<X> Paragon #

List: Lammie Restricted.

A Paragon is a creature that has attained, skill, knowledge, power (or a combination of all three) beyond that of traditional study.

  • Only one Paragon Skill may be attained by a character
  • A Paragon Skill may replace and/or include Character Skills, Powers, Abilities or Occupational Skills (these will be explicitly mentioned below).
  • Paragon Skills do not affect or change the Race or Pattern of the Creature and may be attained by any Special Creature, Essence Creature or Awakened Creature as long as the Paragon Skill does not explicitly exclude a category or creature type.
  • Some Paragon Skills require explicit Character Skills, Occupational Skills or Pattern Types to gain. In addition, if a skill or occupational skill (excluding those that are included or replaced by the Paragon Skill) is removed from the creature, the associated Paragon Skill will be lost.

Greater than the Sum

A Paragon Skill is a mystical alignment or convergence of skills or powers that form into a sum greater than the parts. Because of this a Paragon Skill may not be detected or discerned by any spell, power or effect (although some unusual abilities may be noticeable in-character).

Further Notes

  • Once your character has become a Paragon it may not be changed or removed under normal circumstances.

Loresheets for this skill and details of the abilities and powers they grant are available for download and print from The Lorien Trust Website (see Loresheets).

Geomancer Paragon

Pre-requisite to learn: Enchanting (Spellcasting) Level 2; Elementalism or High Magic (Elementalism).

The Rumble of Mountains (Abilities and Spells)

  • The Geomancer may use 2 of their own power to cast INNATE MASS STRIKEDOWN.
  • The Geomancer gains Damage Reduction Petrify (all locations are not destroyed – instead take 1 Artefact hit).
  • Once per day may remove a single Petrify effect using the vocal “Innate Remove Petrify”, this effect will instantly remove all petrification effects (including any Fatal effects) from the target.
  • The Geomancer gains the ability to cast High Carapace Armour and Reconstruct Mineral Creature using their own power (as per Rules Handbook). In addition, the Geomancer counts as having the Healing or Corruption CS for the purposes of casting Carapace Armour effect (self only).

Last Stand Paragon

The Last Stand

  • Last Stand – Once per day this ability may be activated by using the vocal “Innate Last Stand” (concentration required). When activated is immune to all Level 1, 2 and 3 Spells and Effects (including Terror, Petrify, Dismiss, Artefact and Elemental Weakness) the next 10 mins* and not move from their chosen spot and may not be moved. Once this ability has been used all locations are Destroyed (-1LVH all locations).

* Once this ability has been activated it must be used for the full 10 mins, if your character would die during the Last Stand death will occur when the ability ends.

Perfect Attunement Paragon

Pre-requisite to learn: Ritual Magic 2 or 3.

Eye of the Wellsprings (Abilities)

  • Solitaire - Once per event may perform a Solo Ritual (does not require any contributors and counts as fulfilling all of the minimum requirements for a Ritual) and will generate a high amount of power. In addition, the Ritualist may change the alignment of the circle for the duration of the Solo Ritual that they are performing.
  • Living Geometry - Once per year the Ritualist can act as a Ritual Circle*. When activated is immune to all Level 1, 2 and 3 Spells and Effects (including Terror, Petrify, Dismiss, Artefact and Elemental Weakness) for the duration of the Ritual* and not move from their chosen spot and may not be moved. Once this ability has been used all locations are Destroyed (-1LVH all locations).

* Once this ability has been activated it must be used until the Ritual has been ended, if your character would die during the Perfect Attunement, death will occur when the ability ends. This ability requires 24hrs notice to use and agreement of details (location/arrangements for volunteers etc.) to be agreed with Lorien Trust Management.

Planestrider Paragon

Pre-requisite to learn: Elemental, Ancestral, Unliving or Daemonic Pattern; Shield Dismiss Level; +10 Dismiss Rank.

The Veil (Abilities and Powers)

  • Ironpattern - The Planestrider gains +16 Dismiss (replaces +10 Dismiss). If dismissed the creatures grace period will be 10min (instead of 1min).
  • Shrouded Dismiss (Replaces Shielded Dismiss) - Any attempt to discern the dismiss level of this creature will fail (respond with “No effect”). The creature may then immediately cast a single innate confusion against the character attempting to discern the Dismiss level (this cost no power and does not require a casting skill).
  • Enchanted Fury - The Planestrider may strike for Enchanted with any weapon that they can use (including with both weapons using Ambidexterity)

Trickster Paragon

Pre-requisite to learn: Shadow Magic (Spellcasting).

Advanced Cantrip (Abilities and Spells)

  • The Trickster gains the ability to cast Aura of Defence and Disregard using their own power (as per Rules Handbook).
  • Once per event may perform an Innate Master Teleport effect (no power required).