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The Rune Staff can activate a different ability depending upon the user's element. Each ability must be activated by the user and costs the user 1 Soul point per hit with the staff with the ability activated.
Earth: Solidity Ability= increases staff attack value by 1d4
Air: Knock Back Ability= each hit uses air to knock the target back 1 space and increases attack value by 1
Water: Frozen Flame Ability = each hit does an extra 1d8 ice damage and has a 15% chance to freeze the target for 1 round
Fire: Aura of Flame Ability = each hit does an extra 1d8 fire damage plus 1d4 non-stackable burn damage per round
Life: Electric Aura Ability = each hit does an extra 1d8 shock damage and has a 15% chance to stun the target for 1 round
Death: Vampire's Poison Ability = each hit return 1⁄2 of the damage to the user and poisons the target for 1d4 per round, which is not stackable
Time: Slow Bash Ability = each hit has an arcane check chance that reduces the target by 1 action of a random action type for 1 round decided by rolling a 1d4 where 1 = attack, 2 = support, 3 = move, and 4 = magic.
Space: Soul Drain Ability = each hit return 1⁄2 of the damage to the user to recover Soul
With this skill you can send support to your ally who is casting a spell. You can send the ally your Arcana score to be used to cast the spell and grant more power to the spell, for that instance.
Redirect the absorbed magical damage into your spell to increase its damaging or healing properties. The absorbed magical damage must be redirected when it is your turn right after the defensive round when you absorbed it. If it is not, the aborbed magic damage disappates.
Gives your weapon an edge with your elemental properties. This increases your weapon's damage by your Arcane + 1d4. This also gives your weapon elemental attack properties, doing 20% more damage to elements weak against you while having a 20% chance of being ignored by elements strong against you. If there is a rune stone on the weapon, the rune stone's effects are increased by 50%.