Skills: A-Z Index

2

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
2 Hit Combo 4 Power weapon's range 1-2 targets instant Basic Attack This skill allows you to use Basic Attack twice. Acrobatics -2

3

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
3 Hit Combo 6 Power weapon's range 1-3 targets instant 2 Hit Combo This skill allows you to use Basic Attack 3 times. Acrobatics -5

A

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
A Concert for Zodo 6 Soul any in area a 3x3 space area around you 1d6 rounds (effects only) Kymara's Solo

This powerful gothic melody grants to you and all in area (friend or foe) 1d10 + Perform Soul bonus. It also causes all effected to be the dominate runic element when attacking with magic another target, even if that target is of the same element or stronger element. This means that the magic damage will be increased by 20%.

Perform -2
Acrobatic Empowerment 2 Soul self self 1d4 rounds N/A This skill increases your Acrobatic by 1d6. Acrobatic
Advanced Bashing Proficiency 3 Power self self and all allies 1d10 rounds Novice Bashing Proficiency

Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d4 + 1
  • Increases attack value of skills used with weapon by 1d4 + 1
  • Decreases difficulty of skills used with weapon by 3
  • Causes wounds to unarmored targets
  • Critical Hit knocks out unarmored targets for 1d3 rounds
  • Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%

This skill cannot be used with Basic Bashing Proficiency or Novice Bashing Proficiency

Insight -4
Advanced Bludgeoning Proficiency 3 Power self self 1d10 rounds Novice Bludgeoning Proficiency

Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d4 + 1
  • Increases attack value of skills used with weapon by 1d4 + 1
  • Decreases difficulty of skills used with weapon by 3
  • Causes wounds to unarmored targets and armored targets as long as bash reduction isn't greater than 30%
  • Critical Hit stuns unarmored targets for 1d3 rounds
  • Critical Hit stuns armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%

This skill cannot be used with Basic Bludgeoning Proficiency or Novice Bludgeoning Proficiency

Insight -4
Advanced Chopping Proficiency 3 Power self self 1d10 rounds Novice Chopping Proficiency

Using this skill allows you to draw on your proficiency with chopping weapons. Chopping weapons are any weapons that you can chop with, such as axes, hatchets, falchion, and scythes. Any weapon that can have a chopping attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d4 + 1
  • Increases attack value of skills used with weapon by 1d4 + 1
  • Decreases difficulty of skills used with weapon by 3
  • Causes 1d6 bleed damage per round to unarmored targets
  • Causes 1d4 bleed damage per round to armored targets as long as they do not have a chop reduction greater than 30%
  • Critical Hit breaks wooden shields
  • If used against a parrying weapon, critical hit -10 breaks the weapon if it is a long wooden weapon

This skill cannot be used with Basic Chopping Proficiency or Novice Chopping Proficiency

Insight -4
Advanced Crafting 4 Soul self self 4 hours (required time) Better Crafting

This skill allows for advanced crafting.

Insight -6
Advanced Piercing Proficiency 3 Power self self 1d10 rounds Novice Piercing Proficiency

Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d4 + 1
  • Increases attack value of skills used with weapon by 1d4 + 1
  • Decreases difficulty of skills used with weapon by 3
  • 10% of damage dealt ignores armor
  • Causes 1d6 bleed damage per round to unarmored targets
  • Causes 1d4 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%

This skill cannot be used with Basic Piercing Proficiency or Novice Piercing Proficiency

Insight -4
Advanced Runic Crafting 8 Soul self self 4 hours Better Runic Crafting

This skill allows you to create advanced runic technology from blueprints. This includes advanced elemental contructs.

Arcana -8
Advanced Slashing Proficiency 3 Power self self 1d10 rounds Novice Slashing Proficiency

Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d4 + 1
  • Increases attack value of skills used with weapon by 1d4 + 1
  • Decreases difficulty of skills used with weapon by 3
  • Causes 1d6 bleed damage per round to unarmored targets
  • Causes 1d4 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%

This skill cannot be used with Basic Slashing Proficiency or Novice Slashing Proficiency

Insight -4
Advanced Swordplay 4 Power weapon range 1 target instant Basic Swordplay Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d6. Increases Critical chance by 2. Stealth -2
Affect Form 2 Soul self self until used again, minimum 1 round or minute Become spirit or phyiscal Arcana +1; +1 per level
Affect Reality 1 Soul self self instant Able to affect, use, touch, move, etc physical things when in spirit form; gain this skill at level 3 Focus +1; +1 per level after Level 3
Aiming 2 Soul weapon range 1 target instant N/A This skill gives you a +1d10 bonus to Hit Chance. perceive +2
Ancestral Blessing 2 Soul + 1 Faded Hope Willow Leaf self self 1d6 rounds Prayer or Summoning

With this skill you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing all of your traits by 2 (except evade) temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that.

Religion -2
Ancestral Empowerment 4 Soul + 1 Arrow Root and 1 Blue Grass self self 1d8 rounds Ancestral Blessing

With this skill you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. If you are are one who has shamed your family or gives no thought to your ancestors, you only get a bonus of 1 to your skill checks. Otherwise, you get a bonus of 1d10.

Religion -4
Angelic Summoning 4 Soul + 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood any target any target 1d8 rounds Spiritual Host and be a servant of Kymara or El Anon

With this mighty skill you call upon the beings of Elysium to come and assist you and your allies in battle. A powerful angelic being comes forth to fight along side you and your allies. Each round the angel will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack is a three-hit combo that deals 1d% damage. The holy light will do 8d12 magic damage to normal targets or 16d12 magic damage to the undead or targets with dark moral points. Once the skill's duration is over, the angel will disappear.

Religion -4
Anger 1 Soul 1 target 1 target 1d4 rounds Taunt This skill is used on the target that you have already taunted. This skill causes that target to become angry with you, so angry that the target cannot help its allies and must only fixate on you. Influence -3
Angerian Embrace 2 Soul target you hold 1 target instant Hold target and heal by 1d8 Vitality or harm by 1d8 Vitality, unaffected by armor. Arcana +1
Animal Talk 1 Soul 1 animal near you 1 animal 1 minute N/A Talk to and understand animals Nature +2; +1 per level
Appraisal N/A 1 item in hands or touching 1 item in hands or touching instant N/A With this skill you can get the monetary value or worth of an item. Insight
Arcane Materials Spent Soul 1 target 1 target instant Material Identify

This skill allows you to increase one value of a material at a rate of +1 per 4 Soul.

Arcana
Arcane Recreation 2 Soul + 1 Purple Haze Lily and ½ pound Falgaa Bird Meat 1 object or item line of sight instant Light's Blessing

With this skill you call upon the power of creation to make things new again. With each use of this skill, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this skill will be required.

Focus -2
Aria of Blood 4 Soul any in area a 3x3 space area around you instant Damaging Shrill

This shrill song causes 1d4 + Perform damage straight to vitality to all in area. It returns half the damage to restore your Vitality. Armor does not protect against this. It affects friend and foe.

Perform -2
Arm Switch 6 Power weapon range 1-2 targets instant Bash & Swing, Equip Nunchaku With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice. React -5
Armor Tuck 2 Power self self 1d4 rounds Shield Wall With this skill you tuck yourself in a way to close up as many openings as possible. This increases your physical armor by 1 for the duration. defense -4
Arrow Rain 4 Soul, 2 Power weapon range -4 a 4x4 area instant Precise Shot You grab a handful of arrows and quickly shoot them up in the air. They come raining down over an area hitting anyone in that area, friend or foe. Bow Power does not apply and you cannot crit. You can shoot 1d8 +1 arrows. Luck -2
Assasination Hit 6 Power weapon's range 1 target instant Stunning Hit You have a 1 in 6 chance of killing the target instantly. This is done by rolling a 1d6 where 6 = death. Hit Chance -5
Athletic Empowerment 2 Soul self self 1d4 rounds Acrobatic Empowerment This skill increases your Athletic by 1d6. Athletic
Attention Lock 4 Soul any target in area 4x4 spaces around you 1d4 rounds Frustrate This skill causes any targets that are in a 4x4 space around you to fixate on you. They must make insight checks to break free from that fixation, otherwise you are the only target they can target. Influence -5
Ava Breve Aria 4 Soul any in area a 3x3 space area around you effect lasts 1 hour N/A This fast moving song doubles the move rate of you and all in the area, friend or foe. Perform -2
Avatar of the Seasons 12 Soul self self 1d10 hours Herald of the Winds

With this skill you become one with the seasons. You can cause fruit to bear instantly. You can can cause grass to grow and flowers to bloom. You can also cause the reverse. If your element is Geomancy, your magic power potential is doubled. You are not physically effected by temperature or weather. Attacking in a lightning storm causes your attacks to be powered by the spell Lightning Strike.

Nature -10

B

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Backwards Waltz 2 Power any in area a 3x3 space area around you 1d6 rounds (effects only) Tap Dance

This strange dance causes affected targets in area (friend or foe) to move in the opposite direction than what they desire.

Perform
Bash & Swing 4 Power weapon range 1-2 targets instant Diagonal Strike, Equip Nunchaku Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike. React -2
Bash Defense 2 Power self self 1d4 rounds N/A This reduces all bashing damage against you by 20%. Defense
Basic Attack 1 Power weapon's range 1 target instant N/A This is a basic attack for any weapon except whips. This attack increases your weapon damage by an additional 1d4. Athletics +2
Basic Bashing Proficiency 1 Power self self 1d10 rounds N/A

Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1
  • Increases attack value of skills used with weapon by 1
  • Decreases difficulty of skills used with weapon by 1
Insight
Basic Bludgeoning Proficiency 1 Power self self 1d10 rounds N/A

Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1
  • Increases attack value of skills used with weapon by 1
  • Decreases difficulty of skills used with weapon by 1
Insight
Basic Chopping Proficiency 1 Power self self 1d10 rounds N/A

Using this skill allows you to draw on your proficiency with chopping weapons. Chopping weapons are any weapons that you can chop with, such as axes, hatchets, falchion, and scythes. Any weapon that can have a chopping attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1
  • Increases attack value of skills used with weapon by 1
  • Decreases difficulty of skills used with weapon by 1
Insight
Basic Crafting 1 Soul self self 1 hour (required  time) N/A This skill allows for basic crafting. Insight
Basic Piercing Proficiency 1 Power self self 1d10 rounds N/A

Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1
  • Increases attack value of skills used with weapon by 1
  • Decreases difficulty of skills used with weapon by 1
Insight
Basic Runic Crafting 2 Soul self self 1 hour Novice Crafting and Arcane Materials

This skill allows you to create basic runic technology from blueprints. This includes basic elemental contructs.

