Below I will have a "spoiler" hidden planning document. This document is about 13 pages long. It gives you a in depth information source on all 90 skills, and the other basic core features, the next document should finish off the core features and should delve a bit into the actual items of the game.
[color=#000000]--Basic Locks and Bolts
[color=#000000]---Yeomanry(Farming, Hunting, Arcane Enlightenment)
[color=#000000]----Village Founding(Book Writing, Attribute Magic (rune), Stone Working, Advanced Tools)
[color=#000000]----Carts and Wagons
[color=#000000]-----Stage Coaches(Advanced Tools)
[color=#000000]---Stone Working(Basic Tools)
[color=#000000]------Advanced Locks and Bolts
[color=#000000]--Deep Sea Fishing(Advanced Tools)
[color=#000000]-Basic Tools (Lumber Jacking)
[color=#000000]-Leather Working(Animal Husbandry)
[color=#000000]---Wine Making(Basic Cooking)
[color=#000000]-Basic Cloth Making
[color=#000000]--Intermediate Cloth Making(Leather Working)
[color=#000000]---Advanced Cloth Making(Silk Making)
[color=#000000]-Melee Combat(Unarmed Combat)
[color=#000000]--Basic Weaponry(Basic Tools)
[color=#000000]---Basic Mechanics(Black Smithy)
[color=#000000]--basic healing (herbal remedies)
[rollup='Planning Document 1']
Alpha Rough Draft: 1 Revision 1 (Online Version)
Public release one - First three core features
Please be aware,
This document contains all there is to know about Dukandia. It will go over all methods of control, all items, buildings, and much much more. I will also try and cover every aspect of every thing, therefore I will be redundant, in fact very much so.
Let us start off with some simple information. Movement will be controlled by two "engines" as I like to call them. For there is more then one way to get around and hell, engines is a cool word. The movement types will cancel each other out however, so beware the usage of them. If you start using type a and then use type b, type a will stop and type b will take over.
Type a, or more correctly "classic" movement. This is pretty simple stuff, you click and you move. The character and camera will move to the location specified and if you click some where else, you will of course move there.
Type b, or as I like to call it tactical movement. The name comes from the fact that you can plan ahead, tactical movement allows you to say "Go here!", "Then Turn left!" This simply allows you to go through a forest or a town without having to click, wait three minutes, click, etc.
Speeds, yep we have em and wait ain't afraid to use em. There will be four speeds. Crawl, the slowest but the guaranteed no energy loss way to move. Walk, decent movement speed, recommended as the best way to travel, has low if any energy . Jog, this has a pretty fast speed, you will will loose a pretty decent amount of energy using it too, so be careful. Sprint, the fastest, and well the most energy consuming thing out there! Only use it if you have a way to replenish your energy and any other vitals you just destroyed trying to run through a swamp with!
Action similar to movement has several "engines" the difference being, that actions are governed by three engines and then kept in check with the movement engines, so its a bit of a complicated puzzle and I will do my best to paint the picture.
Engine a, or more correctly the right click engine. All objects, buildings, and even the ground will have right click options. These options will allow you to do things based on what you have equip and what skills you have. For example if you have nothing equip and you right click a tree, you can collect pine cones or something. If however, you have an ax you will then see the option to chop and collect bark appear.
Engine b, tactical right click. It will work just as the movement's tactical engine did. When you right click and see the menu of actions to do, hold lets just say shift for an example and then click it and that action will stop engines a and c and then start the tactical engine and instantly add that action to the list. Then you just have to do it to the other trees for example to continue with what you are doing.
Engine c, or simply said the quick button menu. The quick button method is simply a way to do things by accessing the "quick" button bar. You will have a bunch of actions you have selected to save and you simply click on this and then proceed to click on an object or even better, tactically click on other objects. Engine c has its own tactical engine built within and thus is in my opinion the best way to do things.
Movement's engines keep actions in check by stopping actions if you attempt to move, this also works vise verse. If you are moving and you attempt to do an action the movement engines stop and the action engines take control. This allows you to put an end to something you wish to stop by simply clicking or right clicking, I may add a command like control shift s or something to force a stop of everything.
Chat is an essential communication aspect of any society it lets you communicate, send warnings, and other great things.. But Dukandia in my vision is meant to be an accurate representation of another world, so what does this mean? This means that text chat is in fact limited to those within a radius of your "voice" good news is capital letters will "travel" twice as far. There are messenger pigeons and spells and the like to help get messages to people but only text chat is instant.
