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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
This skill allows you to understand foreign languages being spoken to you. After you have used this skill more than 20 times on the same language you can add that language as a language you know and can read and speak in.
This skillĀ lets you more accurately diagnose the status effects or health conditions of yourself or someone else by giving you a bonus of 1d6 to Medicine.
This skill allows you to use your medicine check with a +2 bonus to treat someone's visual instability without the right potions, just with your knowledge of treating common status effects.
This skill allows you to use your medicine check with a +2 bonus to treat someone's burns without the right potions, just with your knowledge of treating common status effects.
With this skill you can heal basic wounds, set splints, and treat heat exhaustion and hypothermia. You can also heal someone by your Medicine score + 1d4 worth of Vitality.