deeming it flavor, not utility. In Which Juniper Stares At His Character Sheet, Again
One-handed Weapons
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- Virtues
- Monkey Grip (lvl 20): Eliminates the penalty for using a weapon of a larger than usual size, to within one degree of reasonableness. This applies to N-handed weapons as well, so long as N >= 1.
- Description: Improves Juniper's skill with one-handed weapons.
- History: Unlocked by Juniper after holding a rusted machete. Taking the Fall.
Parry
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- Associated Stats: SPD, INS
- Virtues
- Nascent Blade-bound (lvl 10 + Two-Handed Weapons lvl 10): Unknown effect.
- Prescient Blade (lvl 20): You take half the normal penalty to parry bullets, arrows, or other missile weapons. These attacks still do damage to your blade as normal.
- Neophyte Blade-bound (lvl 20 + Two-Handed Weapons lvl 20): You have unlocked the ability to bond with a melee weapon, given a few minutes of meditation. You may only bond with one weapon at a time. When wielding a bonded weapon, double your effective skill with it, double your chance to parry, and you may cut with it as though it were twice as sharp.
- Description: Increases Juniper's ability to parry incoming attacks with a weapon.
- History: Accidentally unlocked after Juniper's sword got in the way of a bullet. Reaver
Piloting
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- History: Noted by Juniper as part of a group of potential transportation skills. In Which Juniper Stares At His Character Sheet, Again
Pistols
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- Associated Stats: SPD, ?
- Description: Improves Juniper's skill with pistols.
- History: Unlocked by Juniper after being handed a weapon by Cypress. Solely Responsible
Pustule Magic
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- Description: Allows the user to grow growths on their skin that cause a multitude of effects, from passively assisting in translation, to launching fireballs at enemies,[6] and even regeneration from otherwise killing blows. [7]
- History: Used against Juniper by pustule mages in the final battle against Larkspur and the descent into the Boundless Pit. Copse and Robbers Down and Out
Revision Magic
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- Description: Allows the user to reverse the flow of time and undo injuries and events, as well as breaking down objects into component parts. Requires being revised backwards by a year in order to get unlocked, including memories.
- History: Learned about by Juniper from a book while in Silmar City. A Winding Course Aumann employed a revision mage to heal his injuries, Colwin Hearst, but he was ultimately stabbed through the head by Amaryllis, an injury he couldn't reverse back from. Tenth
Riding
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- History: Noted by Juniper as part of a group of potential transportation skills. In Which Juniper Stares At His Character Sheet, Again
Rifles
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- Associated Stats: CUN, ?
- Virtues
- Compensator (lvl 20): You automatically compensate for bullet drop and wind speed, even when gravitational constant, distance to target, wind speed, and wind direction are not known (or unknowable) to you. Halves the penalty for shooting at a moving target.
- Description: Improves Juniper's ability to wield rifles.
- History: Unlocked by Juniper after picking up a rifle shortly before getting on the Soulcycle for the first time. Cold Comfort
Romance
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- Description: Seemingly improves Juniper's social skills when it comes to romantic endeavors.
- History: Unlocked by Juniper after talking to Cypress for the first time. Thickenings
Sailing
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- History: Noted by Juniper as part of a group of potential transportation skills. In Which Juniper Stares At His Character Sheet, Again
Shields
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- Virtues
- Bulwark (lvl 10): Shields you hold are twice as durable. If a force acts on your shield to move you, you will move only half the usual distance, with the reduction capped at ten feet of movement negated.
- Monkish Warrior (lvl 10 + Unarmored lvl 20 + Unarmored Combat lvl 10): While unarmed and unarmored, you may parry attacks as though you held a weapon, dodge at twice your effective skill, and automatically re-roll injuries if they are in the lowest five percent of outcomes (you keep any lower rolls).
- Description: Improves the effects of using shields.
- History: Added by Juniper during the rearrangement of his Character Sheet to provide survivability. In Which Juniper Stares At His Character Sheet, Again
Shotguns
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- History: Never unlocked and eventually swapped out of Juniper's Character Sheet. In Which Juniper Stares At His Character Sheet, Again
Skin Magic
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- Associated Stats: KNO, ?
- Virtues
- Shifting Skin (lvl 10): Allows you to freely move and rotate tattoos around your skin with a thought, even when you cannot feel your skin. Perception of the location of tattoos is added to your sensorium. You no longer take a penalty for inexperience when in a contest to move tattoos.
- Description: Also known as tattoo magic. Allows Juniper to inscribe specific magical tattoos on his skin, which grant or cause different effects on Juniper and the world, as well as moving those tattoos around on the surface of his skin. The ability to inscribe complex tattoos is capped by Juniper's Art skill.