Why?, Well the main reason I am putting such limits on chat, is simply the realism and the "fun" this will bring. You get lost you'll have to find your way back you won't be able to use clues from a friend and what not. The idea is to make players establish ways of communication and make it so you have to work together to get things done.
The bright side, This is for those of us that, lets just say we aren't very "nice." If you have a mine that is farther from the town, and I break in and you see me. Who is to say if you died, in short it brings the realism that at any moment your friend or your outpost could be invaded and killed and you won't know about it unless you have systems to check and find out. This realism is the sort of realism Dukandia is intended to have and it is going to make the game a place of wonder in my opinion.
Let me first start off by saying, this is going to be one confusing section. My ideas for magic are very strange to say the least.
Magic in General
There are two types of magic but first we must understand what magic is. Magic in my mind is a field, similar to magnetic fields. The closer you are or the more fields around you the easier it is to stick magnets together, well the more magic fields around you the easier it is to piece together and cast spells, giving them more power.
The history of such things. There are two forms of magic rune magic and flow magic. Flow magic is generated by the planet just like the magnetic fields. Flow magic however is unpredictable and is fairly weak, so humans developed runes. Much of what was flow magic was then made organized and categorized into what you can call rune magic. It simply is a way for civilization positive magic to be controlled and amplified.
Runes, giant stones of influence. They are like the magnets of the magnetic field, except for magic. Runes have three levels of influence, the first is control influence. Control Influence is small and very close to the stone, it allows a mage to do things such as change the nature of the stone and the magic around it. The next is super influence, this is much larger although still small. Super influence is the place where spells will not age, and deteriorate making them last forever unless erased by a mage. The last and largest of the three influences is general influence. General influence can stretch for leagues and leagues, and can be extended by adding spells to the rune stone. This influence is just the marker of where rune magic can be cast.
Rune magic, the magical force powered and controlled by rune stones. Rune magic is primarily used for civilization to benefit from, it allows you to build buildings, increase the quality of goods and so much more. For combat is is mainly used for defensive and non attack related magics, although there are some spells that can be used against magical beings.
Flow magic, is the magic that either did not make it onto the list of rune worthy, or was deemed too dangerous for use. Flow magic includes that of combat, control, and binding. Can be used for necromancy and destruction. Flow magic is everywhere, but can be amplified if near a tainted rune stone. The magic that flow magic is mostly used for is combat and deception. Flow magic however is not "Bad" it simply has different uses.
How they relate. Flow and rune magic although it will most likely be used separately, if you are a strong enough mage, can be used together. Flow magic for invisibility and strength can be mixed with the rune magic for accuracy and speed to create an arrow that is both invisible, strong, accurate, and fast. This kind of combination will be needed by hermits and villages alike. If you can mix them well enough you may be able to taint or purify rune stones from the general influence field alone, the mixing of magic is very hard to do yet very rewarding.
Then there is divine magic. Divine magic has two sides, one dubbed "ritual" magic the other "holy"magic. Ritual magic requires a talisman or a symbol drawn on the ground, this requires preparation and time. Divine magic however instant requires divine strength or blessing power, this can only be gathered through prayer and is drained with each spell cast.
This is the most difficult section to write, I had to select as well as group a insane amount of skills to come up with this list, and hell its going to be a pain as many skills require other skills and soon.
Lumber Jacking is one one of the six starter skills, it requires no previously gained skills. Lumber Jacking allows you to chop down trees after you have built an ax. A stone ax also requires only Lumber Jacking making Lumber Jacking one of the biggest starting skills you will need.
Hunting is one of the six starter skills, it requires no previously gained skills. Hunting allows you to pick up and kill small animals. This skill is a must for the early player to ensure that they can survive until they find crops and start a farm of sorts.
Plant Lore is one of the six starter skills, it requires no previously gained skills. Plant Lore teaches you about all the various plants, how to identify them and opens your character up to the world of vegetation. Plant Lore unlocks many skills needed to have a highly civilized persona.
Athletics give your character the ability to run without using stamina, swim, climb fences and cliffs, and fulfill your nerd dreams of becoming a ninja! In short they give you the ability to do what to do, they allow you to sneak in and out as well as go through those cliffs not around them!
Combat tactics give your player a basic understanding of combat. Learning this will give your character the ability to fight off attackers, and at the very least defend themselves from animals.
