Custom Specialisations

> Note: If you have a specialisation that you wish to add please contact the Lore Team in their contact centre on the forum.
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Among the travellers, lords and wise of Thedas, there are few who do not know the skill of combat. Any who wish to traverse a dangerous land must learn to defend themselves, and there are few who survive that have not made an art of this. To keep yourself alive in Thedas, most people pick up the sword, the staff or the bow, and learn the ways of war. Amongst these warriors, mages and rogues, many choose to learn a specialisation, a way of fighting that emphasised offence, versatility or other skills. While most choose to learn the well trodden paths of heroes and rogues past, there are others who learn rarer skill-sets. The type that you can only learn in certain parts of the world, the type that the rest of Thedas doesn't know about. These arts have few practitioners, but those who seek out and learn them can have access to powers, tricks and abilities that are unique to that specialisation. Listed here are some of the rarer arts to be found around Thedas.

The Classes and Specialisations of our game are mostly in line with the Bioware Specialisations, however this article covers those that are created by our players.

# Mage

## En'an'sal Bora'rahn

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**Basic form:**

* Novice
	+ Thena (weak form)- "To Awaken". Releases a telekinetic blast that pushes back foes.
	+ Alas'dara (weak form)- lit. "To Pierce the Earth", more like "Hit the ground!". The mage slams their foes into the ground. This is exhausting for beginners and used only as a last resort when fighting.
* Expert
	+ Thena (strong form)- The blast throws foes nearly 20ft from the caster.
	+ Alas'dara (strong form)- A wider area of enemies is felled, and it is not so taxing on the user.
	+ Rosa'durgen- lit. "To stand like stone", more like "stone stance". The mage is immune to being knocked down and suppresses the force of attacks
* Master
	+ Thena (strongest)- the blast throws foes enormous distances
	+ Alas'dara (strongest)- some enemies are crushed, and armor becomes a serious liability as it crumples under the force of the spell
	+ Sylaise Vhen'an- "Sylaise's hearth". The mage creates a maelstrom of energy that pulls enemies slowly into the center
	+ Ha'lam'an- "The end place". The mage redirects the gravity of an area to a specific spot, dragging foes to it and sticking them there.

**Strong aspects:**

* Of course, the above spells are only examples. A mage of this spec is enormously versatile, especially a master, and is able to move and twist and bend things only to the limitations of their imagination and the strength of their mind.
* The mental strength necessary to master this spec can give the mage an incredible resistance to mental maladies, and it is difficult for a blood mage to make a force mage his/her thrall

**Weak aspects:**

* Losing control is a problem. If your concentration slips, you can expend a lot of energy, or even hurt an ally
* It requires enormous mental fortitude. Many of the basics are grasped easily; the most extensive part of the training is mental
* When not in Rosa'durgen, the mage can be susceptible to interruptions

**Miscellaneous:**
This spec is equivalent to the human "Force Mage" spec, and is taught to children of the Dalish that present with talent in telekinetic magic. The literal translation of "En'an'sal Bora'rahn" is "The gift of throwing things". It is a discipline that is difficult to master, as what one can lift is determined by the strength of one's mind, and the youngsters that practice by first lifting small objects are often good-naturedly teased by their peers as having "En'an'sal Bora'durgen": the gift of throwing stones.

It is rare that a human would be trained in En'an'sal Bora'rahn. If a human child possesses the same type of skill, he/she is trained in Force Magic instead.

A city elf may come by some rudimentary knowledge of this spec, but its intricacies are among the many things that have been lost by those of the Elvhen who reside in Alienages. Unless he/she was taught by a Dalish, or they were raised in a circle and learned Force Magic, it is unlikely that such an elf would move beyond the most basic skills.

The minimum time before mastery is 20 years.

## Fork Light Sisters

**Basic form:**

* Passive - Feather Fall (can be active); mage slows the speed of their descent >> sensing weather
* Active - adept with lightning spells >> defensive spells involving the use of air shields >> heavy focus on lightning of course, but general weather awareness and manipulation is achieved for all mid level Sisters.
* Divine - Words of the Lady; mages voice can carry on the wind over great distances >> Tears of the Lady; conjuring rain >> Wrath of the Lady; depends on the mage, so anything from a strong gust of wind to a tornado (the stronger the weather anomaly the more the mage is believed to be favoured by the Lady of the Skies)

Sacrifice - Stormbringer; mini hurricane >> Dance of Fork Light; summoned a maelstrom of lightning >> Wintersend; causing a blizzard

**Strong aspects:** God-like summoning of weather conditions, strong affinity with the air element and primal magic in general

**Weak aspects:** The Sacrifice Tree is just that - a last resort. The use of these power are rare since few mages can complete the spells or have the ability and even then the spells cannot be controlled; mages die during their conjuration either by being consumed by the weather anomaly, being drained of life and mana, or becoming an Abomination. Those that survive are weak and cannot cast again for weeks - some can never use magic again.