- History: Unlocked by Juniper after having the Fool's Choker placed on him by Leonold Pavran. Life of the Party
Smithing
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- History: Never unlocked and eventually swapped out of Juniper's Character Sheet. In Which Juniper Stares At His Character Sheet, Again
Spirit
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- Virtues
- Threadbare (lvl 10): When analyzing a thread, you gain information on which threads it has historically had some connection with, which aspects of the soul it has connected with, and a sense of historic thread size.
- Multithreading (lvl 20): Your thread utilization capacity is twice as high, though this cannot act as a flat increase on thread speed. Thread allocation works as before and is automatic.
- Thread Priority (lvl 40): You may designate certain threads as high priority threads, which will be utilized first, taking precedence over competing threads. Rampant threads will automatically be set to low priority. Thread allocation otherwise works as before and is automatic.
- Spirituality (lvl 60): You gain supernatural control of your spirit, giving you a number of benefits to a wide variety of magic. Emotions can be initiated and stopped at-will for the purposes of passion magic with no associated qualia. Amount of mental strain is divided by your skill in Gem Magic for the purposes of gem magic. Branches receive a bonus to their Wilson score prior to rank calculation for the purposes of Tree Magic. When doing Accounting, you can hold any number of numbers in your head simultaneously (though you are still limited as usual for the purposes of calculation). Connections (Horticulture, Pustule Magic, etc.) have their decay halved and gains doubled. More benefits apply in specific exclusion zones: consult the manual for more detail.
- Spiritual Amplification (lvl 80): When using any skill, treat your effective skill as being ten percent higher, rounded down, before any other modifiers. This applies only to raw skill, not including environmental modifiers, circumstance bonuses, entad bonuses, magical or pseudo-magical enhancement, or other bonuses or modifiers.
- The Loom (lvl 100): You have a full understanding of the history of any and all spirits you view, including historic changes to those spirits. You may alter a person’s spirit to any state its has been in before. You are completely immune to memes and antimemes that only affect the spirit, and are immune to the spirit effects of memes and antimemes that affect multiple aspects of your being.
- Description: A counterpart to Essentialism, also known as spirit magic. Allows Juniper to alter "threads" with a variety of functions in people's souls.
- History: Unlocked by Juniper at the Infinite Library after reading about its use in the book Uskine Nervedah. Uskine Nervedah Later used to nullify a memetic agent in his soul. Safe Mode
Stealth
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- Virtues
- Light Foot (lvl 20): When moving silently, reduce your sound by 10 dB, to a minimum of 0 dB. When attempting not to be seen, reduce your visual contrast by half. When attempting to not be smelled, reduce your odor by one rank. You take half the normal penalty for stealth checks against forms of perception which are unknown to you.
- Description: Improves Juniper's ability to avoid detection
- History: Split from Deception after the rearrangement of Juniper's Character Sheet. In Which Juniper Stares At His Character Sheet, Again
Steel Magic
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- Description: Allows the user to create structures and buildings with defensive purposes. [8]
- History: Never unlocked and eventually swapped out of Juniper's Character Sheet. In Which Juniper Stares At His Character Sheet, Again Noted to be used in the construction of several massive structures, such as the walls of Silmar City. Making Magic
Still Magic
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- Description: Users of still magic can bring things to a halt through direct contact, such as bullets about to penetrate their skin. Though it's mostly a defensive magic, a still mage can also kill by stopping the enemy's heart. Some people can shrug the effect off. [9]
- History: Juniper, Grak and Fenn faced and defeated a still mage while climbing Aumann's tower. Be Still My Heart The Uniquities team sent to capture Valencia contained a still mage, who was defeated by a blood ward. The Adventures of Valencia the Red
Tailoring
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- History: Noted by Juniper as part of a group of potential arts-and-crafts skills usually taken for roleplaying purposes. In Which Juniper Stares At His Character Sheet, Again
Thrown Weapons
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- Virtues
- Range Finder (lvl 10): Doubles your accuracy when determining distance. Take half the normal penalty for lack of references when attempting to determine how far away something is.
- Description: Improves Juniper's ability to throw weapons.
- History: Unlocked by Juniper after being handed a Void Grenade. Cold Comfort
Tree Magic
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- History: One of the skills added during Juniper's rearrangement of his Character Sheet. Unknown use. In Which Juniper Stares At His Character Sheet, Again
Two-handed Weapons
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- Virtues
- Nascent Blade-bound (lvl 10 + Parry lvl 10): Unknown effect.