Arcana
Basic Slashing Proficiency 1 Power self self 1d10 rounds N/A

Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1
  • Increases attack value of skills used with weapon by 1
  • Decreases difficulty of skills used with weapon by 1
Insight
Basic Swordplay 2 Power weapon range 1 target instant N/A Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d4. Stealth +2
Battle Mage 2 Soul self self 1d4 rounds N/A During the defensive round 5% of spell damage is absorbed to restore Soul. Arcane
Beast Tamer 2 Power, 1 Soul whip's range 1 target duration of battle Equip Whip; Wrist Snap skill This skill allows you to temporarily tame a wild beast with your whip, much like a lion tamer might tame a lion. Once tamed, the beast will fight as your ally for the duration of battle. When the battle is over the beast will run away confused. This only works on animal like beasts, it does not work on sentient beasts or any other creatures. Persuade
Berserker's Rampage 10 Power movement + weapon range any in range instant Extra Strike With this skill you can attack every target in your path until you complete your movement. Every target that is within your range while moving and when you finish moving gets attacked once. You are left unable to act the next turn. React - 5
Better Crafting 3 Soul self self 3 hours (required time) Novice Crafting

This skill allows for better crafting.

Insight -4
Better Runic Crafting 6 Soul self self 3 hours Novice Runic Crafting and Better Crafting

This skill allows you to create better runic technology from blueprints. This includes better elemental contructs.

Arcana -4
Binding the Natural Spirits 5 Soul 1 space (touch) 1 target until cured Druid Speech

This skill allows you to either inflict or cure poisoning. You can inflict a 1d6 poison or cure up to 1d6 poisoning (reduce any current poison by 1d6). The curing can be done until the poison is gone but each use is a separate skill use.

Arcana -4
Black Flame 4 Soul + 2 Black Rose Petals and 1 Fire Lichen self self 1d8 rounds Prayer or Summoning

With this skill you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This skill allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 2d20 non-elemental magic damage increased by your Arcana. If you are a worshiper of Zodo, you get an additional 1d20. You can use this as an additional attack spell while you use other skills, spells, and actions until the duration of the summon ends. Once the duration is finished, you will find that you can no longer use the attack blast.

Religion -5
Blind Shot N/A weapon range 1 target instant Aiming This skill gives you a bonus to your Hit Chance of +1d4 to make a blind shot with your bow & arrow or crossbow. Perceive
Blind Throw N/A weapon range 1 target instant Aiming This skill gives you a bonus to your Hit Chance of +1d4 to make a blind throw. Perceive
Block or Parry 2 Power self self instant N/A Block attack with shield or parry attack with weapon. This causes the attack to be reduced by your weapon's attack value or your shield's block value. If those values are equal to or greater than the damage dealt to you, you receive no damage. Otherwise you receive the reduced damage.This reduction is last following any other reductions. Defense -5
Blood Letting 1d4 Vitality weapon weapon 1d10 rounds Coats weapon with poisonous blood causing 1d4 poison to the target, not compounding. N/A
Blood Magic Spent Vitality self self instant The Tiefling can spend Vitality into their spell to increase its healing or damaging power at a rate of 2 per 1 point of Vitality. N/A
Bloodhoud Tracking 1 soul self self 1 hour Can increase Investigate by 1d20 for that hour to use with tracking. N/A
Bounding Leap 2 Power self self instant Increase move by +2 when jumping +2 Acrobatics
Bow Drawing 2 Power weapon range 1 target instant Aiming This skill increases the damage power of your bow by 1d4 and the range by 1d6. Perceive
Bow Empowerment 1d4 Power self self 1d4 rounds N/A This skill increases your Bow Power by 1d4. Athletics
Brace Others 2 Power move range 1 ally instant Stand Your Ground If an ally is being moved or knocked down, you can use this skill to run behind the ally and brace the ally. This adds your brace to your ally's brace, making it more possible for your ally to remain standing. Defense -2
Bracing Empowerment 2 Soul self self 1d4 rounds Athletic Empowerment This skill increases your Brace by 1d6. Brace
Brutal Assault 10 Power weapon range 1 target instant Rage This is a brutal attack skill that has a 30% chance of stunning the target for 1 round, 10% chance for double damage, and it increases your damage by 1d8 points for the attack. Critical -5
Brutal Thrust 10 Power movement range + weapon's range 1 target instant Thrusting Attack You use this skill with thrusting attack. This causes any critical hit with this attack to have a 1 in 6 chance of killing the target, determined by rolling a 1d6 where 6 = death. critical -5

C

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Calming Aura 2 Soul any in area a 3x3 space area around you 1d6 rounds N/A This skill produces an aura that removes and prevents the effects of rage or fear from anyone in the area of effect, friend or foe. If you are a servant of Joasri, you have to make an easy Luck check else you will instead inflict rage on everyone in the aura except yourself. Focus
Cantata for Battle 4 Soul any in area a 3x3 space area around you 1d6 rounds (effects only) Norvus's Performance

This upbeat melody grants you and all in the area (friend or foe) 1d10 + Perform bonus to Offensive Power and Bow Power.

Perform -2
Carry 1 power per 10 pounds over weight limit self self 1 hour N/A This skill allows you to carry more than you normally can carry for a short time. It increases your weight limit by 50%. Athletics
Casting Strike 3 Soul 1 ally or self 1 ally or self 1d4 rounds Spell Slinger This skill allows you to apply an offensive spell to an ally or your weapon. Whenever you or your ally hits with that weapon, make an Arcana check. A successful Arcana check causes that spell to be cast with the attack. The spell damage is decreased by 20%. Arcana +2
Cheating at Initiative 1 Soul self self instant Add luck score to intiative, increase by 1 per level after obtained; Obtain this skill at Level 2. N/A
Chi Acrobatics 2 Soul self self 1d4 Rounds Meditation Increase your Acrobatics by your Focus score. Focus -2
Chi Defense 2 Soul self self 1d4 rounds Meditation Add your Focus Score to your Defense. Focus -1
Chi Drain 2 Soul 1 space 1 target 1d4 rounds Chi Heal Your physical attack will drain your focus score worth of Vitality from the target to restore your Vitality, if you manage to hit the target's Vitality. Focus -6
Chi Energy 4 Soul around user 3x3 spaces 1d4 rounds Chi Heal Your inner chi expands outwards creating an aura around you. Anyone who enters the aura, friend or foe, will be have 1d6 Power restored each round that they are in the area of effect. Focus -6
Chi Guard 2 Soul move range 1 ally instant Chi Defense Immediately lessen the damage dealt to your ally by your Focus Score. Focus -1
Chi Heal 2 Soul self self instant Chi Defense Heal your Vitality by your Focus score. Focus -2
Chi Runic Defense 3 Soul self self 1d4 rounds Chi Defense Decrease magical damage received by Focus score. Focus -2
Child of Ova 10 Soul self self 1d10 hours Nature's Nurturing

This skill grants you a boon from the goddess of nature, Ova. You are completely immune to poisons and illnesses.

Nature -5
Choke Hold 5 Power whips range 1 target 1d4 rounds Equip Whip; Leg Trip This skill allows you to attack the target then lasso the whip around the target's neck, pulling the target down to the ground, and holding the target there for the duration of the skill. Athletics -4
Chop Defense 2 Power self self 1d4 rounds N/A This reduces all chop damage against you by 20%. Defense
Combat Empowerment 2 Soul self self 1d4 rounds N/A This skill increases your Offensive Power, Bow Power, and Critical by 1 Athletics -2
Combo Guard 2 Power move range 1 ally instant Guard With this skill you can defend the ally that you can reach from 1d6 attacks, assuming you survive all of the attacks. React -5
Communing with Nature 8 Soul self self instant Child of Ova

With this skill you commune with nature for help. You can gain the location of a person or object that is within 100 feet. You will have a dear come and die for you for meat. Anything nature can provide instant help with can be granted here, depending on the GM.

Nature
Cover Tracks N/A 1 space 1 space instant N/A Using this skill covers any tracks you make. Deception +1
Create Advanced Arcane Potions 8 Soul self self 4 hours Create Better Arcane Potions and Create Advanced Potions

This skill allows you to create advanced level magical effect potions.

Arcana -8
Create Advanced Potions 4 Soul self self 2 hours Create Better Potions

This skill allows you to create advanced potions.

Insight -6
Create Basic Arcane Potions 2 Soul self self 1 hour Create Basic Potions

This skill lets you create basic magic effect potions.

Arcana -2
Create Basic Potions 1 Soul self self 30 minutes N/A This skill allows you to create basic potions. Insight
Create Better Arcane Potions 6 Soul self self 3 hours Create Novice Arcane Potions and Create Better Potions

This skill lets you create better level magic effect potions.

Arcana -6
Create Better Potions 3 Soul self self 1 hour 30 minutes Create Novice Potions

This skill allows you to create better potions.

Insight -4
Create Novice Arcane Potions 4 Soul self self 2 hours Create Basic Arcane Potions and Create Novice Potions

This skill lets you create novice level magic effect potions.

Arcana -4
Create Novice Potions 2 Soul self self 1 hour Create Basic Potions

This skill allows you to create novice potions.