**Miscellaneous:** This is an Avvar specific specialisation and only female mages are taught it. Though she does not have to be a shamaness the "sister" does have to have shown an affinity for air magic and believed to be "chosen of the Lady". The Fork Light Sisters seek out these women and girls and induct them into their "coven" at a young age. They are a sisterhood and have loyalty to each other but they are primarily priestesses in the shrines of the Lady scattered throughout the Frostbacks. Those that are shamaness tend to "retire" to these shrines rather than become Elders, often to the chagrin of their Holds.

## Necromancy

> Necromancy // Master Necromancer (you must state which you are applying for)
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> Necromancy as a school and spec - you must specialise in necromancy to qualify for the spells from its school.
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> Master Necromancer - this is an additional spec that can only be added if the character already has the Necromancy spec.
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**Basic form:**

**Strong aspects:** Only master necromancers can have the following spells:

* Master Necromancer Specialisation
* Enervation (a spell that severely weakens the subject. The death mage must touch the enemy, thus releasing a black bolt of crackling entropic energy that suppresses the life force of any living creature it strikes)
* Dread Blast (a spell that fires a beam of entropic energy at a target and shatters it)
* Ray of Enfeeblement (a spell that casts an enveloping green mist which saps at the strength of anyone (including the casting mage) caught inside of it or who breathes it. It is a direct attack upon the creature's soul. The spell drains the mental faculties of the casting mage leaving them vulnerable.
* Wail of the Banshee (a spell that evokes a scream from the Fade, channelled through the death mage, and paralyses all who hear it. Often those who hear the scream are driven mad, claiming to see "ghosts" and "demons", normally where the Veil is thin.

Novices can have the spells found in the school of Necromancy.

**Weak aspects:** Necromancers tend to be frail physically due to the toll entropic energy takes on their body. They are also taught in odd confines, be it in the Chasind Wilds or the Necropolis, death mages are an odd sort and seen as a little bit mad. This may not be true of all but one would expect their behaviours to be odd considering the school they specialise in. Hanging around corpses takes its mental toll.

**Miscellaneous:** Please read the lore page on necromancy and adhere to its limits IC. Specify which necromancy spec you are applying for in your profile, for example:

Class/Spec: Mage/Necromancy

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Class/Spec: Mage/Necromancy & Master Necromancer

## Shade

**Basic form:**

* Novices: A mage is considered a novice when their training in the ways of Shade varies between 0-3 years. At that level, one is learning how to effectively use a dagger and gets introduced to stealth skills.
* Adept: The trainees are being introduced to the manipulating of the dark and shades. They learn how to hide themselves in the dark and how to bind shadows to their will so that others lose them from their sight. Most adepts usually train for 4-6 years before they can become Experts. At this level, the mages may conjure one lesser shade to help them in battle. It is to be noted that conjuring is possible only during night time.
* Expert: An expert Shade is considered a powerful mage and one not to be underestimated by any means. The advancing at this point depends on the idiosyncrasy and personal abilities of each mage but it usually ranges from 6-8 years. All the abilities of the previous stages are present with the only addition that the Shade now is an efficient rogue and can conceal his own shadow (and the shadows of others) for a brief period of time.
* Master: Masters have all of the above however, due to all their years spent in training, they have managed to be more efficient when they are surrounded by light. The shadow which they conjure is now stronger. (This does not mean that they overcome the difficulties which light poses for them)

Minimum years of training for achieving Mastery: 13 years

**Strong aspects:**

* These mages can use the shadows to their liking, manipulating them in order to hide themselves within and performing surprise attacks on their enemies.
* Shades can prove very useful in a combat since they combine their magic abilities with rogue techniques.
* Shades are suited for spies, a fact that the Tevinter never neglected. Due to them originating in Tevinter, it is to be noted that they are a rare sight in the other parts of the world, thus possess the element of surprise.
* During night or amidst darkness their abilities are enhanced.