Arcane enlightenment gives your character a basic understanding of magic, it allows them to learn and discover the uses and spells of the three types, as well as become a strong mage. Arcane Enlightenment is required by later skills as a simple means of forcing the player to gain the most simple of abilities, to sense and locate tainted and untainted stones as a means of avoiding those you won't want to meet.
Requires only Lumber Jacking, it allows your player to chop logs into planks and blocks of wood, as well as form other complicated wood structures, is required by most all of the latter skills.
Basic Locks and Bolts
Basic Locks and Bolts, requires only Carpentry. This skill allows the player to use simple wood locks for doors and chests and what not. These locks are simple hidden lever type locks and are not at all too difficult to fool.
Construction, requires only Carpentry. Construction gives your player the basic understanding of how things go together, this skill is more of an information based skill and is there to set you up for bigger and better things, you will gain the ability to make a few more containers as a small incentive however.
Pottery, requires only Carpentry. Pottery gives your character the ability to make ceramic objects. These objects can range from simple plates, to large pieces of armor, and even just for pots and trinkets.
Yeomanry, for those who don't know it is a British word referring to a farmer who owns and cultivates his own land, Yeomanry requires Construction, Farming, Hunting, and Arcane Enlightenment. Yeomanry allows you character to own land, as well as allowing them to place an idol of identification if they wish to be known. This idol also informs players when you last went on as to ensure if you are new you are not mistaken as an inactive player.
Village founding, requires Yeomanry, Book Writing, Attribute Magic (Rune), Stone Working, and Advanced Tools, Village Founding like Yeomanry allows you to own land, this land however has more power and on a much larger scale, you can also own land using Yeomanry within village bounds. Villages have a charter stone at their base, the charter stone is what gives the village its power. If one of the founders of the village is killed, and their body put near the charter stone, it will break and the village loses all land and power.
Architecture requires only construction and basic tools, it allows you to build all kinds of buildings. The larger more permanent buildings require a skill or more, but other then that upon getting architecture you can expect to build a cabin that same day.
Monuments require only Architecture, and Advanced Tools. Monuments allows the player to construct Monuments. These structures can hold books, and other forms of identification or information they can also extend the power of a claim and land or magic field. They are mostly permanent and allow people to see who was here what they did and why.
Wheel Making, requires Construction, and like Construction it does not give you much if anything extra to build, but rather prepares your character with knowledge for future skills.
Carts and Wagons
Carts and Wagons, requires only Wheel Making. Carts and Wagons is a skill that, heh believe it or not allows you to build carts and wagons. Carts refer to single person "chariots" or pulled by person objects that carry an item, either way they are the same thing. Wagons refers to an animal drawn two person ride with the ability to carry objects.
The line between stage coaches and wagons is small, why?, that's because a stage coach is a type of wagon. Stage coaches require Carts and Wagons, and Advanced Tools. Although stage coaches are primarily used to house people or very large objects in the back, and are the only wagon that can house a "shop" system.
Boat Construction, requires Construction, and swimming. It allows your player to build basic rafts for moving just across small rivers. It also gives your character the basic understanding of how to build water worthy vessels.
Boats require Boat Construction and Basic Tools. Boats gives your character the ability to construct row boats, and canoes. The difference between the two being speed. Boats are objects of fast travel as well as decent storage and can be carried with the items within, despite the fact that these object might not make sense to have inside.
Stone Working requires Construction, and Basic Tools. Stone Working allows you to build stone objects like wells and rune stones, although the latter would require a strong mage to complete. Stone Working also sets your character up for better equipment later on.
Road Building requires Stone Working. Road Building allows you to make roads, starting out narrow and then increasing the width when the roads are full developed, roads have the option to be auto followed to a marker along them, thus making them great ways to travel.
Masonry requires only Stone Working, Masonry allows your character to build brick buildings and walls, as well as build bigger better bridges and other things. Aqueducts also become available, in other words wanna look strong and powerful? As well as have the technology to back it up, Get Masonry. Masonry also allows you to build messages into the structures.
Prospecting, requires only Stone Working and Scripture. Prospecting allows your character to look at stone and determine if there is ore in the general location, it also allows your character to unlock spells that can do the same job with some preparation but more accuracy and much larger range.
Mining, requires Prospecting, and Advanced Tools, Mining allows your character to dig at cliff walls and cave walls. It also gives your character the ability to make caves by digging into a cliff side and or just mining away the walls of an existing cave.