Insight -2
Creature Bonding N/A 1 tamed creature 1 tamed creature until released or creature dies Druid's Companion

Bond tamed creature to make that creature your spiritually linked familiar that you can keep until you release or the creature dies. The number of familiars you can have is determined by your Influence. If you have a 5 Influence, you can have 5 familiars. However you can only use one familiar at a time. Creatures bought at shops count towards this number.

Influence -5
Cries of the Damned 2 Soul + 2 Ghost Orchids and 1 Skull Cap Mushroom battlefield battlefield 1d6 rounds Summoning or Prayer and be a servant of Joasri

With this skill you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the cleric, causing all to need to make normal mental balance checks. Those who fail to make mental balance checks will be stunned for the first round and need to make normal mental balance checks for every action for the remainder of the duration.

Religion -2
Critical Chi 2 Soul self self 1d4 rounds Inner Chi Your critical hits always add your focus score to the attack. Focus -2
Curse of Tongues 10 Soul any in area a 3x3 space area around you 1d8 rounds Negative Energy

This skill causes any enemies in the area to be unable to move. It also causes them to lose use of one random action each round, decided by a 1d3 roll:

  1. Attack
  2. Support
  3. Magic

If you are a servant of Eros they lose use of 2 random actions. If you are a servant of Zodo or a worshipper of Magic their spells do half damage.

Focus -5
Cursed Ground Tango 5 Power any in area a 3x3 space area around you 1d6 rounds (effects only) Joasri's Dance

This bizarre dance causes the area to inflict damage on any who move within it, friend or foe. They would take 1d8 + Perform damage their first step, with each additional step adding an additional Perform worth of damage with the 1d8 roll. The second step for example will be 1d8 + Perform + Perform. You the entertainer are immune to this.

Perform -5

D

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Damaging Shrill 2 Soul any in area a 3x3 space area around you instant Sickening Tones

This ear piercing sound inflicts 1d8 + Perform damage straight to the affected target's Vitality. This is not protected by armor. This affects friend and foe.

Perform
Daze or Stun Defense 4 Soul self self instant Poison or Sickness Defense You can use this skill to give you a +1d4 to Endure for that instance to resist a daze or stunning attack. Brace -2
Death's Opera 8 Soul any in area a 3x3 space area around you instant Runic Sonata

With this haunting song you will roll a 1d6 for each in the area of effect, friend or foe. If you roll a 6, that target is instantly dead.

Perform -8
Defense Empowerment 2 Soul self self 1d4 rounds N/A This empowers your Defense trait by 1d4. Endure
Defensive Empowerment 2 Soul self self 1d4 rounds This skill increases your Defense, Immunity, Endure, and Brace by 1d6. Must have Combat Empowerment. Defense -2
Deflect 1-Target Spell 6 Power, 2 Soul self self instant Runic Block You use this skill with Block or Parry. When you Block or Parry the attack you can deflect a single target spell from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected spell. You are only able to deflect the blocked amount of damage. Arcana -2
Deflect Hit 4 Power self self instant Block or Parry You use this skill with Block or Parry. When you Block or Parry the attack you can deflect it from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected blow. You are only able to deflect the blocked amount of damage. Athletics -2
Design Improvement N/A self self instant Item Combination and Basic Crafting

This skill allows you to improve blueprint designs to make a new blue print that would always allow for creating the improved design. You have to use this skill on each part of the blueprint you wish to improve: Attack, Block, Range, Physical, Magical.

Insight -2
Detection Sense 2 Soul self self 1d6 hours Cover Tracks With this skill you will know when you are detected, you just might not know by what. Perceive
Diagnose N/A 1 target 1 target instant N/A This skill  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. Perceive
Diagonal Strike 2 Power 1 target 1 target instant Equip Nunchaku Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard. React
Disarm 1 Power self self instant Block or Parry You use this skill with Block or Parry. When you block or parry the attack you can disarm the attacker. Athletics +1
Disarm Magic Trap 3 Soul self self instant Disarm Trap This skill allows you to disarm a magic trap safely. (Insight + Arcana) -5
Disarm Trap 2 Soul self self instant N/A This skill allows you to disarm a trap safely. Insight -4
Distration 1 Soul 1 target 1 target instant N/A This skill distracts the target. If the target has an ongoing effect, skill, or spell, it is ended. The target can make a focus check to prevent this. Intimidate
Divination 1 Soul self self instant N/A 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. Insight
Dragon Speech 4 Soul self self instant Animal Talk and Dragon Lore

You use this skill anytime you wish to communicate with dragons. With this skill you can understand what a dragon is saying and can also speak to the dragon in the dragon's language.

Nature -5
Druid Speech 2 Soul any in area a 3x3 space area around druid 1d4 rounds N/A Speech reduces movement of any in area by 2 and has a normal arcana chance to daze affected targets for 1 round - rolled per target. Influence -3
Druid's Companion 4 Soul 1d8 spaces 1 target duration of battle Identify Animal

A chance to tame the creature you are fighting to fight for you for the duration of the battle. The creature may make a normal Mental Balance check to resist.

Influence -5

E

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Elemental Awakening 10 Soul next to self next to self instant Soul Empowerment With this skill you can create and awaken an elemental representative of your element. This elemental will become your familiar. Arcana -6
Elemental Imbuing 4 Soul 1 target 1 target instant Arcane Materials

This skill allows you to give the material the element of the spell stored in a rune stone, at the cost of the rune stone. This grants the material its elemental properties.

Arcana
Elemental Weapon 2 Soul self self 1d6 rounds Basic Attack This causes your weapon to take on your elemental properties. This causes you to deal 20% more damage to targets of an element you are strong against, while targets that are elementally strong against you have a 20% chance of being immune to your attack. arcana
Empathic Combat 2 Power self self 1d4 rounds Empathy talent This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's damage will be increased by 1d10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. Perform
Enchanting 1 + spell cost self or 1 ally self or 1 ally 1d6 rounds Casting Strike 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. Arcana -2
Enchantment Spent Soul 1 target 1 target instant Elemental Imbuing

This skill allows you to imbue elemental materials with spell effects. This means that the material that you gave an elemental property to can now cause a spell effect. For example, if you grant some steel the elemental property of life, you could then give it the magical effect of lightening strike, allowing you to make a sword for example of that steel that causes lightening strike spell damage with a critical hit. The metal can only hold so many charges however. The amount of charges you give the metal is 1 charge per 2 Soul.

Arcana
Energy Trade stat traded touching range target you touch instant Trade This skill allows you to trade one stat to the person you touch for another stat. You can trade either Vitality, Soul, or Power and receive the equal amount in either Vitality, Soul, or Power. In this way you could for example quickly cure your ally by giving him  4 Vitality and receiving 4 Soul. Or maybe you want to grant the warrior 5 Power and get 5 Soul in return. Arcana -1
Ero's Curse 2 Soul + 1 vial Black Viper Blood and 1 Viper Grass all enemies all enemies 1d6 rounds Solara's Empowerment

With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. There is a 75% chance he might ignore you and a 25% chance he might affect you and your allies as well.

Religion -2
Exorcise 6 Soul 1 space (touch) 1 target instant Religious Sanctuary

This skill allows you to free people from possessions. If you are a servant of Kymara you get a +4 to this skill check. If you are a servant of Spector you make it so that person can't be possessed the rest of the battle.

Influence -2
Extra Arrow 6 Soul weapon range 1 target instant Quick Shot This skill allows you to add an extra arrow so that you are shooting 2 arrows with your one shot at one target. Bow Power only applies once, but critical will apply and need to be checked for each arrow. React -2
Extra Attack 6 Power self self instant Powered Blow You can make an extra attack with your attack action. React - 5
Extra Strike 6 Power self self instant Rage This skill allows you to have an extra free attack on any target within your range. React -4
Eye Gouger 4 Power 1 space 1 target in front instant Focused Punch With this attack you attempt to blind the target for 1d4 rounds. You do normal damage. Perceive -2

F

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Fae Lust 1 soul 6 spaces 1 target 1d6 rounds Causes target to fall for the fae, not attacking the fae but actually protecting the fae. Influence +2
Fae Magic N/A self any other fae instant If there is another fae in the party, when that fae casts a spell your fae casts a spell as well. If your fae doesn't have a spell, increase that fae's spell's healing or damaging effect by 1d12. N/A
Familiar Counter 2 Soul 1 target 1 target instant Druid's Companion

You can make use of this skill when you are attacked to have your familiar counter attack for you.

Nature +2
Familiar Meld 10 Soul next to you 1 familiar 1d8 rounds Familiar Swap

With this skill you meld with your familiar, giving you both a shared body. This includes shared skills and stats, however only the higher stats will apply. As you are two separate souls this means you'll get to go when it is your turn and go when it is your familiar's turn, using a combination of skills and abilities.

Arcana -8
Familiar Sight 2 Soul your selected familiar N/A 1 hour Druid's Companion

This skill allows you to see through the eyes of your currently selected familiar. It doesn't matter how far off or to where you send your familiar, you will still be connected to your familiar and can still see what that familiar sees.

Insight -2
Familiar Swap 8 Soul your selected familiar N/A Until used again Familiar Sight

With this skill you will trade places with your selected familiar, no matter where that familiar is.

Arcana -5
Familiar Transform 14 Soul self self until used again Familiar Swap

With this skill you transform into the form of your selected familiar. You do not replace your familiar. Your familiar still exists independently and is still spiritually linked to you. You gain all of your familiar's skills and abilities. If your familiar can fly, so can you. Anything your familiar can do you can do. Your stats are increased by your familiar's stats, not replaced by them. You can also still use your magic. The only skills and abilities you can use from your normal self are those that your familiar would physically be able to do.

Arcana -10
Familiar's Aide 4 Soul self self instant Familiar Counter

With this skill you can have your familiar use one of your potions on yourself. This is helpful for when you cannot reach your potions or are out of movement actions.