**Weak aspects:**

* The Shade specialisation cannot co-exist with other specs.
* It takes a lot of training to excel in this kind of magic specialization, as well as the combined skills of magic and fighting alike, a fact that makes it all the more difficult to master.
* A mage can acquire the Shade specialization only if trained by Shades with the level of Expert or Master. Careful: Shades exist only in Tevinter.
* When it’s day, the Shade’s abilities are limited due to the lack of dark and the presence of overwhelming light.
* By no means, a Shade is better than a fully trained rogue when it comes to the fighting techniques.

**Miscellaneous:**
The training of Shades originates in Tevinter and up to this day, one can only learn the ways of Shadows there. There are no other mages across Thedas who possess such skills. If one decides to quit, it is certain that they will be hunted down, with the punishment being death.

For the acquirement of Shade’s abilities, one must be tutored in magic as well as rogue techniques. Regarding the fighting techniques, being comfortable with the wielding of daggers is required as well as moving stealthily, just like rogues do. As for the magic part, the Shades learn how to manipulate dark and shadows so they can use them later for their own purposes, be it hiding in them or conjuring creatures to fight at their side. Master and Expert Shades are responsible of training the novices.

Though it is not common knowledge, mages who possess the powers of Shadow manipulation seem to integrate their services into the spying organization of Tevinter. Due to the nature of their abilities it seems that they are best suited for the deed. However their number is not large, even in Tevinter, and it has to be noted that not all Shades become spies.

The Shades do not create darkness out of thin air, they simply manipulate it. Thus, when there are no shadows present they have nothing to rely on apart from their own fighting abilities. A Shade may use their full potential when in night but light is their enemy since it greatly limits the usage of their powers.

## Spellbreaker

**Basic form:**

Basic Spells: These spells require little to no training.

* Spellbreaker (Passive): The very existence of Spellbreakers is antithetical to most kinds of magic. As a result, their common spells are weaker (if they are able to cast them at all), but they have increased resistance to all kinds of magic.
* Draining Presence (Sustained): As long as this mode is active the sheer presence of the Spellbreaker drains Mana from close-by casters. Cannot be active at the same time as Denying Presence.
* Silence (Activated): The Spellbreaker focuses on a single target, preventing it from casting any spell for a short amount of time.

Intermediate Spells: To master these spells takes three to five years of training.

* Denying Presence (Sustained): Spellcasters cannot cast in the presence of the Spellbreaker unless they pass a mental resistance check. If they do pass, they receive a penalty to spellpower. Blood magic and Blood mages using blood for normal spells are not affected. Cannot be active at the same time as Draining Presence.
* Exhausting Presence (Upgrade): Draining Presence now increases the Mana-cost for all spells for affected Spellcasters.
* Voice of the Maker (Activated): The Spellbreaker uses a sound to carry a wave of Fade-absorbing energy. This has no notable effect to humans, but will inflict pain to demons and force them to reveal themselves unless they pass a mental resistance check. While the sound can be anything most Spellbreakers have a personal preference, such as clapping, saying a specific word or phrase, singing a piece of the Chant or using an instrument.

Adept Spells: A Spellbreaker needs at least ten to fifteen years of training to master these spells.

* Binding Blades (Sustained): The Spellbreaker enchants their allies' weapons with their abilities, increasing their damage against demons and undead and make them drain Mana with each successful hit.
* Forbidding Presence (Upgrade): Denying Presence now weakens projectile-based Spells (Like Fireballs etc.) as long as they pass through its aura. If the Spells were cast weakly to begin with, they may even vanish before they reach their target.
* Denial (Activated): The Spellbreaker focuses their abilities on an area, completely cancelling and denying any spellcasting for several seconds and eliminating all dis-spellable magic effects. Blood magic and sustained spells cast by blood mages are not affected.
* Meditative Casting(Passive): The Spellbreaker can get themself into a meditative state while casting Draining Presence or Denying Presence, greatly increasing the affected area to the point where a powerful Spellbreaker can cover a small village. However, any physical distraction breaks the mages concentration, which means they can neither fight, nor cast other spells, or even walk during this. Therefore it is a rarely used technique.

Master Spells: To master these Spells at least twenty years of training are required.
Complete Denial (Upgrade): The effects of Forbidding Presence now apply to Denial as well, and the Spell lasts longer.