Black Smithing, requires Mining. Black Smithing allows your character to make metal tools and objects based on the already acquired skills. They also have the ability to fix metal objects by adding more metal to the mix.
Advanced Bolts and Locks
Advanced Bolts and Locks, requires Basic Bolts and Locks, and Black Smithing. Advanced Bolts and Locks are key driven, metal strengthened sure to keep out ways of safe keeping a building or storage device.
Fishing, requires hunting. Gives your character the ability to construct and use fishing poles as well as simple lures.
Deep Sea Fishing
Deep Sea Fishing, requires Fishing, and Advanced Tools. Deep Sea Fishing allows you to build fishing nets, and fly fishing rods as well as other lures and such that go with hunting larger game.
Animal Husbandry, requires Hunting. Animal Husbandry allows the player to reap the benefits of tamed animals with wild animals, as well as providing your character with a wealth of information regarding the animals, allowing you to tame them.
Silk making, requires Animal Husbandry, it allows your character to breed silk worms, and produce silk.
Tracking, requires Hunting. Tracking allows your character to follow the scent of and hunt down an animal. The larger the animal the longer the track will remain, you will be led in the exact foot steps of the animal however so it may become too confusing to follow and or lead you in seemingly random circles.
Basic Tools, requires Hunting and Lumber Jacking. Basic Tools allow you to unlock most skills, as well as provide you with well tools. These tools range from better axes to other essential items such as lassos.
Advanced Tools, requires Carpentry and Basic Tools. Advanced Tools will give you the ability to make metal tools, mechanical tools, as well as giving you the ability to improve older tools like the stone ax to work to the best of their ability.
Leather Working requires Animal Husbandry. Leather Working allows the player to create tanning tubs, as well as use tanning magic. Leather is an important resource in much of the later technologies.
Foraging, requires only Plant Lore. Foraging gives your character the ability to spot and recognize plants while traveling. This in turn allows you to discover more materials and gain access to more herbal remedies or other items of interest.
Farming requires only Foraging. Farming allows your character to use seeds and harvest crops. Farming also grants your character the ability to "colonize" bees and other insects to benefit your society.
Wine Making requires Farming, and Basic Cooking. Wine Making grants your player to brew beers and make wine. It also grants your character the ability to make Vinegar. Wine and Beer grant your character small a small bonus to all stats until over done in which case the bonus has negative effects.
Basic Cooking requires only Foraging. Basic Cooking grants your character the knowledge of simple culinary techniques and dishes. These techniques are simple methods developed only to enhance the quality of foods.
Baking requires only Basic Cooking. Baking teaches your character the basics of how to bake. You will also gain access to ovens and some new materials to go along with this skill. Foods that are baked last longer and can be used as a dish enhancer for set tables. (More on this later when we delve into the aspects of hunger and other status bars)
Gourmet Cooking requires only Baking. Gourmet Cooking is the best type of cooking in Dukandia. The culinary genius that is produced can largely increase an attribute as well as guarantee survival. Gourmet Cooking is largely just allowing a character to mix several dishes to form a singular dish of great importance.
Herbal Remedies requires only Foraging. Herbal Remedies allows your player to concoct simple yet effective cures to attributes, as well as grant positive attribute bonuses. These can range from increased stamina to masking your scent.
Medicine requires Herbal Remedies, as well as Arcane Enlightenment. Medicine is a mix of both science, and magic granting larger bonuses as well as creating an immunity to some effects. Medicine is also a way to create instant heal methods rather then time based healing methods.
Taming Animals requires only Foraging. Taming Animals grants your character the ability to domesticate wild animals. These animals can then be used for a assortment of jobs as well as be held as a back up source of meat.
Bird Mapping requires only Taming Animals. Bird Mapping grants the player the ability to teach a bird to come "home." The bird can then be brought anywhere and will return to the home location when set free, this allowing for messenger pigeons. A Bird can also learn several homes and when set free can go to a specific home, allowing for multiple settlement communication to occur.
Basic Cloth Making
Basic Cloth Making requires only Plant Lore. Basic Cloth Making allows your character to make basic clothes, either from leafs or simple fabrics.
Intermediate Cloth Making
Intermediate Cloth Making requires Basic Cloth Making and Leather Making. Intermediate Cloth Making allows your character to make leather based clothing such as boots, and jackets. These clothes can also be colored and built with pouches.