- Lunge Striker (lvl 20): Eliminates the maneuverability penalty for all reach weapons. Eliminates the penalty for striking at close range with reach weapons. Allows you to more quickly cover ground when moving in short bursts and in a fighting stance.
- Neophyte Blade-bound (lvl 20 + Parry lvl 20): You have unlocked the ability to bond with a melee weapon, given a few minutes of meditation. You may only bond with one weapon at a time. When wielding a bonded weapon, double your effective skill with it, double your chance to parry, and you may cut with it as though it were twice as sharp.
- Description: Improves Juniper's skill with two-handed weapons.
- History: Unlocked by Juniper at some point before their trek to Caer Laga. Siege.
Unarmed Combat
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- Virtues
- Hardened Knuckles (lvl 10): Lessens the toll that physical damage in combat takes on you. Slightly increases natural healing. Increases force required to break skin.
- Monkish Warrior (lvl 10 + Unarmored lvl 20 + Shields lvl 10): While unarmed and unarmored, you may parry attacks as though you held a weapon, dodge at twice your effective skill, and automatically re-roll injuries if they are in the lowest five percent of outcomes (you keep any lower rolls).
- Description: Improves Juniper's unarmed combat skills.
- History: Unlocked by Juniper while kicking a zombie. Taking the Fall
Unarmored
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- Associated Stats: SPD, ?
- Virtues
- Hardened Skin (lvl 10): Lessens the toll that physical damage in combat takes on you. Slightly increases natural healing. Increases force required to break skin.
- Monkish Warrior (lvl 20 + Shields lvl 10 + Unarmored Combat lvl 10): While unarmed and unarmored, you may parry attacks as though you held a weapon, dodge at twice your effective skill, and automatically re-roll injuries if they are in the lowest five percent of outcomes (you keep any lower rolls).
- Description: Improves defense while wearing no armor.
- History: Added by Juniper during the rearrangement of his Character Sheet to provide survivability. In Which Juniper Stares At His Character Sheet, Again
Velocity Magic
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- Description: Magic almost entirely focused on producing effects such as increased reaction times and speed. [10] Unlock conditions require moving faster than anyone before without magical assistance. [11]
- History: One of the skills considered by Juniper during downtime at the Isle of Poran. The One-Hand Warder
Vibrational Magic
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- Description: Magic with unknown effects. Can be unlocked by being tapped on the head from a magic item controlled by the Athenaeum of Sound and Silence.
- History: One of the skills considered by Juniper during downtime at the Isle of Poran. The One-Hand Warder
Wards
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- Description: Wards create areas of generalized, rules-based, countermagic. "Magic" includes abstract categories and concepts, like blood or bones or water or even velocity due to the consideration of latent magic. [12]
- History: Grak's greatest skill, developed after training in the Athenaeum of Barriers. Weik Handum
Water Magic
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- Description: Bloodline magic of unknown use. Helps "deal with storms".
- History: One of the skills considered by Juniper during downtime at the Isle of Poran. The One-Hand Warder Juniper has been waiting for a teacher, who's been unavoidably delayed by a storm. Holding
Weaving
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- History: Noted by Juniper as part of a group of potential arts-and-crafts skills usually taken for roleplaying purposes. In Which Juniper Stares At His Character Sheet, Again
Woodworking
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- History: Never unlocked and eventually swapped out of Juniper's Character Sheet. In Which Juniper Stares At His Character Sheet, Again
Deprecated Skills
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Butterfly Magic
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- Description: Excluded magic. Allowed users to alter probabilities by releasing butterflies at specific times and places to attain the effects they wanted.
- History: Explained to Juniper by Raven. A Cypress Waits
Carrolism
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- Description: Deprecated skill of unknown use.
- History: Mentioned by Juniper as an excluded skill. The Veil of the World
Conjoinery
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- Description: Phenomenological magic of unknown use.
- History: Mentioned by Juniper as an excluded skill. The Veil of the World Later mentioned by the Urquhart Stone. Good Vibrations
Constriction Magic
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- Description: Deprecated magic (Exclusion #18) of unknown use.
- History: Noticed by Juniper as an excluded potential skill in his soul. In Which Juniper Stares At His Character Sheet, Again
Custom
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- Description: Deprecated skill (Exclusion #17). Likely a way to create and use skills beyond the available 256.
- History: Noticed by Juniper as an excluded potential skill in his soul. In Which Juniper Stares At His Character Sheet, Again
Ex Nihilo
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- Description: Deprecated skill (Exclusion #216) of unknown use.