* Banish (Activated): Demons from the Fade try to enter our world at all times, but they do not belong here. Those who manage to cross the veil must be banished at all costs.
* Effect: Inflicts very high Spirit Damage to a single demon, abomination, undead or similar being. Does affect possessed mages, but does not affect others, not even unpossessed blood mages.
* Master Spellbreaker (Passive): The Spellbreaker is now able to learn and use Spells from the Anti-Magic and Mana Alteration tree without a Spellpower penalty (Except for Spell Might).

**Strong aspects:**

* Excel at countering and negating magic, able to rival Templars in that regard.
* They have means to reveal possessed beings and effectively fight demons.
* Basic martial training\* allows them to defend themselves against small numbers of pitchfork-wielding peasants, a couple of armed thugs or a single rookie guard, as well as beat the average mage in melee. They are in no way able to match Templars, soldiers and other trained fighters, nor Knight Enchanters or Arcane Warriors. (\*see restrictions)
* They are nearly immune to possession and like Seekers, they cannot be mind-controlled by magic.

**Weak aspects:**

* Spellbreakers are one-trick ponies. They absolutely excel at one thing(fighting mages and demons), but are pretty useless outside of that field.
* Cannot learn another specialization.
* Even most basic spells are beyond them. Forget about throwing Fireballs, most are lucky if they can light a bonfire with magic.
* Loyalist only spec. They are, by nature of their Spirits, extremely loyal to the Chantry. Most couldn't act against it even if they wanted to.

**Miscellaneous:**
See Spellbreaker

## Water Weaver

> To clarify: Since this spec was created it has never been possible to have any other spec as long as this one is learned by the character, thus due to the nature of the spec this cannot be paired with the Water Weaver custom specialisation.
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**Basic form:** Only able to sense strong currents untrained by a master and young (under 18).

* Monsoon Spell that summons a flash flood
* Whirlpool: Creates a whirlpool, multiple whirlpools can be created by powerful mages.
* Cascade: Causes torrential rain over a small target area. Can only be cast out in the open sea.
* Typhoon: Spell that summon a sea storm, must be near the shore but not in open water.
* Water Wall: Raise a wall of water. Duration of wall depends on age and experience of mage.
* Aqua Prism: Surrounds target with water and seals off air, suffocating/drowning the enemy.
* Aqua Sphere: Projectile ball of water that is destructive because of its speed. Upon impact it feels like one has been hit by a rock.
* Aqua Torrent: Multiple streams of water controlled by the mage.
* Siren Song: Hypnotic song that resonates in the ears of targets causing them to drown themselves in the depths of the waters.

**Strong aspects:** Can sense where the currents are and where dangerous rocks are.

**Weak aspects:** It is almost impossible to learn any spells unrelated to this specialisation because of the skill and practice needed to be good enough to be a true Water Weaver. **No other spells or schools of magic or specs will be acceptable if this spec is included in the bio.**

**Miscellaneous:** Only those mages living on ships ever learn this spec. If the character has been taught by a master Water Weaver they can develop the more powerful spells. If they are self taught then they cannot do anything more then becalm the sea around them (but not huge waves) and find strong currents.

**Spells listed above are available spells, no one mage should have them all (age and whether they are trained by a master should be taken into account for the spell list) unless they are old and have had this spec for more than 40 years.**

## Windtalker

> To clarify: Since this spec was created it has never been possible to have any other spec as long as this one is learned by the character, thus due to the nature of the spec this cannot be paired with the Water Weaver custom specialisation.
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**Basic form:** Only able to summon a strong gust of air when untrained and young (under 18).

* Air Blast: Destructive blast of air which can take the forms of a sphere, arrows or a spear.
* Whirlwinds of Fate: Multiple tornado's large and small summoned by the mage. Number of whirlwinds and size depends upon the strength of the mage and well as their degree of control.
* Shield of Air: Solidifies the air into the shape of a shield. Often a blue hue glows to indicate where it as. Fastens itself to the forearm of the mage or floats and becomes a mobile barrier depending upon whether the user is in a melee or magical battle. Multiple shields can be cast by stronger individuals.
* Symphony of Air: A melody that the mage sings to change the direction of the wind.
* Blade of the Gods: A lightning sword summoned to aid the mage. The forearm is wreathed in lightning, forks shaping the sword, sparks cutting the air.
* Wrath of the Tempest: Control of fierce thunder and lightning. Harnessing the powers of an already existing storm.
* Whisper on the Wind: An aid to or heightened hearing. Uses the oscillations of the air to enhance the sounds waves of distant voices or events.
* Constrict: Creates a prison of air that solidifies around the subject and stops them from moving, but allows breathing.
* Air Rope: Used to bind as a real rope would. Hands, feet, or full body, can also be used to abseil, or do anything a normal rope would.