Advanced Cloth Making
Advanced Cloth Making requires Intermediate Cloth Making, and Silk Making. Advanced Cloth Making grants your character the ability to make silk clothes. These clothes can be both extravagant and simple and can grant political power as well as show the status of one within a society or show their general skill level. Is light weight and will increase ones stamina gain.
Swimming requires only Athletics. Swimming allows your character to well, swim across bodies of water. Swimming however is slow and can drain stamina rather quickly, if one is unsafe swimming can be deadly, and must be a skill you take slowly at first. It also ignites a curiosity of what is beyond the water and allows your character to learn boat construction.
Running requires only Athletics. Running allows your character to move at running speeds more effectively and thus you will use less stamina.
Acrobats requires only Running. Acrobats allows your character to move at jogging, and running speeds much more effectively, and will allow your character to hop over small objects like stumps and small animals while at these speeds.
Climbing requires only Acrobats. Climbing allows your character to climb walls and rocks. Your character can only climb non-enchanted walls and can not climb all forms of walls. The walls are limited to the more basic ones and require some time to climb, leaving you vulnerable.
Rock Scaling requires only Climbing. Rock Scaling allows your character to climb cliff faces, giving you the ability to cut travel time in half when it comes to an area where cliffs are common. A skill a seasoned Traveler must have.
Melee Combat requires Unarmed Combat and Combat Tactics. Melee Combat Gives your character the ability to wield objects with skill, and use them against those looking to do you harm to great effect.
Basic Weaponry requires Melee Combat and Basic Tools. Basic Weaponry allows your character to construct and use weapons such as swords, maces, clubs and the like.
Pole-Arms require Carpentry, and Basic Weaponry. Pole-Arms are close ranged weapons, they consist of a shaft with some sort of ax or spear at the end. Pole-Arms give your character the ability to construct and use them.
Ranged Combat requires Combat Tactics and Hunting. Ranged Combat allows your character to judge distance and attack his foes with, a thrown stone. Although primitive this is the start for all improvement on this subject.
Slings requires Ranged Combat and Foraging. Slings is a skill that allows your character to construct slings, this allows the player to deal more damage, as well as fire farther.
Bows requires Slings and Carpentry. Bows is a skill that allows the players to construct bown n' arrow type weapons. These are weapons that use arrows versus rocks and deal more damage and fire much farther.
Ranger Analysis requires Scripture, and Bows. Ranger Analysis allows the player to pinpoint vitals, hunt more effectively and overall have the skills of a seasoned veteran marksman. When grouped with tracking, the player will gain a bonus to hunting down players.
Unarmed Combat requires Combat Tactics. Unarmed Combat allows your character and the very least protect themselves, and at the very most become a stone cold killer. Although Unarmed Combat is harder to master its effectiveness can not be denied.
Scripture requires Arcane Enlightenment and Foraging. Scripture is the art of letters and symbols. Your character will become fluent in the letters of their language and the symbols of that make up the magic that flows throughout the world.
Cartography requires only Scripture. Cartography allows your player to map out the landscape as well as plan ahead using said maps.
Book Writing requires only Scripture. Book Writing allows your character to right on parchment and to bind books. These books can be titled and placed within the world. This skill also allows the player to write letters and what not.
Blue Prints requires only Scripture. Blue prints like Cartography is a way to map out your landscape. The difference being that Blue Prints contain plans for future construction while Cartography does not.
Basic Mechanics requires Blue Prints and Black Smithing. Basic Mechanics grants your player the ability to design and build basic mechanical devices such as locks and bolts, as well as printers and the like.
Rune requires only Arcane Enlightenment. Rune allows your character to identify weather a magical field is Rune in nature. You will also be able to look and analyze Rune spells but will remain unable to use them.
Shielding requires only Rune. Shielding allows you to unlock the secrets to various shields. These shields are primarily against Flow and Divine Magic although there are a few physical protection spells.
Arrow Ward only requires Shielding. Arrow Ward is the only true physical protection in Dukandia. It can protect your character from all arrow damage for as long as you remain casting it. This allows it to remain strong, while having the drawback of no movement. Can be bypassed by a stronger then your ward spelled arrow.
Basic Healing requires Herbal Remedies and Rune. Basic healing allows your character to begin to enchant Herbal Remedies to increase their effectiveness.
Arcane Medicine requires only Basic Healing and Medicine. Arcane Medicine allows your character to enchant medicine to improve its effectiveness and power. Can also be used to remove medical properties from a cure.
