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This allows you to cast a spell even if you do not have enough Soul to do so. It will take what is lefft from Power, and the from Vitality. Must have Magic Proficiency.
This ability allows you to roll 2 d20 when trying to cast a spell or make an arcane check, allowing you to choose the higher of the 2. Must have Spell Necessity.
This ability allows you to create tattoos that increase healing and damaging power of spells by 1d10.You can also create tattoos of spells, allowing you to cast that spell with half Soul cost and one less Runic Casting Speed, but never less than 1. Must have Magic Ink.
This skill allows for your emotions to fuel your spell effect. If you attack an enemy with a spell and are filled with anger, the spell damage will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when casting an offensive spell, the attack simply won't do any damage. The same is true for healing spells, if you have any anger towards the target you may do the reverse of healing, for example. You must have the Empathy talent for this skill.
This ability causes you to go into berserk status when you are hit with a critical hit for 1 round. For that round you will do double offensive power and you will crit with your attack, but you can't use spells.
This ability allows you to to have prepared a skill or attack at the start of battle that you can use for free on your turn without using one of your actions. This only works for the first round when it is first your turn during battle.
This ability allows you to make a react check to counter attack when you are attacked, as long as the attacker is in melee range. You get a +1 to React.
This ability grants you mastery over the weapon type that you have proficiency with. With this mastery you automatically get a free hit with your weapon. Also you won't drop your weapon. You must first have weapon proficiency for the weapon type you want weapon mastery of.
This ability allows you to spend Power into your attacks, allowing you to increase your damage at a rate of 1 damage per 2 power. You must have Combat Endurance to get this ability.
This ability allows you to set aside an attack, skill, or spell to be used at just the right time. With this ability you can set aside a move, be it an attack or a skill use; and target an enemy to use this move on right before that enemy makes a move that you declared you wanted to intercept. You must have Combat Preparedness to have this ability.
This ability causes half of the vitality damage you do to your target to be used to heal your Vitality. You must have Weapon Mastery to get this ability.
This ability caused you to inflict special weapon damage (wounds, daze, etc) whenever you land a critical hit. You must have Weapon Mastery to have this ability.
This ability allows you to sacrifice your turn to instead attack in tandem with your ally when your ally attacks. You can't have attacked yet because this takes away your attack. You must be targeting the same target and able to attack the same target from where you are at. You must have Weapon Mastery to get this ability.