- History: Noticed by Juniper as an excluded potential skill in his soul. In Which Juniper Stares At His Character Sheet, Again
Funnel magic
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- Description: Deprecated skill of unknown use.
- History: Mentioned by Juniper as an excluded skill. The Veil of the World
Glass Magic
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- Description: Deprecated magic (Exclusion #112) of unknown use. Excluded to the Glassy Fields Exclusion Zone.
- History: Noticed by Juniper as an excluded potential skill in his soul. In Which Juniper Stares At His Character Sheet, Again
Groove Casting
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- Description: Deprecated skill (Exclusion #217) of unknown use.
- History: Noticed by Juniper as an excluded potential skill in his soul. In Which Juniper Stares At His Character Sheet, Again
Ice Magic
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- Virtues
- Description: Deprecated magic (Exclusion #16) of unknown use. Presumably related to the Invasion of the Ice Wizards on 4FE.
- History: Noticed by Juniper as an excluded potential skill in his soul. In Which Juniper Stares At His Character Sheet, Again Juniper continues to muse on the skill later, theorizing Uther Penndraig was involved in the exclusion after he slayed the Ice Wizards. Grayscales
Illusion Magic
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- Description: Excluded magic. While within the confines of its Exclusion Zone near Boastre Vino, allows the user to fake input for any senses the user is aware of, including touch, proprioception and pain. Among many unexplained limitations, illusions can't cross a certain threshold of intensity, and they apparently fade after the victim is fully aware of the trick. [13]
- History: Used by Speculator Masters to attack Juniper's Party at the Athenaeum of Speculation and Scrutiny. The Veil of the World
Mentalism
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- History: Unknown potential skill, briefly considered by Juniper to be the excluded magic used by Speculator Masters (which was eventually revealed to be illusion magic). The Veil of the World
Psionics
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- History: Unknown potential skill, briefly considered by Juniper to be the excluded magic used by Speculator Masters (which was eventually revealed to be illusion magic). The Veil of the World
Uniqulomancy
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- Description: Deprecated skill of unknown use.
- History: Mentioned by Juniper as an excluded skill. The Veil of the World
Possible Skills
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Air Magic
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- Description: Weak magic. Among other unknown uses, allows the user to suffocate people.
- History: Mentioned by Juniper as one of the only things that could still defeat him with maxxed out Still Magic. OP
Dibbling
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- Description: Metaphorical magic of unknown use.
- History: Mentioned by the Urquhart Stone's simulacrum of Uther Penndraig. Good Vibrations
Diplomacy
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- History: Theorized by Juniper to be one of Amaryllis' skills. Place Your Figs
Feng Shui
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- Description: Phenomenological magic of unknown use.
- History: Mentioned by the Urquhart Stone's simulacrum of Uther Penndraig. Good Vibrations
Gray Magic
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- Description: An excluded magic inspired in some way by The Picture of Dorian Gray.
- History: Mentioned in passing in Amaryllis' notes. Notes
Passion Magic
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- Description: A discipline of magic taught at Ink and Ardor, fallen out of favor in preference for more consistent magics. Wide spectrum of effects determined almost solely by the mood and emotion of the mage.
- History: Learned about from the book Uskine Nervedah. Uskine Nervedah
Rune Magic
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- Description: Among other unknown uses, can be used to create wearable runes that absorb vibration and kinetic energy, but they must be placed at proper points on custom armor as part of a modular kit and will only work for that purpose.
- History: Somehow used by Amaryllis in the Doomed Timeline to drop ten thousand pounds of antimatter onto Celestar's surface. Uskine Nervedah Mentioned in Oberlin's lecture about the natural enemies of Vibration magic. Good Vibrations Used by a mage in glowing rune armor, but instantly brought down by Juniper. [[|On the Merits of Oblivion ]]
Sand Magic
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- Description: Among other unknown uses, allows sand mages to create Time Chambers. [14]
- History: Mentioned by Bethel as the origin of her Time Chamber. Immanentizing the Eschaton
Star Magic
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- Description: Among other unknown uses, allows star mages to get to the Ethereal Plane.
- History: Learned about from the book A Tour of the Elemental Planes. An Open Book
Wood Magic
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- History: Mentioned by Masters and Amaryllis as related to trees. Notes The Veil of the World
References
- ↑ There was a hidden cap to tattoo magic, which was that it seemed to depend on my Art skill, something I hadn't known existed until I'd tried to draw something with the tattoo gun. I wasn't using my own skin, and instead spent some time mucking about with the clonal kit until it gave me a piece of fresh skin to work with (profession, "tanner"). The tattoos themselves were very tightly specified in terms of angles, arcs, inks, and relative size of individual pieces. It called to mind an assignment we'd had in art class to make a vector logo; logos needed to be scalable and consistent, so each part of them had to be defined in mathematical terms, allowing infinite, varied reproduction. A tattoo mage wasn't just drawing a devil on the skin that came to life and gripped his hand, he was drawing a very specific devil.