**Strong aspects:** Can prevent ships becoming becalmed.

**Weak aspects:** If control is lost (lack of lyrium potion or concentration) can causes shipwrecks and devastating storms that cannot be controlled. It is almost impossible to learn any spells unrelated to this specialisation because of the skill and practice needed to be good enough to be a true Windtalker. **No other spells or schools of magic or specs will be acceptable if this spec is included in the bio.**

**Miscellaneous:** Only those mages living on ships ever learn this spec. If the character has been taught by a master Windtalker they can develop the more powerful spells. If they are self taught then they cannot do anything more then create a wind that billows the sails and maybe summon a small storm (to create rainwater for fresh water).

Spells listed above are available spells, no one mage should have them all (age and whether they are trained by a master should be taken into account for the spell list) unless they are old and have had this spec for more than 40 years.

# Rogue

## Ar Ulldaich

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**Basic form:**

* Scavenger Tree: Able to identify weak freeholds > adept at stealing without being caught
* Raider Tree: Knowledge of the roads and trails on the edge of the wilds and between the southern freeholds > adept at ambushing > has tactics and ability to lead a small group
* Hunter Tree: Can track adeptly in the wilds > can track adeptly in the freeholds > can hunt beasts > can hunt merchants/soldiers/villagers
* Stalker Tree: Adept at spying on the freeholds > has advanced subterfuge and stealth > Can scavenge, stalk, hunt and raid in the most advanced manner

**Strong aspects:** Focused, adaptable to new environments, can pass themselves off as travellers/visitors, merciless, vast amount of speed

**Weak aspects:** Greedy, viscous, violent, light patchwork leather armour, rudimentary weapons which are only (mostly) good when they strike pre-emptively.

**Miscellaneous:** The Chasind Raiders, known within Ferelden as “stalkers,” often slip out of the Wilds travelling in small scavenging parties to search for easy targets amidst the freeholds of the south. The Wilders are famed (and cursed about) for their stealth and hunting skills, both of which they employ to track down suitable targets. They favour vicious ambushes using short bows with wickedly hooked arrows. Stalker groups are invariably small, to deflect attention, and likely to be lightly armoured in patchwork leather, so as to move with speed.

## Crow Assassin

> Please check our character restrictions before applying for an Antivan Crow.
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**Basic form:** Anywhere from the age 8-12, Crows generally start learning this spec, which is, fundamentally, how to kill without being killed as well as withstand whatever might be thrown at them, ideally. At a young age it would be primarily where the pointy end of a dagger is and perhaps the start of other conditioning training.

**Strong aspects:**

* More powerful than your run of the mill assassin. Also a bit more messy.
* Is learned at a much younger age than most specs.
* While there are not necessarily any particular new abilities learned from this spec, the regular assassin abilities are enhanced in terms of power, skill level and average age of completing the tree, due to the intense and constant training throughout a Crow's years.

**Weak aspects:**

* Well you get all the lovely disadvantages of being a Crow, like a constant battle for your own life and frequently your sanity and health. See the lore page for that lovely list.
* This spec must be learned at least to an intermediate level before they can begin training in other specs. The full gain of the whole tree is preferred, and most common before the addition of other training / specs.

**Miscellaneous:** Crows are not typically just assassins; they are Crows, first and foremost. Crows go through special conditioning and training (though often informal) to shape them into their long-run ideal of a killing tool. There are special techniques including (but not limited to) poisons, torture and some fighting and killing techniques that might make the ordinary mercenary or assassin blanch. Crows are also incredibly hardy, physically and mentally. They can, ideally, take a lot more of a beating in those areas whilst having shed any mental constraints at dealing the same punishment to others.

* Obviously, only members of the House of Crows can have this spec, although defects do not lose the spec when they leave.
* This *replaces* the assassin spec for Crows. It is their own offshoot of the spec. Crows cannot have this spec and the regular assassin spec.
* This does not keep Crows from learning any other spec, however the character should be around 25 y.o.a before another spec has began to be learned. The training as an assassin is more important than any other spec.