React -5
Familiar's Sacrifice N/A self self instant Familiar's Aide

With this skill you can have your selected familiar die for you in your place, should you be killed.

React -5
Fast Talk 2 Soul any around you 2x2 spaces 1 round N/A You spend your support action to talk as fast as an auctioneer for the rest of the round. This causes anyone in the area, friend or foe, to be unable to focus without a hard focus check. Perform
Fear 3 Soul self self 1d6 rounds Intimidation

This skill makes you appear more terrifying, causing targets to need to make a normal Mental Balance check to come near you or to attack you.

Intimidation -1
Field Dress N/A 1 target 1 target instant N/A With this skill you can skin a killed beast and take its hide and meat as a battle reward. The beast must be dead and must be an animal. Nature +2
First Aide 2 Soul 1 target you can touch 1 target you can touch instant N/A 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. Medicine
Flip Kick 6 Power 1 space 1 target in front, in direction you are flipping instant Roundhouse Kick With this skill you flip into the air, kicking as you do so. This kicks the target upwards and backwards your move range. The target is knocked out for 1d3 rounds and dazed for the following 1d3 rounds. Acrobatics -5
Fly 2 Power self self 1 movement Fly at a move x 3. Athletics +1; +1 per level
Focus Empowerment 2 Soul self self 1d4 rounds N/A This skill increases your Focus by 1d6. Focus
Focused Kick 2 Power 1 space 1 target in front of you instant N/A Kick adding double focus to your offensive power. Focus
Focused Punch 2 Power 1 space 1 target in front instant N/A Punch adding double Focus to your Offensive Power. Focus
For the Pack 1 Soul move range self + 1 ally instant Can attack with your ally adding your attack to your ally's attack. This is seperate from your own attack. Initiative -2
Frustrate 1 Soul 1 target 1 target 1d4 rounds Anger This is used on the target that you have already taunted. This target becomes frustrated and has to make focus checks for every action. Influence -4
Full Moon Attack 8 Power weapon range all targets in range around you instant Upward Momentum Swing This powerful attack allows you to hit all targets that are around you as long as they are in your weapon range. You swing your weapon around you hitting the targets. You can apply Staggering Hit to this attack. Critical -4

G

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Gift of Tongues 10 Soul any in area a 3x3 space area around you 1d8 rounds Positive Energy

This skill inspires your self and all allies in the area. This grants them double move range, and allows them to choose 1 action to do a second time be it Move, Attack, Support, or Magic. They can make a different choice each time as long as they are in the area of effect. If you are a servant of Zephyr, they can choose 2 actions to do twice. If you are a servant of Zodo or a worshiper of magic  their spells will do 50% more damage.

Focus -5
Glamour 2 Soul self self 1 hour N/A Gives the illusion of good aura and grants +2 to Influence. Deception
Guard N/A move range 1 ally Instant N/A With this skill you can defend any ally that you can make it to. You take the attack for that ally. You are able to use one defensive skill when you guard. React

H

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Haunting of the Lost  2 Soul + 1 Bog Beacon Mushroom all enemies all enemies 1d6 rounds Haunting of the Lost

With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This inflicts them with fear and confusion, requiring normal mental balance checks for every action.

Religion -2
Haymaker 6 Power 1 space 1 target in front instant Uppercut This powerful punch knocks the target out for 1d4 rounds and back 1d4 spaces. It does instant crit damage. Athletics -5
Healing Tones 6 Soul any in area a 3x3 space area around you instant Purifying Tones

Restores 1d8 + Perform worth of Vitality to any in area, including self, friend, and foe.

Perform -2
Herald of the Winds 10 Soul self self 1d10 hours Servant of Norvus

With this skill you gain a boon from the gods and goddesses of the winds. With this skill your move is doubled, you can breath underwater and in poisonous gas, and your projectile or thrown attacks deal double damage.

Nature -5
Hexing 3 Soul 1 object in hands 1 object in hands instant Learn Curse This skill allows you to place a known curse on an object. The curse will remain always on the object. Arcana -2
Hide 1 Soul self self until you move or are found N/A With this skill you can hide yourself in the nearby environment surrounding you, causing anyone to have to make a Perceive check to find you. The challenge of the Perceive check depends upon how well you are hidden. Stealth -1
Hide in Plain Sight 3 Soul self self until you move or are found Hide With this skill you are attempting to hide by making yourself as small and still as possible. Everyone must make a Perceive check if they want to find you. The challenge of the Perceive check is based on your Luck:
  • 0-1: Easy Check
  • 2-4: Normal Check
  • 5+:  Hard Check
Stealth -4

I

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Identification N/A 1 target 1 target instant Appraisal With this skill you can identify what something is. The harder it is to make out what something is, the harder the check. The checks are easy, normal, hard, and impossible. Perceive
Identify Animal 2 Soul line of sight 1 target instant Animal Talk

Allows you to identify what the animal is, its type, and its stats.

Nature
Identify Curse 2 Soul 1d6 spaces 1 target instant N/A This skill allows you to identify any curse and its properties by sight. Insight -4
Inciteful Energy 4 Soul around user 3x3 spaces 1d4 rounds Chi Energy Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells. Focus -5
Increased Offense 1d6 Power weapon range 1 target instant N/A This skill allows you to increase your offensive power by the power you rolled to spend into your attack. Athletics
Increased Spoils stat traded self self instant Trade With this skill you can trade up to 20 Soul for increased experience point reward and/or up to 20 Power for increased money reward. The increase depends on how many stat points you trade. The amount of stat points you trade is worth double percentage increase. So if you trade 5 Soul you will increase your experience reward by 10%. Persuade +2
Initiative Empowerment 2 Soul self self 1 hour Perceive Empowerment This skill increases your Initiative by 1d4. Initiative
Inner Chi 2 Soul self self 1d4 rounds Meditation This skill allows you to increase your Offensive Power by your Focus score. Focus -1
Inner Peace 4 Soul self self 1d6 rounds Calming Aura

This skill allows you to receive the rage status effect and enjoy all the benefits of it, but not suffer any of the penalties.

Focus -2
Intimidation 2 Soul self self instant Glamour

This skill makes you appear more intimidating for that moment, giving you a temporary bonus of +2 to Intimidate.

Deception
Invention 2 Soul self self 1d6 days Design Improvement and Novice Crafting

This skill allows you to create new designs from scratch. You must get the approval from the GM of the design you wish to create. You will be creating the blueprint, afterwards you will need to make the item from the blueprint so you should ensure you have the correct crafting skill. The GM will set the crafting skill needed for the blueprint.

Insight -5
Iron Will 4 Soul self self 1d10 hours Spiritual Glow

This skill gives you greater Mental Balance, granting you a bonus to Mental Balance of 1d6.

Insight -2
Item Combination N/A self self depends N/A

This skill allows you to combine a number of items to make a new item. These are not components but actually completed items that you are combining.

  • 2 items: 25 minutes, no extra penalty
  • 3 items: 45 minutes, -1 penalty
  • 4 items: 1 hour, -2 penalty
  • 5 items: 1 hour 30 minutes, -3 penalty
  • 6 items: 2 hours, -4 penalty
  • 7 items: 2 hours 30 minutes, -5 penalty
  • 8 items: 3 hours, -6 penalty
  • 9 items: 3 hours 30 minutes, -7 penalty
  • 10 items: 4 hours, -8 penalty
Insight

J

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Joasri's Dance 4 Power any in area a 3x3 space area around you 1d6 rounds (effects only) Backwards Waltz

This strange dance causes those in the area (friend or foe) to need to make normal luck checks when casting spells. A failed check means that the spell could do opposite of what is intended.

Perform -2

K

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Keep Self N/A self self instant +2 to Endure for check to exist Endure +2; +1 per level
Knock Down Defense 6 Power self self instant Daze or Stun Defense You can use this skill to give you a +1d4 to Brace for that instance to prevent from being knocked down. Endure -2
Kymara's Solo 6 Soul any in area a 3x3 space area around you effect lasts 1 hour Cantata for Battle

This soul touching hymn grants you and those in the area (friend or foe) 1d10 + Perform Vitality bonus.

Perform -2

L

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Laying Hands 2 Soul 1 space (touch) 1 target instant N/A This skill allows you to harm or head the target you touch by 1d4 Vitality, which ignores armor. If you are a servant of Kymara, you get an extra 1d4 for healing. If you are a servant of Zodo, you get an extra 1d4 for harming. Religion
Leaping Attack 1 Power jump + weapon range 1 target instant Basic Attack This skill allows you to perform a basic attack when you jump towards a target. athletics -1
Learn Curse N/A 1 object near you 1 object near you instant N/A This skill allows you to learn the curse that is on a cursed object, so that you can use the curse yourself to curse objects. Insight -4
Leg Trip 3 Power whip's range 1 target instant Equip Whip; Wrist Snap This skill causes your whip attack to trip the target, causing the target to fall. Athletics -2
Light's Blessing 2 Soul + 3 Bog Beacon Mushrooms self and all allies self and all allies 1d6 rounds Summoning or Prayer

With this skill you call upon the powers of the light realm for aide. The light responds, granting all of your allies a boost of double their offense and runic power if you agree to sacrifice 20% of your Soul.