—Worth the Candle Chapter 30: "Plot Relevant" - ↑ Right then, brisk walking apparently counted as athleticism, which was good to know. I had been waiting for that one, and I did notice a change this time. My steps became a little more sure, a little more swift, and I straightened my posture slightly. I wondered how much of that, if any, was psychological.
—Worth the Candle Chapter 2: "Thickenings" - ↑ Forty-two projectiles shot out, their angles away from me randomized into a fat-angled cone. I didn’t see where they went, but I didn’t need to; the gem magic intuited the targets, through some process that was still a mystery, beyond Do What I Mean.
—Worth the Candle Chapter 87: "Down And Out" - ↑
—Worth the Candle Chapter 53: "A Tiptoe Through the Tulips" - ↑ For me to learn Groglir took months of lessons with Grak and a working vocabulary of something like a thousand words, if that was what had actually triggered it. For Kindeh, now that I had unlocked the Language skill, all it had taken was looking at a book and trying to figure out how to read it.
—Worth the Candle Chapter 132: "Uskine Nervedah" - ↑ We were within a hundred feet of them, still out in the open, when the pustule mage spotted me through the trees. He shouted a word of warning and squeezed at one of the yellow-white blobs on his chest, which shot out and away from him at the size of a fist, slower than an arrow but still fast enough that it would have been impossible to dodge, even if I had been more prepared for it.
The fireball struck me in my stomach
—Worth the Candle Chapter 50: "Copse and Robbers" - ↑ The pustule mage’s stomach was swelling, and his arms and legs were shriveling, like his body was a sleeping bag and the real person inside it was trying to gather himself in the center of it. It wasn’t too long after he’d been shot that he burst out through the pocked and diseased stomach skin, a full man reborn from himself, coated in blood and pus.
—Worth the Candle Chapter 50: "Copse and Robbers" - ↑ The only structure that wasn’t made of cobblestone and thatch was a small fort, which had been hidden from our view inside the ship. The fort’s design was about as basic as it could possibly be, a cube shape with stone walls of the sort that I’d come to associate with steel mage designs. There were small crenellations at the top, and windows with arrow slits, but there weren’t many actual features to it. Despite that, I thought I recognized it from one of our campaigns. It was of the ‘neat practical effects with no combat applications’ school of magical bases.
—Worth the Candle Chapter 113: "A Hell of a Time" - ↑ I could feel something else, a killing intent from him that was striking at my chest. One of the ways that a still mage could kill was to stop your heart for long enough, but some people could shrug it off, and so far it seemed like I was passing that Save or Die check.
—Worth the Candle Chapter 32: "Be Still My Heart" - ↑ Contrarily, velocity magic is almost entirely centered around producing effects, which present only somewhat heightened challenges for a revision mage, challenges which have more to do with reaction times than actual expenditures of power.
—Worth the Candle Chapter 11: "A Winding Course" - ↑ To become a velocity mage, you had to move, without magical assistance, faster than the benchmark, and then maintain it for a short period of time. It went up with every velocity mage that was inducted into the ranks.
—Worth the Candle Chapter 106: "The One-Hand Warder" - ↑ Wards provided generalized, rules-based, countermagic. This was really, really powerful in Aerb, where “magic” included abstract categories and concepts, like ‘blood’ or ‘bones’ or ‘water’ or even ‘velocity’, especially since wards could act on so-called latent magic.
—Worth the Candle Chapter 23: "Siege" - ↑ I didn’t have a clear idea of what those restrictions would be, or how you would go about quantifying them. Plausibility of the illusion? Percent of senses that could to be faked at once? I tried to think about what I had seen, and what that said about illusion magic. If you were going to make a red-hot bit of stone to stop me from touching someone, why do it like that? Why not just create it mid-air, hovering in place?
I reached forward again, and the glowing tip of rock was there again. I pushed forward, trying to channel WIS so that I could better withstand the pain. It still made my eyes water as I clenched my teeth to get through it, but it wasn’t as painful as it should have been.
—Worth the Candle Chapter 109: "The Veil of the World" - ↑ the time chamber isn't/wasn't an entad, it's a magic item, produced by a sand mage
—[https://discordapp.com/channels/437695037401464851/437696073293758484/502324331871862795 Alexander Wales on Discord, 2018/10/18]
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