## Fury

**Basic form:**

* Combat abilities: [1]Frenzy; [2]Mutilation; [3]Maul
* Sustained Abilities: [1]Wall of Rage; [2]Onslaught; [3]Roar of Vengeance
* Becoming a Fury: [1]Blood bath; [2]Savagery; [3]The Fury

**Strong aspects:** Heightened physical strength and speed, faster healing and recovery.

**Weak aspects:** Less accuracy, less cognition, memory blanks and mental instability.

**Miscellaneous:** This is a rogue specialisation similar to the berserker warrior specialisation but with significant differences. First of all, a Fury is born, not made. Though berserkers can be born, Fury's cannot be made. They do not have short tempers, but usually something snaps them or triggers the Fury state and after that they struggle to control it. They need another Fury to train them properly and to help them control the Fury. In most cases the Fury is either destroyed by the will of the person or the person is consumed by their rage. It is rare for someone to control it but is does happen.

This spec does not suit any other class but rogue, since it is generally born of feeling powerless, small, weak, insignificant and oppressed. A warrior usually has the power to fight back directly, rogues less so. It gives the rogue ferocity in face to face combat, but at a high price - their sanity and their other skills. The Fury is not a voluntary state and can rarely be induced at will, it comes and goes. Once the rogue comes to the end of their "fury" they are very weak, usually badly wounded and oftentimes they die.

## Mage Hunter

**Basic form:** The most basic form of this would be having minor magical resistance due to templar training and lyrium use.

**Strong aspects:**

* Extensive knowledge of anti-mage combat. Would be more skilled at such than an average rogue at combating a mage.
* Able to fulfill templar duties and aid in the hunting of apostates using stealth, rather than the more upfront nature of a warrior templar.

Has the Righteous Strike passive ability as well as the mental/magic resistance and are still considered templars overall. The only difference with abilities is that Mage Hunters get a few extra abilities to account for the lack of Holy Smite and Cleanse.

Common weapons employed are also garrotes. Gruesome, but effective to silence a mage quite literally.

* Gag Order: A spell that suppresses magical casting for a short period of time, also able to interrupt if timed correctly.
* Negate: Pausing for a moment, the hunter uses the lyrium in his blood to attempt to resist or lessen the damage of a spell. All attacks and movement must be ceased while doing so.

**Weak aspects:**

* Addiction to lyrium, as with all templars.
* You must be trained by a member of the Templar Order in order to get this spec, either officially or unofficially.

**Miscellaneous:**
Sometimes when hunting apostates, a more... subtle approach is needed. Mage hunters are rogues trained by The Templar Order to hunt mages and the enemies of The Chantry alike. These templars do not guard mages or watch over them, they kill them, and are overall the less seen hand of the Order.

They wear light to medium armor, usually leathers similar to the original steel templar armor, or just normal armor if they do not wish to have themselves identified with the Order.

* I will repeat this again, **you must have had templar training somewhere!**
* It would be possible to gain the overall knowledge of anti-mage combat without the use of lyrium, however if your character is an official member of the Order, they would be on lyrium just as every other templar. You would apply the same lore to this spec as with the templar warrior spec.

## Seeker

**Type:** Rogue and Warrior specialisation. See here for details.

## Sky Guardian

**Basic form:**

* Blessed of Haa'kon
	+ [1]Flesh Offering (cleaving/arrow strike that sears the flesh from an enemies bone); [2]Feat of the Warrior God (a cleaving strike that renders the opponent immobile and at the mercy of the Sky Guardian); [3]Song of the Sky (war cry that leads to a flurry of strikes)
* The Lady's Vengeance
	+ [1]Breath of the Lady (for the archer these are accurate shots, for the blade master this is a flurry of whirling strikes that occur during the time it takes to exhale slowly); [2]Assault from the Skies (for the archer their arrows rain in and pin down their enemy, for the blade master they leap down upon their enemy and get a pre-emptive strike); [3]Murder of Crows (the Sky Guardian's hunting and scavenging ability)
* Guardian of the Sky
	+ [1]Defending the Sky (the Guardian's scouting and ranging abilities are heightened when the village/object of protection is under attack); [2]Sentinel of Sky (develops a connection to that which they are protecting/are assigned to); [3]Strength of the Sky (the Guardian's strength and sneaking is heightened when the village/object of protection is under attack)

**Strong aspects:** Able to roam and forge links between The Avvar, not getting overly attached nor becoming static, but feeling the same sense of duty and protection as a Stone Guardian but for all Avvar. Are excellent hunters, scouts, scavengers and raiders. Are often stealthy, brilliant archers or dual blade weapons masters, and have the knowledge and experience of the mountains to survive in any season in any weather. They create supply camps/caves/stashes for each other and there are signs that are written in Alamarri and can sometimes be confused for the Chasind trails signs in the swamps - in truth they are very similar and can only be read by Guardians (for though written in the ancient Ferelden tongue they are coded for Sky Guardians interpretation only). Quick and dexterous, lithe and agile.