Religion -2
Linguistics N/A self self instant Translate 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. Perceive -2
Long Range Teleport 5 Soul self place once been to instant Teleport to location you've once been to; gain this skill at Level 6 Arcana -1; +1 per level past 6
Lucky Shot 2 Soul weapon range 1 target instant Bow Empowerment With this skill you make a lucky shot that does more damage. This skill adds 1/2 your Luck score to your attack. Luck -2
Lucky Throw 2 Soul throw range 1 target instant Throw Empowerment With this skill you make a luck throw that does more damage. This skill adds 1/2 your Luck score to your attack. Luck -2
Lullaby 2 Soul any in area a 3x3 space area around you until awakened N/A This song puts any who hears it asleep, friend or foe. This can be resisted with a normal Endure check. Perform
Lunging Attack 2 Power movement + weapon's range 1 target instant Basic Attack This skill allows you to perform a basic attack as you dash into the enemy. You will also push the target back 1 space. athletics -2

M

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Magic Absorb 2 Soul self self instant Battle Mage Absorb 10% of the spell damage that gets through armor. Arcane -1
Magic Break amount of Soul used 1 target 1 target instant Magic Sense This skill allows you to throw Soul at a target to break a spell lock or trap. The amount of soul needed depends on the trap.
  • Easy: 4 Soul
  • Normal: 6 Soul
  • Hard: 8 Soul
  • Impossible: 10 Soul
Arcana
Magic Mirror 6 Soul self or 1 ally self or 1 ally 1d4 +1 rounds Soul Empowerment This skill reflects back 10% of the spell back to the caster. Arcana -4
Magic Redirect N/A target of spell target of spell instant Magic Absorb 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. Arcane +1
Magic Sense N/A around user the room you are in or a 10 foot by 10 foot area instant N/A With this skill you can sense magic in the area and know its element. You can use this to check the magic of an artifact, for magical traps, and the like. Arcana +2
Magical Counter N/A 1 target 1 target instant Battle Mage Counter attack an offensive magic spell with an offensive magic spell. React
Magical Sight 1 Soul self self instant Can seel the element of magic in an area or around a person or object as a color hue. +1 to Perceive; +1 per level
Magical Thought 6 Soul depends depends depends Occult Aid 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. Insight -6
Magical Vampirism 2 Soul self self 1d4 rounds Battle Mage 10% of spell damage done to target returns to caster to restore Vitality. Arcane -1
Mana Armor 8 Soul self self 1d10 +1 rounds Mana Shield This increases your Magical Armor by your Arcana + 1d8. You become immune to magic attacks of your element. Arcana -6
Mana Shield 8 Soul self self 1d10 +1 rounds Mana Weapon Empowers your shield with your runic energy. This increases your shields defense and block stats by your Arcane + 1d4. It also grants you a 20% chance to be immune to attacks from those of an element you are strong against. If you have no shield this grants you a buckler size shield of pure magic with the Arcana bonus being the Block and Defense values of the shield. Arcana -5
Mana Weapon 8 Soul self self 1d10 +1 rounds Battle Mage 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%. Arcane -4
Master Bashing Proficiency 4 Power self self 1d10 rounds Advanced Bashing Proficiency

Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • Causes wounds to unarmored targets
  • Causes wounds to armored targets as long as bash reduction isn't greater than 30%
  • Critical Hit knocks out unarmored targets for 1d3 rounds
  • Critical Hit knocks out armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
  • Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 50%
  • Critical Hit has a 1 in 6 chance of breaking a bone of the area hit (6 on a 1d6 roll) if the target is unarmored, or 10% chance (10 or less on percentile dice) if the target is armored but bash reduction isn't greater than 30%

This skill cannot be used with Basic Bashing Proficiency, Novice Bashing Proficiency, or Advanced Bashing Proficiency

Insight -6
Master Bludgeoning Proficiency 4 Power self self 1d10 rounds Advanced Bludgeoning Proficiency

Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • Causes wounds to unarmored targets
  • Causes wounds to armored targets as long as bash reduction isn't greater than 30%
  • Critical Hit stuns unarmored targets for 1d3 rounds
  • Critical Hit stuns armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
  • Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 50%
  • Critical Hit has a 1 in 6 chance of breaking a bone of the area hit (6 on a 1d6 roll) if the target is unarmored, or 10% chance (10 or less on percentile dice) if the target is armored but bash reduction isn't greater than 30%

This skill cannot be used with Basic Bludgeoning Proficiency, Novice Bludgeoning Proficiency, or Advanced Bludgeoning Proficiency

Insight -6
Master Chopping Proficiency 4 Power self self 1d10 rounds Advanced Chopping Proficiency

Using this skill allows you to draw on your proficiency with chopping weapons. Chopping weapons are any weapons that you can chop with, such as axes, hatchets, falchion, and scythes. Any weapon that can have a chopping attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 3
  • Causes 1d8 bleed damage per round  and minor wounds to unarmored targets
  • Causes 1d6 bleed damage per round to armored targets as long as they do not have a chop reduction greater than 30%
  • Causes 1d4 bleed damage per round to armored targets as long as their chop reduction is under 60% but greater than 30%
  • Critical Hit breaks wooden shields
  • If used against a parrying weapon, critical hit -5 breaks the weapon if it is a long wooden weapon
  • Critical Hit - 5 against unarmored target or armored target with a chop reduction less than 30% has a 1 in 6 (6 on a 1d6) chance of amputation of limb struck

This skill cannot be used with Basic Chopping Proficiency, Novice Chopping Proficiency, or Advanced Chopping Proficiency

Insight -6
Master Piercing Proficiency 4 Power self self 1d10 rounds Advanced Piercing Proficiency

Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • 20% of damage dealt ignores armor
  • Causes 1d8 bleed damage per round  and minor wounds to unarmored targets
  • Causes 1d6 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%
  • Causes 1d4 bleed damage per round to armored targets as long as their slash reduction is under 60% but greater than 30%

This skill cannot be used with Basic Piercing Proficiency, Novice Piercing Proficiency, or Advanced Piercing Proficiency

Insight -6
Master Slashing Proficiency 4 Power self self 1d10 rounds Advanced Slashing Proficiency

Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • Causes 1d8 bleed damage per round  and minor wounds to unarmored targets
  • Causes 1d6 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%
  • Causes 1d4 bleed damage per round to armored targets as long as their slash reduction is under 60% but greater than 30%

This skill cannot be used with Basic Slashing Proficiency, Novice Slashing Proficiency, or Advanced Slashing Proficiency

Insight -6
Material Identify 1 Soul 1 object line of sight instant N/A This skill allows you to identify a material and its properties. Perceive -2
Meditation N/A self self 1 minute N/A This skill allows you to get 1 hours worth of rest in one minute, allowing you to restore your Vitality, Soul, and Power by one roll of Gen Dice. This cannot be used inside of battle. Focus
Mind Speak N/A 1 target 1 target instant Allows the xodian to speak into the mind of any one person the xodian knows or sees. Focus +3; +1 per level
Misreading the Scriptures 8 Soul any in area a 3x3 space area around you 1d6 rounds Negative Energy

This skill causes enemies in the area of effect to need to make a normal Mental Balance check. Should they fail they will be in your control for that round. They must make this check for each round that they are in the area of effect. While in your control you can have them do anything except harm themself. If you are a servant of a negative aligned deity it become a hard Mental Balance check.

Religion -2
Momentum Hit 4 Power weapon range 1 target instant Staggering Hit Your critical hit knocks back the target your move range in the direction you are hitting or swinging. Critical -2
Mortal Guard 6 Soul self self instant Knock Down Defense You can use this skill to give yourself +1d6 to Vitality Save for that instance to avoid a one hit kill, instant death, or other related situation. Survival -2
Mortal Shot 6 Soul weapon range 1 target instant Sniper Shot With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. Perceive -8

N

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Nature's Armor 6 Soul self self 1d8 rounds Nature's Nurturing

With this skill nature will help protect you. This skill can only be used in environments that are natural. With this skill nature provides you with your Arcana stat as extra protection against physical and magical attacks.

Nature -5
Nature's Blessing 8 Soul self self 1d8 rounds Nature's Armor

With this skill nature blesses you with more power. This skill can only be used in natural places. This skill adds your Nature score to Runic Power, Offensive Power, and Bow Power.

Nature -5
Nature's Nurturing 4 Soul self self 1d8 rounds 3 druid skills and 2 druid abilities

With this skill you can have yourself sustained by nature. This skill can only be used within natural environments, including caves. This skill cannot be used in an environment that has no nature. When you use this skill you select Vitality, Soul, or Power. During the duration the selected stat will be recovered by 1d8 per round.

Nature -5
Nature's Wrath 10 Soul self self 1d8 rounds Nature's Blessing

With this skill nature will counter attack for you. This skill can only be used in natural places. During the skill's duration every time you are attacked nature will attack the attacker. The damage dealt is your Nature score + Arcana Score + 1d12. This always hits.

Nature -5
Neck Breaker 6 Power whips range 1 target instant Equip Whip; Choke Hold This skill is used with the skill Choke Hold. With this skill a critical hit has a 1 in 6 chance of killing the target. This is decided by rolling a 1d6, with 6 = death. This skill increases your Critical chance by +2. Critical +2
Negative Energy 8 Soul any in area a 3x3 space area around you 1d6 rounds Religious Sanctuary

This skill produces an aura around you that causes enemies in the aura to suffer a 1d6 penalty to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Joasri you will need to make a normal Luck check to prevent this from affecting your allies while your enemies get an extra 2 to this penalty.

Focus -4
Ninja Run 4 Power move range self instant Inner Chi With this skill you can run across water and up walls, but only for the duration of your movement range. Athletics -2
Norvus's Performance 4 Soul any in area a 3x3 space area around you 1d6 rounds (effects only) Ava Breve Aria

This deep melody grants you and all in the area (friend or foe) 1d10 + Perform physical and magical protection.

Perform -2
Novice Bashing Proficiency 2 Power self self 1d10 rounds Basic Bashing Proficiency

Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes wounds to unarmored targets
  • Dazes unarmored targets for 1d3 rounds

This skill cannot be used with Basic Bashing Proficiency

Insight -2
Novice Bludgeoning Proficiency 2 Power self self 1d10 rounds Basic Bludgeoning Proficiency

Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes wounds to unarmored targets
  • Critical Hit stuns unarmored targets for 1d3 rounds

This skill cannot be used with Basic Bludgeoning Proficiency

Insight -2
Novice Chopping Proficiency 2 Power self self 1d10 rounds Basic Chopping Proficiency

Using this skill allows you to draw on your proficiency with chopping weapons. Chopping weapons are any weapons that you can chop with, such as axes, hatchets, falchion, and scythes. Any weapon that can have a chopping attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes 1d4 bleed damage per round to unarmored targets
  • Critical Hit breaks wooden shields

This skill cannot be used with Basic Chopping Proficiency

Insight -2
Novice Crafting 2 Soul self self 2 hours (required time) Basic Crafting

This skill allows for novice crafting.