Arcane Healing requires only Arcane Medicine. Arcane Healing is the only way for a Rune Caster to heal themselves or others directly. This set of spells are long, hard to master, and for experienced casters only. Until Mastered there is a chance to do more damage.
Attribute Magic (Rune)
Attribute Magic requires only Rune. Attribute Magic allows your character to add Rune attributes to objects, these can range from shields to accuracy, from speed to color and much much more.
Sending Magic requires only Rune. Sending Magic allows your character to begin to understand and study sendings. This will help you develop and build your own basic sendings and then later on expect them to preform tasks. (Sendings are "creatures" made of pure spell usually humanoid in shape weather a hand to open a door or a whole guard to save your life, can not be touched but can touch)
Sending Guards require only Sending Magic. Sending Guards allows your character to spell a guard. This guard will be equip with a sword. The sending can blend in recognize people by phrases, items, or village and has the ability to stop and or kill monsters and players.
Sending Workers requires only Sending Magic. Sending Magic allows your character to spell workers weather they open doors, cook, mine, fix your home or other neat jobs they can preform them. But the quality of their work will drop with time until eventually the farmer tries to harvest trees and the logger is cutting your plants.
Flow requires only Arcane Enlightenment. Flow allows your character to identify weather a magical field is Flow in nature. You will also be able to look and analyze Flow spells but will remain unable to use them.
Basic Submission requires only Flow. Basic Submission allows your character to begin attempting to control or stop an animals movement. Basic Submission also is the starting place for a necromancers skill set.
Necromancy requires only Basic Submission. Necromancy allows the player to begin to control and animal after it has died, they may also practice or master their skill on player corpse. An advanced Necromancer can make a corpse appear alive.
Remote Authority requires only Necromancy. The Necromancer will gain the ability to control a dead animal or players spirit, and guide them through the world of death to locate someone something or perhaps to gain in strength and eventually walk there himself. Useful for spying on villages or other settlements that don't use flow magic.
Submission requires Basic Submission. It allows the caster to stop a player or slow them down, stop control and kill an animal without thought. Most of all it allows a player to possibly overwhelm a rune stone and taint it from the general influence sphere alone.
Animal Binding requires only Submission. Animal Binding allows the player to permanently control an animal. This animal will be tamed in a sense, but it will not produce any goods and its life span more then cut in half.
Attribute Magic (Flow)
Attribute Magic requires only Flow. Attribute Magic allows your character to add Flow attributes to objects, these can range from damage to invisibility, from strength to reflection and much much more.
Sending Magic requires only Flow. Sending Magic allows your character to begin to understand and study sendings. This will help you develop and build your own basic sendings and then later on expect them to preform tasks.
Sending Hounds requires only Sending Magic. Sending Hounds allows one to make and control up to five hounds, the more you make the less free will they have, although they will also lack intelligence.
Sending Eye requires only Sending Magic. Sending Eye allows you to construct an invisible eye to spy or keep watch on an area, this eye can be toggles to and from the mini-map with controls to move.
Divine Understand requires only Arcane Enlightenment. You give yourself to the gods, you learn the names of them, you pray to them and you gain power from them. This is the first step to working for them and eventually becoming like them.
Holy requires only Diving Understanding. Holy allows the character to use blessing power, it allows you to be fueled by the gods and to do things only they have previously done. Power like no other, limited yes, but power like not other.
Divine Healing requires only Holy. Divine Healing allows the character to heal depending on the amount of blessing power left.
Divine Shielding requires only Holy. Divine Shielding allows the player to generate an impenetrable shield, powered by blessing power which drops with time and damage absorbed.
Ritual Magic requires only Arcane Enlightenment. Ritual allows your character to learn the symbols and blood amounts required for the power spells of this type. Though it requires preparation and is of one or two times use the spells here have as much power as one who has mastered both rune and flow.
Basic Poising requires only Ritual Magic. Stops, prevents magic from casting, Damages, slows, and confuses the target and destroys all of their defense. Can only be cast once per preparation.
Basic Harm requires only Ritual Magic. Basic Harm allows the character to cast a few sift but power filled attacks. These attacks range in damage but usually can kill or mortally wound an unshielded target.
Submission requires Ritual. It allows the caster to stop a player or slow them down, stop control and kill an animal without thought. Most of all it allows a player to possibly overwhelm a rune stone and taint it from the general influence sphere alone.