**Weak aspects:** Defensively they are not as strong as the Stone Guardian. They cannot use warrior abilities nor two handed or heavy weapons nor armour. Sky Guardians are limited to the role of wandering soldier and defender, of scout and Guardian, they are not well suited to remaining in Holds nor settling down in one village nor region. Their calling drives them to wander and serve the Sky, to take them where the wind blows and where the birds fly. Very superstitious and though they can work in teams and work well with other Sky Guardians they can be considered to be something of a loner at times, for their life is one of solitude much of the time.

**Miscellaneous:** The Sky Guardian is called by the gods to protect the Avvar. They do this by acting as rangers, hunters, scouts and wandering soldiers, offering their skills to every Avvar and village and Hold that needs them. They roam the Frostbacks, moving from place to place, guided by the gods. Though a Sky Guardian can take on the role of body guard it is usually only for the younger shaman who wander as Sky Guardians do. They answer to the gods and those blessed and chosen by the gods (the shaman) and they do not participate nor recognise blood feuds.

Only the rogue class can be Sky Guardians.

The origins of the Sky Guardian is as old as that of the Avvar. The Stone Guardian came first, created by Korth. However, those of the Sky were created by the Lady and Haa'kon. When the shamans began to roam the world to teach the people of the gods and spirits it became clear that more than the strength of the Stone was needed to protect them and to protect the mortal children of the Mountain Father. So it was Haa'kon chose mortals who worshipped him and gave one a bow, one a pair of long knives and the other a pair of axes. The Lady then breathed into their lungs, giving them the abilities of the Sky. These became the Avvar guards of the mountains, the hunters and scouts and protectors of the villages and woods and streams and valleys and of the shaman who touched the lives of the Avvar in every part of the land.

## Sniper

**Basic form:**

* Sniper Training: Focus on the bow and intense training increased the archer's speed and precision, but leaves no room to train with other weapons. (passive)
* Hidden Arrow : The sniper uses hight, objects and dark clothes to avoid being spotted while releasing deadly arrows on enemy forces- useful both as defensive tactic and to create panic. The effect is similar to stealth, except that it's sustained while shooting but only works while stationary. (sustained-requires Sniper Training)
* Sharp Shooter: The sniper's bonus to speed and precision is greatly increased for a limited time. However, this requires much focus and the sniper suffers penalties to defence - especially melee and mental. Additionally, this ability and "Hidden Arrow" can't be used simultaneously. (passive - requires Hidden Arrow)
* Corner Shot: The sniper uses a special arrowhead that upon hitting a solid surface detaches from the rest of the arrow and ricochets to hit a hidden enemy. Useful in urban or wooded areas. (activated - requires Sharp Shooter)

**Strong aspects:**

* Very accurate and deadly archers
* Goes well with archery and stealthy skills

**Weak aspects:**

* Penalties to defence
* Unable to train with other weapons
* Helpless against close - range attack

**Miscellaneous:**
Snipers are dedicated archers who's intense focus and training in bowmanship allows them them to master the use of this weapon to levels that borderline perfection. However, such focus comes with a price and snipers cannot train in other weapon types (melee, grenades etc).

# Warrior

## Seeker

**Type:** Warrior and Rogue specialization

Seekers are typically chosen from the elite ranks of the templars and used to train at isolated fortresses such as Therinfal Redoubt in Ferelden. The vast majority of Seekers are recruited as youths.

In their roles as overseers of the Templar Order and the right hand of the Divine, they serve as the Chantry's investigators and are given considerable latitude to function outside the law.
The leadership hierarchy of the Seekers runs parallel to that of the templars, although a senior Seeker outranks any templar.

Seekers do not use lyrium, which makes their abilities different from templars. They develop their abilities through ritual and many years of dedicated training.
To become a seeker, an initiate must spend months in a vigil. A full year of fasting, prayer, and separation from all distractions - including other people. They empty themselves of all emotion, focusing only on the purity of their devotion. The initiate is then made Tranquil, and the vigil summons a Spirit of Faith to touch the initiate's mind thus breaking the tranquility and giving a seeker their abilities.