Insight -2
Novice Piercing Proficiency 2 Power self self 1d10 rounds Basic Piercing Proficiency

Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • 10% of damage dealt ignores armor
  • Causes 1d4 bleed damage per round to unarmored targets

This skill cannot be used with Basic Piercing Proficiency

Insight -2
Novice Runic Crafting 4 Soul self self 2 hours Basic Runic Crafting and Better Crafting

This skill allows you to create novice runic technology from blueprints. This includes novice elemental contructs.

Arcana -2
Novice Slashing Proficiency 2 Power self self 1d10 rounds Basic Slashing Proficiency

Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 2
  • Increases attack value of skills used with weapon by 2
  • Decreases difficulty of skills used with weapon by 2
  • Causes 1d4 bleed damage per round to unarmored targets

This skill cannot be used with Basic Slashing Proficiency

Insight -2

O

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Occult Aid 4 Soul self or 1 ally self or 1 ally 1d4 hours Occult Guidance 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. Insight -3
Occult Empowerment 4 Soul self or 1 ally self or 1 ally 1d6 rounds Occult Aid 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. Insight -5
Occult Guidance 1 Soul self self instant Divination 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. Insight -2
One Hit Toss 6 Soul throw range 1 target instant Precise Throw With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. Perceive -5

P

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Partial Polymorphing 1 Soul self self 1d10 rounds or hours Able to change parts of body into any form whose properties are known. You could change our arms into weapons, feet into flippers, etc. The boy part would take on those properties, for example if you changed your arms into swords they would have the attack value of standard short swords. Body part changed cannot be more than 25% larger or smaller than original size. Arcana +2; +1 per level
Perceive Empowerment 2 Soul self self 1 hour N/A This skill increases your Perceive by 1d4. Perceive
Pick Locks 1 Soul self self instant N/A This skill allows you to pick locks. The success roll is a luck check, however the type of luck check depends upon the complexity of the luck and could be easy, normal, hard, or impossible. Luck
Pick Magic Locks 2 Soul self self instant Pick Locks This skill allows you to pick magic locks. The success roll is a luck check, however the type of check depends upon the complexity of the magic lock and could be easy, normal, hard, or impossible. Luck
Pick Trapped Locks 3 Soul self self instant Pick Magic Locks This skill allows you to pick a trapped lock without setting off the trap. Hard Luck or Impossible Luck
Pierce Defense 2 Power self self 1d4 rounds N/A This reduces all piercing damage against you by 20%. Defense
Piercing Attack 1 Power weapon's range 1 target instant Basic Attack This skill allows you to do piercing damage with your sword. athletics -1
Piercing Spell 2 Soul self self instant Spell Slinger Using this skill with your spell causes your spell pierce through armor. This increases your spell's damage power by 1d6. Arcana
Pin Target 4 Power jump range 1 target 1 round N/A With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round. Athletics -2
Plausible Deniability 2 Soul self self 1d4 hours Fast Talk If successful, no one will be able to accuse you of a climb without a hard insight check. Perform -2
Poison or Sickness Defense 2 Soul self self instant N/A You can use this skill when you need to make an immunity or health check against a poison or sickness status effect. This skill increases that instance your Immunity and Health traits by + 1d4. Survival -1
Polymorphing 3 Soul self self 1d10 rounds or hours You can take the form of inanimate objects. Form cannot be more than double normal size or less than half normal size. Gain this skill at Level 5. Arcana -1; +1 per level past Level 5
Polymorphous Enlightenment N/A self self while in form You can learn one observed skill with an Insight +2 check of any creature that is in the same form that you are in. You can only use these skills while in that form. Gain this skill at Level 2. Insight +2; +1 per level past Level 2
Positive Energy 8 Soul any in area a 3x3 space area around you 1d6 rounds Religious Sanctuary

This skill produces an aura around you that grants to you and any in the aura, friend or foe, +1d6 to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Taal you add a +2 to this bonus.

Focus -4
Potion Save N/A self self instant Use Potion as Defense This skill allows you to use a potion right when you receive a killing blow. If the potion restores enough Vitality to keep you alive, you stay alive. Medicine -2
Power Rush 3 Power Move Range 1 target instant Increased Offense This skill allows you to spend any unused move into your attack as straight damage increase. You do have to move to use this skill so you cannot spend all of your move. Athletics -2
Powered Blow 6 Power weapon range 1 target instant Power Rush You use this skill with Power Rush to do one of three attacks decided by a 1d3.
  • 1: Knock Down: You knock down the target leaving the target prone until the target uses a move action to get up or is helped up.
  • 2: Knock Back: you knock back the target the move power spend into your Power Rush attack worth of spaces.
  • 3: Staggering Hit dazes the target for 1d4 rounds so that the target cannot move or use spells
Athletics -4
Powered Hit Spent Power 1 space 1 target instant Vitality Empowerment This skill allows you to spend power into your hit to do more damage. You can add 1 to your Offensive Power for every 2 points of power you spend into your attack with this skill. Athletics -2
Prayer 1d10 Soul any, all, self battlefield instant N/A

The effects of this skill depends upon the deity you serve:

  • Armeas: If Armeas judges you to be innocent the next 1d4 attacks will not harm you. He will make this judgment call on each target on the battlefield individually, friend or foe, by rolling a 1d6. Even = innocent, Odd = guilty.
  • El Anon: for the next round all of your stats are doubled, including traits.
  • Kymara: Any dead friends are revived, and all friends and self have their vitality restored by 1d12.
  • Zodo: All of your attack spells have a 1d6 kill check roll (6=death) for 1d6 rounds. Also your spells cost half their stat cost during this time.
  • Taal: All enemies are put to sleep.
  • Magic: Double Runic Power for 1d6 rounds but Soul cost of all spells increased by 50%

You can only have one successful prayer use a day.

Religion -8
Precise Shot 4 Soul weapon range 1 target instant Lucky Shot Your shot is true, your aim is dead on. You increase your weapon damage by 1d6 and +1d10+1 to Hit Chance. Perceive -4
Precise Throw 4 Soul throw range 1 target instant Lucky Throw Your throw is true, your aim is dead on. You increase your weapon damage by 1d6 and +1d10+1 to Hit Chance. Perceive -4
Puck Shot 2 Soul weapon range 1 target instant Blind Shot This skill allows you to bounce the shot off of any surface at an angle to hit a target that could not be hit normally with a straight shot. If the surface is another target, that surface target will not receive bow power or critical damage. hit chance -2
Purify Object 6 Soul 1d6 spaces 1 target instant Revoke Curse

This skill allows you to break curses on objects, not people. You can therefore remove the curse from the object but the person holding the object may still be cursed.

Arcana -5
Purifying Tones 4 Soul any in area a 3x3 space area around you instant Restoring Tones

Removes from any in area (friend or foe) poison, sickness, and nausea status effects.

Perform -2

Q

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Quick Shot 4 Power weapon range 1 target instant Bow Drawing This skill allows you to quickly make a second shot with your bow & arrow or crossbow. Sleight of Hand

R

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Rage 6 Power weapon range 1 target instant Advance Swordplay This skill allows you to hit the target 1d4 + 1 times. However you cannot apply crit, and each hit is treated as a seperate hit for damages. You are left unable to act for the next turn. Mental Balance
Rage Attack 6 Power 1 space 1 target instant Powered Blow With this attack you go into rage and can hit 1d4 +1 times. You cannot crit with this attack. After the attack you are berserk for 1d4 rounds. React - 5
Rationing N/A self self 1d6 rounds Focus Empowerment This skill causes your skills and spells to cost 50% less stat points. Focus
Reading the Scriptures 8 Soul any in area a 3x3 space area around you 1d6 rounds Positive Energy

This skill grants you and those in the area, friend or foe, immunity to any kind of control. If you are a servant of a positive aligned deity this skill also will restore everyone that is affected Soul and Power by your Religious score + 1d6.

Religion -2
Realm Reaching 2 Soul + 1 Specter Daisy and 1 vial Black Maple Sap self self 1d6 rounds Summoning or Prayer and be a servant of Taal

With this skill you attempt to call forth a power to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your total physical damage when you attack is given to all of the enemy targets.

Religion -2
Relaxing Tones 2 Soul any in area a 3x3 space area around you instant N/A Restores 1d6 + Perform worth of Power to any in area, including self, friend, and foe. Perform
Relentless Mockery 1 Soul 1 target 1 target 1d4 rounds Mock the target causing the target to receive a -2 on all checks. Intimidate +1
Religious Sanctuary 6 Soul any in area a 3x3 space area around you 1d6 rounds Inner Peace

This skill produces an aura around you that grants you and those within the aura, friend or foe, 1d10 to Spiritual Balance. If you are a servant of a positive aligned deity, increase this bonus by +2.

Focus -2
Remove Curse 4 Soul 1 object in hands 1 object in hands instant Hexing This skill allows you to break the curse from a cursed object. Unfortunately you do have to endure the curse for 1d4 hours. Arcana
Restoring Tones 4 Soul any in area a 3x3 space area around you instant Relaxing Tones

Restores 1d6 + Perform worth of Soul to any in area, including self, friend, and foe.

Perform -2
Revoke Curse 4 Soul 1d6 spaces 1 target instant Identify Curse

This skill allows you to break curses on people, not objects. Basically you can remove the curse from the person but the object will still be cursed. The person will need to immediately drop said object or will be cursed again.

