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This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions.
This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation.
This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect.
Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10.
This skill allows you to take a spell you know and apply its effects to your weapon or your ally's weapon. You are basically adding the damage roll of the spell to the weapon.
This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell.
This skill adds to the Set Trap skill, allowing you to make the trap a magical trap. You will need the tools to make the magic trap, such as a rune stone with the spell ready to activate. The level of trap difficulty determines the success roll check:
This ability allows you to use 1 potion freely without using up your support action. You will still use a support action if you use a second potion. Must have Potion Administration.
This ability allows you to equip a potion as a weapon. You can then use this potion as your attack action. You won't have to spend a support action to swap out the potion if it is the same type of potion, but you will for a different type of potion. Must have Fast Potion.
With this potion you can mix two similar kinds of potions to get a potion that does both. For example you could mix a potion that heals vitality and a potion that restores soul to get a potion that does both. Then you could use that single new potion as a single potion and thus a single action. Must have Potion Administration.
With this ability you cannot wear anything that give you Physical Armor. Instead, your Speed stat will count as your armor stat. If the damage is not greater than your Speed stat you will not get hit. Must have Ninja Reflexes.
Blinding Attack: +1d4 to attack but- 2 from total, blinds enemy (defense check) 1d6 rounds
Character Benefits
+3 to Luck to receive food, -1 to Luck to receive treasure per day
+2 to Perceive
Cost
90.00
Level Increases
Starts at level 1. Every level increase allows the animal to increase its traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. The animal also gets its gen dice for vitality, power, and soul.
Bite: +1d4 to attack, has 10% chance to kill target
Claw Slash: +1d6 to attack
Hide: requires Perceive to find
Character Benefits
+3 to Perceive
Can send out to hunt using your luck score to bring back prey once a day
35% chance will counter attack for you if you are attacked
Cost
110.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 1d20 + 1d6 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.
Rabid Bite: target must make immunity check against 1d4 poison for 1d6 rounds
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Hide: must make perceive check to find
Character Benefits
Pick Pocket: +2 to your Luck score that ferret will bring back 1 item of 1d20 of target's shillings
Retreive: can retrieve any item weighing 10 pounds or less thats in sight
Cost
60.00
Level Increases
Starts at level 1. Every level increase allows you to increase traits. You can roll 2d12 and use those points to increase traits. Stats cannot be increased just by leveling. You also get your gen dice for vitality, power, and soul.