**Basic form:**

* Novice
	+ Probe: able to sense lyrium in people and to what degree (mages vs. Templars)
	+ Redoubt: forms a field around the Seeker that magic effects cannot penetrate. Higher-level seekers can expand the Redoubt to include nearby people
	+ Levee: Can cut off a lyrium user from their source of power, which includes mages and Templars
* Expert
	+ Catharsis: Immediately dispels the effects of magic both on people and objects in the area. The effects are temporary and depend on the Seeker’s level of skill.
	+ Gird: The Seeker’s very presence inspires allies to fight harder and find more inner strength. A Seeker can expand this ability to provide mental defense for her comrades.
	+ Retribution: The Seeker can summon a pillar of light that plummets to the ground and stuns nearby enemies. High level Seekers’ Retributions can also cause enemies to catch on fire.
* Master
	+ Paroxysm: Refined lyrium (such as potions and runes) can be heated up by the Seeker’s mind to the point that they explode, causing incredible damage to any in the vicinity, depending on the amount of lyrium that explodes. This is only usable on inanimate objects.
	+ Ignite: A Seeker can cause the lyrium in the blood of a mage or Templar to suddenly cause paralyzing pain, as if their blood is on fire. Even the most fearsome of foes is usually reduced to a writhing ball of agony.
	+ Indomitable: A Seeker’s dedication to his mission can endure even past the point of death. A Master Seeker’s body will continue to fight even after she has received enough injuries to fall unconscious or even die. Once the battle is over, the body falls, sometimes for good. But as the Seeker breathes his last, he knows he died fulfilling his mission.

**Strong aspects:**
They cannot be possessed and are immune to mind control.
Seekers can also develop the ability to set the lyrium within a person's blood aflame- an ability used to interrogate, paralyze, or kill a mage or templar.
Uses many of the same magic-nullifying skills as Templars, but without lyrium to fuel them.
All of the Seeker’s abilities come from meditation and training as opposed to lyrium.

**Weak aspects:**
Takes a very long time to train to become a competent Seeker, which is why many start from youth. Can take an entire lifetime to master this spec.
Many, especially Templars, hold the Seekers in a kind of awed suspicion. Though they will not disobey a Seeker’s orders, many Templars will not entrust them with secrets either
Requires constant training and self-discipline to maintain the Seeker’s abilities.
Most Seekers are solitary because of the rigors and requirements of their training. As such, they often do not marry or have many friends or lovers.

## Stone Guardian

caption
**Type:** Specialisation

**Basic form:**

* Blessed of Haa'kon
	+ [1]Hammer of Haa'kon (a powerful blow that can knock a lowlander off their feet); [2]Shattering Blow (armour breaking strike) ; [3]Cry of the Alamarri (war cry that leads to a flurry of blows)
* Rage of the Mountain Father
	+ [1]Seismic Slam (the Guardian pounds the ground and shakes their enemy) ; [2]Korth's Judgement (strong defensive stance and an almost unblockable riposte) ; [3]Avalanche (the Guardian with not stop striking the enemy until they are a bloody mess, buried beneath the mountain of Korth's rage)
* Guardian of the Stone
	+ [1]Defending the Stone (the Guardian's defensive abilities are heightened when their Hold is under attack) ; [2]Sentinel of Stone (develops a connection to the Elder/Hold/Shaman they are assigned to); [3]Strength of the Stone (the Guardian's attacking abilities are heightened when whatever they are protecting is under attack).

**Strong aspects:** The Guardian becomes attached to those they protect. They specialise in warrior weapons. They have heightened strength and defensive abilities.

**Weak aspects:** They tend to be slower and less dexterous than their Sky counterparts. They cannot use rogue abilities or weapons. Stone Guardians are limited to the role of protector, they are not well suited to scouting or hunting.

**Miscellaneous:** The Stone Guardian is called by the gods to protect The Avvar. They do this by acting as close Guardians, staying near to the stone of the mountain. This means they remain in Holds and are often guards and bodyguards to the shaman and the Elders, and sometimes Thane's as well. They answer to the gods and those blessed and chosen by the gods (the shaman) and they do not participate nor recognise blood feuds.

Only the warrior class can be Stone Guardians.

The origins of the Stone Guardian is as old as that of the shaman, though it is believed that when the gods touched the first Avvar with the gift of magic, linking them intimately to the Fade, they merged another Avvar with the Stone of the Mountain of Korth, imbuing them with the abilities to be the physical protectors of the Shaman. In time this role extended to other important parts of Avvar culture.

The Stone Guardian came first, those of the Sky created by the Lady and Haa'kon.