Class Abilities
Class abilities are skills gained by the various fighting classes as they gain experience. Skills are cumulative unless otherwise noted. (Exception: Skills usable once per game often become usable once per life. This is not cumulative, but simply a change from 1/game to 1/life.)

Class abilities are divided into three categories: Active Skills, Passive Skills, and Immunities.

Active Skills
Active Skills are abilities that must be activated to use. This includes abilities such as Heal Self, Repair Armor, Improvise Weapon, Sanctuary, etc. These skills generally have an instantaneous effect on the player, his equipment, or another player.
  1. All classes must remain immobile when using Active Skills. (Exception: Certain abilities specifically state that they may be used while moving. These include: Backstab, Pass Without Trace, and Ensnare.)
  2. All abilities that have a verbal component must be heard within 50' or by the recipient, which ever is closer.
  3. Incomplete or interrupted use of an Active Skill has no effect, and is not considered used.
  4. Active Skills that are completely activated are discharged and considered used, even if they were ineffective against their targets.
  5. Active abilities that are usable once per game (1/game) may only be used once during the entire game.
  6. Active abilities that are usable once per life (1/life) may only be used once in each of the player's lives.
  7. Targets of active class abilities must be announced at beginning of incantation (verbal portion of ability).
  8. All incantations must be audible during entire casting. Slurred and/or improperly recited incantations are ineffective and the ability is not considered used.
  9. Large pauses (i.e. longer than it takes to take a breath) in the incantation of a active class ability interrupt activation and the ability must be started over.
Passive Skills
Passive Skills are abilities that once enacted are in use for the entire life (or game). These skills are already activated when the player begins a life. This includes abilities such as Strengthened Shield, Enrage, Aura of Protection, Armor Piercing Arrow, and Poison Weapon. These abilities generally are found on equipment and do not have to be activated every time they are used.
  1. Markings for Passive Skills must be pre-placed on the object before the object is used. (Example: A Penetration Arrow will not function as listed unless white ribbon or tape is pre-placed on the arrow shaft.)
  2. Passive Skills that are represented by a strip of cloth or tape of the appropriate color tied to the object must be long enough to allow 6" to hang from object.
  3. Passive Skill markings must be visible and announced, if asked.
  4. Passive Skills that are placed on objects are tied to the bearer and the object (i.e. A Poisoned Weapon cannot be "passed" around). These markings must be attached to the object that is affected by the ability.
  5. Passive Skills used on an object affect only that object. (i.e. a Strengthened Shield only protects the actual shield that is marked.)
  6. Game items are never affected by class abilities.
  7. If an item that bears a once per game (1/game) Passive Skill is destroyed then that ability cannot be used again during same game.
  8. If an item that bears a once per life (1/life) Passive Skill is destroyed then that ability cannot be used again during the same life (i.e. A Sharpened Weapon that is destroyed by a Sphere of Annihilation cannot be used again until the player's next life).
  9. A Passive class ability on an item that is negated or nullified ( by any means) must have the marking removed as soon as possible.
  10. Death Strike (Monk ability) and Flame Arrow (Archer and Scout ability) are considered Passive Skills even though they must be incanted. The players must remain immobile and inactive while these abilities are being activated.
Immunities
Immunities are special protections against specific spells and/or abilities. These immunities are part of the class and do not have to be activated to be used. There is no way to remove a player's class immunities, including the spell Feeblemind.

Classes The High Fantasy Society incorporates a class based system that uses levels of experience to reflect improvement of skills and abilities. Classes allow a wide variety of skills and abilities that enhance the role-playing experience. All participants in the battle game, must be a member of a fighting class. You will find that not all classes are created equal. Certain classes, due to the potential unbalancing effect on the game, are restricted in the number of individuals allowed to participate on each team. This restriction is shown in a ratio, such as one per ten. This means one class member per ten members of a team, or portion thereof. All monster classes are restricted in this manner.

There are four non-fighting classes commonly found in HFS: Marshals, Reeves, Artisans, and Color. Reeves are battlefield referees. Marshals are safety monitors. Artisans and Color are non-fighters that add to the atmosphere of the High Fantasy Society experience. Other non-fighters include pages and water bearers. These non-fighters do not gain in experience, but are greatly appreciated.

Non-Fighting Classes To allow those unwilling or unable to play a normal battlegame character to participate in battlegames, several non-combat classes have been created. These classes have several restrictions placed on them:
  1. They may not carry any weapons, armor, or shields.
  2. They have no offensive abilities.
  3. They may only enter the actual field of play with a reeve's permission.
Usually these characters play as a "neutral" and they must provide service to both sides equally. This works well in games with gold or other items as part of the game as the character can demand payment for their services. No combat is allowed within ten feet of a non-combat character.

When a non-combat character plays as part of a team, the opposing team may kill or subdue them by getting within 5 feet of them and calling out either "kill" or "subdue". They are completely immune to all other game effects including spells, weapons (melee and missile) and other abilities. A non-combat character that is subdued may be asked to move to another location (like the subduer's base) and can be "forced" to cooperate by giving enchantments and other benefits to the subduer's team. This movement cannot make the character actually enter the battlefield, however. The "coercion" is to be role-play based with the non-combat character deciding when to "give in".

Experience in Fighting and Non-Fighting Classes
HFS has many fighting and non-fighting classes that you can gain experience in. Players gain experience by actually playing the class in at least one battle game and signing in as that class. The Chancellor (or equivalent officer) records all weeks of experience and levels are gained according to the following chart:

Level Weeks of Experience
1st Level 0 - 11 weeks
2nd Level 12 - 23 weeks
3rd Level 24 - 35 weeks
4th Level 36 - 47 weeks
5th Level 48 - 59 weeks
6th Level 60 + weeks


Note: There are no levels above sixth level. You may only gain credit in one class per day, regardless of the number of games or classes you play. Fighting classes gain abilities with each gain in level. You play as the level you will have with the addition of that day's point. (i.e. if you have 59 points in a class and you are signing in as that class you will be sixth level.) If a player is play testing a new character and that character is not approved for permanent use, they may transfer the points that they gained in the new class to another permanent class so long as the points transferred stay in the same "category" of class (Limited, Unlimited, Monster, or Non-Combat.)

The current list of classes playable in ShadowMist (not including any being play tested) is:
Fighting Classes
Archer
Assassin
Barbarian
Monk
Paladin
Rogue
Scout
Warrior

Spell Casting Classes
Bard
Druid
Healer
Wizard

Non-Fighting Classes
Blacksmith
Color
Herbalist
Marshal
Reeve