Arcana -5
Ricochet Projectile 4 Soul weapon range a 5x5 area around the initial target instant Puck Shot This skill allows you to bounce the arrow or bolt off of the initial target to hit a target in the area. It can then bounce off that target to hit another target in the area. The projectile will do this until it misses a target. The determination of hit or miss here is Hit Chance. After the first target you must make a Hit Chance for each additional target. You get a penalty of 2 for each target after the second total target hit, and that 2 increases by 2 per target. Once you fail this check, the skill ends. Hit Chance
Roundhouse Kick 5 Power 1 space all targets around you instant Split Kick This move allows you to kick in a circle, hitting anyone and everyone next to you on any side. Acrobatics -4
Runic Block 4 Soul self self instant Runic Defense This skill allows you to use your weapon or shield to block magic damage. This causes the magic attack to be reduced by 1/2 your weapon's attack value or 1/2 your shield's block value. If those values are equal to or greater than the damage dealt to you, you receive no damage. Otherwise you receive the reduced damage.This reduction is last following any other reductions. Arcane -2
Runic Defense 2 Soul self self 1d4 rounds N/A This skill allows you to use Defense against magic attacks. Arcane
Runic Empowerment 2 Soul self self 1d4 rounds Focus Empowerment This skill increases your Runic Power by 1d6. Arcana
Runic Guard 2 Soul move range 1 ally instant Guard and Runic Defense With this skill you can defend any ally you can reach from a magic attack, using a runic defense skill. Arcana -2
Runic Shuffle 6 Power any in area a 3x3 space area around you depends on effect Joasri's Dance

Effects of this powerful dance depend upon your element:

  • Earth: causes a tremor which knocks down all targets within the area around you friend or foe;
  • Air: creates a tempest around the area preventing projectiles from being fired into and from the affected area for 1d6 rounds;
  • Water: removes hunger, fatigue, and weak poisons from all in the area, friend and foe;
  • Fire: catches any target that is in the area, friend or foe, on fire causing 2d12 + Perform damage per round until the fire is put out;
  • Life: restores 1d12 + Perform Vitality to all targets in the area, friend or foe, each round for 1d6rounds;
  • Death: deals 1d6 + Perform points of poison damage to all targets in the area, friend or for, each round for 1d6 rounds;
  • Time: grants everyone in the area, friend or foe, 3 x move rate for 1d6 rounds;
  • Space: stuns all in the area, friend and foe, for 1 round
Perform -5
Runic Sonata 6 Soul any in area a 3x3 space area around you 1d6 rounds (effects only) Aria of Blood

This powerful song causes different effects based on your runic element:]

  • Earth: grants self and allies Perform as physical and magical protection; inflicts Perform as poison damage to enemies
  • Air: grants self and allies double move range, throw range, and bow range; halves enemies move, bow, and throw ranges
  • Water: grants self and allies Perform as a percentage absorption of magic damage to restore Vitality; causes enemies visual distortion
  • Fire: grants self and allies Perform as a bonus to melee, throw, and bow power; decreases enemies melee, bow, and throw power by Perform
  • Life: grants self and allies Perform worth of Vitality and Power restoration for duration per round; dazes enemies
  • Death: grants self and allies Perform as a bonus to Arcana and immunity to poisons; inflicts fear and anxiety on enemies (both hard Mental Balance checks)
  • Time: grants self and allies one extra turn of actions; stops enemies
  • Space: grants self and allies ability to teleport attacks to anywhere on battlefield they can see; inflicts enemies with blindness
Perform -5
Runic Tech Combination N/A self self depends N/A

This skill allows you to combine a number of runic items to make a new item. These are not components but actually completed items that you are combining. This does not include elemental constructs.

  • 2 items: 30 minutes, no extra penalty
  • 3 items: 1 hour, -1 penalty
  • 4 items: 1 hour 30 minutes, -2 penalty
  • 5 items: 2 hours, -3 penalty
  • 6 items: 2 hours 30 minutes, -4 penalty
  • 7 items: 3 hours, -5 penalty
  • 8 items: 4 hours, -6 penalty
  • 9 items: 5 hours, -7 penalty
  • 10 items: 6 hours, -8 penalty
Insight -2
Runic Tech Creation N/A self self 1d8 days Runic Tech Upgrade and Invention

This skill allows you to create new kinds of runic technology. You must get the approval from the GM of the design you wish to create. You will be creating the blueprint, afterwards you will need to make the item from the blueprint so you should ensure you have the correct crafting skill. The GM will set the crafting skill needed for the blueprint.

Insight -6
Runic Tech Repair 4 Soul 1 object or item 1 target 1 hour Repair and Arcane Crafting

This skill allows you to repair runic technology by 20% per use, including elemental constructs.

Insight -4
Runic Tech Upgrade N/A self self 1 hour Runic Tech Combination and Design Improvement

This skill allows you to craft upgrades for existing runic technology. You first have to develop a blueprint for these upgrades.

Insight -2

S

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Seduction 2 Soul 1d6 spaces 1 target 1d4 rounds N/A Causes the target to fight for you and defend you. The target essentially believes it loves you. The target may make a normal Mental Balance check to avoid this. Charm
Servant of Norvus 10 Soul self self 1d10 hours Child of Ova

With this skill you gain a boon from the god of rock and earth, Norvus. You now receive a 20% reduction on physical damages and can scale mountains with no movement penalty.

Nature -5
Set Magical Trap 4 Soul 1 space in front of you 1 space until trap is sprung or disarmed Set Trap

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:

  • Easy Magical Trap = Easy Arcana check
  • Normal Magical Trap = Normal Arcana check
  • Hard Magical Trap = Hard Arcana check
  • Impossible Magical Trap = Impossible Arcana check
Arcana
Set Trap N/A 1 space ahead of you 1 space until trap is sprung or disarmed N/A

This skill allows you to quickly set traps with the items you have, using only your support action to do so.

  • Easy Trap = Easy Insight check
  • Normal Trap = Normal Insight check
  • Hard Trap = Hard Insight check
  • Impossible Trap = Impossible Insight check
Insight
Shadow Attack 5 Soul 1 target 1 target instant Allows for attacking any 1 target by sending the attack through the shadows to the target. Gained at Level 4. Focus -1
Shadow Walk 3 Soul self self 1 move Allows the xodian to disappear into the shadows and navigate the area through the shadows at 20% greater than normal movement rate. There are no terrain penalties or obstacles in the shadow realm. When the movement is done the xodian reappears in the normal world at the location travelled to. Focus +2; +1 per level
Shape Shifting 3 Soul self self 1d10 rounds or hours Learn how to take the form of beings that you have encountered. The form cannot be more than double normal size or half normal size. Form must be a living form. Gain this skill at Level 2. Arcana; +1 per level past Level 2
Shell Crusher 8 Power weapon range 1 target instant Arm Switch, Equip Nunchaku With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1. Critical
Shield Wall 3 Power self self 1d4 rounds N/A With this skill you make yourself small, trying to hide more behind your shield. This increases your physical armor for that time by 1 and your defense by 1, but only to frontal attacks. Defense
Short Range Teleport 2 Soul self place in sight instant Teleport to location in sight Arcana +2; +1 per level
Shrink or Grow 2 Soul self self until used again Grow to double normal size increasing Strength traits by 2 but decreasing Speed Traits by 2 or decrease to half size Increasing Speed traits by 2 but decreasing Strength traits by 2. This is also used to revert to normal size. Deception +2
Sickening Tones 2 Soul any in area a 3x3 space area around you 1d4 rounds (effect) N/A This sickly tone causes any in area who hear it (friend or foe) to have their move rate halved and deal 20% less damage for the duration of the effect. Influence -2
Sigil Identify 1 Soul 1 target 1 target instant N/A With this skill you recognize and understand the meaning of a sigil, as well as to what deity or religion it belongs to. Insight
Silent Hit 1 Soul 1 space 1 target instant N/A When you hit the target, if the target or surrounding targets do not know you are there, they will not hear the hit. It will be silent. Stealth -1
Silent Hunter 2 Soul move self instant Stand Downwind With this skill you gain a first strike as you move across the battlefield to your target, if your target fails to perceive you. You do not incur any attacks of opportunity. stealth -2
Slash Defense 2 Power self self 1d4 rounds N/A This reduces all slash damage against you by 20%. Defense
Sleeper Hit 3 Soul weapon's range 1 target instant Silent Hit When you attack with this skill, you do normal damage and inflict sleep on the target. Athletics -1
Sly Deception 1 Soul self self instant Sly Persuasion You use this when you are trying to deceive someone. You can add your Luck score to your Deception score. Perform
Sly Intimidation 1 Soul self self instant Sly Deception You use this when you want to try to intimidate someone. You can add your Luck score to your Intimidate score. Perform
Sly Persuasion 1 Soul self self instant N/A You use this when you are trying to persuade someone. You can add your Luck score to your Persuade score. Perform
Sniper Shot 4 Soul weapon range + 1d6 1 target instant Blind Shot With this skill you can target a specific area of the target to hit.
  • Head: Critical hit stuns target 1d4 rounds, Increase damage by 1d4.
  • Arms: Target must make brace check to keep holding weapon.
  • Legs: Target must make brace check to remain standing.
Perceive -3
Solara's Empowerment 2 Soul + 1 Fire Lichen self and all allies self and all allies 1d6 rounds Summoning or Prayer

With this skill you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also gain an extra attack and defense action, and have your offensive power increased by 50% for the duration of the summon.

Religion -2
Soul Empowerment 5 Soul self self 1d6 rounds Magic Break Increase the amount of Soul you currently have by 1d12 +1. Arcana -1
Soul of Forsaken 2 Soul + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid self and all allies self and all allies 1d6 rounds Xodod's Gift and serve Zodo

With this skill you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 50% more damage against those with light moral points and double damage against those who are worshipers of El Anon. Once the duration is over, the weapons return to normal.

Religion -2
Soul of Legend 2 Soul + 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip self and all allies self and all allies 1d6 rounds Angelic Summoning and serve Kymara

With this skill you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have order or light moral points. This holy power causes you to do 50% more damage against those with dark or chaos moral points and double damage against the undead and demons. Once the duration is over, the weapons return to normal.

Religion -2
Spector's Waltz 8 Power any in area a 3x3 space area around you instant Runic Shuffle

With this haunting dance you will roll a 1d6 for each in the area of effect, friend or foe. If you roll a 6, that target is instantly dead.

Perform -8
Spell Aid 2 Soul 1 ally 1 ally instant Battle Mage 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. Arcana -1
Spell Bomb 4 Soul self self instant Splitting Magic This skill allows you to cast a single target spell causing it to affect a greater area. The area it affects is around the target of the spell, and it affects an Arcana -3 x Arcana -3 space area. The minimum area is 2x2. Arcana -4
Spell Slinger 2 Soul self self instant N/A Using this skill with your magic spell allows you to cast your spell more quickly. The spell now takes 1 less runic casting speed to cast. Arcana -2
Spiritual Glow 2 Soul self self 1 hour Glamour

Gives any target a -2 penalty to Mental Balance when dealing with your character, making it easier to convince others to your will.

Influence
Spiritual Host 2 Soul + 2 Specter Daisy and 2 vials of Ectoplasm self self 1d8 rounds Prayer or Summoning

With this skill you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your Vitality, Soul, and Power. Your Runic Power is also doubled. Once the duration is finished, the spirit leaves your body and you are stunned for 1 round.

Focus -4
Split Kick 4 Power 1 space 1 target to the left and 1 target to the right instant Focused Kick This move allows you to jump in the air and kick the target to the left and to the right. Acrobatics -2
Splitting Magic 4 Soul self self instant Piercing Spell This allows you to cast your single target spell and have it split to affect also a nearby target. The nearby target must be Arcana -2 spaces away from the initial target. The minimum distance is 1 space away. Arcana -1
Staggering Hit 2 Power weapon range 1 target instant N/A Your critical hit causes the target to be stunned unable to move and use spells for the next turn. Critical
Staggering Shot 4 Soul weapon range 1 target instant Bow Drawing This shot dazes the target for 1d4 rounds so that the target cannot move or use spells. Critical -2
Stand Downwind 3 Soul self self 1d4 hours or until you move N/A You stand perfectly still, in the right spot so that no enemies around will know to even make a perceive check. Unless they look right at you they will not notice you are there. Until you move anyways, at which time you are plainly visible. Stealth -1
Stand Your Ground 2 Power self self 1d4 rounds N/A This skill doubles your Brace, making it that much harder to be moved or knocked down. Defense -2
Stealth Opportunity 4 Soul self self 1d4 rounds Silent Hit and Hide When in hiding, you can take advantage of Attacks of Opportunity without coming out of hiding. Stealth -2
Stunning Hit 3 Power weapon range 1 target instant Sleeper Hit A critical hit by your weapon causes 1 round stun. Critical -2
Summoning 1d10 Soul any, all, self battlefield instant N/A

The effects of this skill depends upon the deity you serve:

  • Joasri: Everyone except the cleric must make a Mental Balance Check. Allies make an easy Mental Balance check while enemies make a normal Mental Balance check. Those who succeed have nothing happen. Those who fail are driven mad for 1d3 rounds which they spend screaming about hallucinations and unable to act.
  • Nikolai: All enemies are blinded by a super bright glaring light and must make hard perceive checks to move or attack. Should they fail they must make impossible brace checks to not fall down.
  • Norvus: Self and allies are granted 2d20 (each) extra physical protection for 1d6 rounds.
  • Ova: Self and allies are granted 1d8 poison sap on their skin that doesn't affect the protected for 1d6 rounds. They can apply this sap to their weapons or physically touch the targets to inflict them with 1d8 poison.
  • Spector: Everyone has to roll a 1d6, where 6 = instant death. Allies and self get 2 tries to not roll a 6. Furthermore any undead or spirits are instantly destroyed.
  • The Four Winds: Zephyr doubles all allies and self move rate, Eros gives all enemies 1d6 penalty to all checks, Tyria inflicts all enemies with sickness, Solara makes self and all allies immune to negative status effects. All of these effects happen and last for 1d6 rounds.

You can only have one successful summoning use a day.

Religion -8
Swap for Movement 2 Soul self self instant Swap for Support This is a free action skill. It allows you to swap your attack, support, or magic action for an additional movement action. Initiative
Swap for Support 2 Soul self self instant N/A This is a free action skill. It allows you to swap your move, attack, or magic action of an additional support action. Initiative

T

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Tap Dance 2 Power any in area a 3x3 space area around you 1d4 rounds (effect) N/A Inflicts confusion on any in the area, friend or foe. Perform
Taunt 1 Soul 1 target 1 target 1d4 rounds N/A If successful the target will only target you. Influence -1
Teleportation Attack 1 Soul 1 target 1 target instant Teleport attack you perform to any target you can see; gain this skill at Level 4 Arcana -2
The All-Seeing 6 Soul + 1 Zodo's Eye Orchid, 1 Pig's Heart, 1 Dragon's Eye, and 2 vials of Red Dragon's Blood entire area or battlefield entire area or battlefield instant Soul of Forsaken and be a servant of Zodo

With this mighty skill you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This skill's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the cleric a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the cleric. It will further cause great fear in every target, decreasing all of their move rates by half and making them avoid the cleric at any cost.

Religion -5
Throw Empowerment 1d4 Power self self 1d4 rounds N/A This skill increases your Throw Power by 1d4. Athletics
Throwing Blitz 6 Power throw range 1 target per weapon thrown, or just 1 target instant Precise Throw With this skill you can throw 1d6 weapons or objects. React -5
Thrusting Attack 5 Power movement range + weapons range 1 target instant Lunging Attack This skill allows you to thrust your piercing weapon or sword into the target by getting a running start and moving towards the target with your weapon. This increases the total damage of the attack by 15%. athletics -4
Trade N/A self self instant N/A This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible. Persuade
Translate N/A 1 piece of writing you can clearly see 1 piece of writing you can clearly see instant N/A This skill allows you to translate writing from a language you do not know to your language. The difficulty of the language determines if it is one of the following checks: easy, normal, hard, or impossible. Insight
Treat Burns 2 Soul 1 target you can touch 1 target you can touch instant Diagnose 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. Medicine +2
Treat Visual Instability 2 Soul 1 target you touch 1 target you touch instant Diagnose 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. Medicine +2
Trick Shot 4 Soul weapon range 1 target instant Bow Drawing This skill allows you to perform seemingly impossible shots, such as shooting your bow when sliding down hill, or when leaping, or whatever. hit chance +1
Trick Throw 4 Soul throw range 1 target instant Blind Throw This skill allows you to perform seemingly impossible throws, such as throwing when sliding down hill, or when leaping, or whatever. hit chance +1
Tricky Goblin 1 Power self self instant Goblin upon successful use can move 1d4 spaces in any direction to avoid an attack and cause instead the attack to hit whomever or whatever the goblin gets behind, or to miss altogether. Acrobatics +2
Twin Dragon 6 Power whips range 1-2 targets instant Equip Whip; Choke Hold This skill allows you to use Wrist Snap twice in one attack on one or two targets that are in range. React -5
Twin Moon Attack 10 Power weapon range all targets in range around you instant Full Moon Attack This is Full Moon Attack done twice. You swing your weapon around you twice hitting each target in range twice. You cannot apply Staggering Hit however. Critical -6
Tyria's Blessing 2 Soul + 2 Manna Rose Petals battlefield battlefield 1d6 rounds Zephyr's Enchantment

With this skill you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2. Because Tyria is neutral, she takes some pity on the enemies, doubling their battle movement rates.

Religion -2

U

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Unbreakable Will 8 Soul + 3 Almonds self self duration of battle Iron Will

During the rest of the battle, you cannot be controlled.

Religion -2
Uppercut 5 Power 1 space 1 target infront of you instant Eye Gouger With this skill you perform an uppercut. This increases the attack by an extra offensive power. If you crit you knock the target out for 1d3 rounds. Athletics -4
Upward Momentum Swing 5 Power weapon range 1 target instant Momentum Hit Your critical hit knocks the target unconscious for 1d4 rounds. Critical -3
Use Other's as Shield 1 Soul 1d4 1 target instant N/A If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a second hit chance with a penalty of 1d6 check to attack you instead. Deception
Use Potion as Defense N/A self self instant N/A This skill allows you to drink a potion as your defensive action. Medicine

V

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Vitality Empowerment 2 Soul self self 1d4 rounds N/A This empowers your Vitality by 1d10. Survival

W

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Wall Jumping 2 Power self self instant Can jump to a wall and bounce off of it at an angle to reach a greater height. Can only do so once per jump. Acrobatics
Wrist Snap 2 Power whip's range 1 target instant Equip Whip This is a basic whip attack. It adds 1d4 to your whip attack. Athletics

X

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Xodod's Gift 6 Soul + 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood self self 1d8 rounds Black Flame

With this skill you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 3d6.

Religion -5

Z

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Zephyr's Enchantment 2 Soul + 1 Yellow Cap Mushroom self and all allies self and all allies 1d6 rounds Eros's Curse

With this skill you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyones move rate. It also grants everyone in the party an additional 2 attack actions.

Religion -2

Newest 10 Entries

Ability Dual Nunchaku
Effects You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku.
Skill Shell Crusher
Stat Cost 8 Power
Range weapon range
Area 1 target
Duration instant
Requirements Arm Switch, Equip Nunchaku
Effects With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1.
Success Roll Critical
Skill Arm Switch
Stat Cost 6 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Bash & Swing, Equip Nunchaku
Effects With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice.
Success Roll React -5
Skill Bash & Swing
Stat Cost 4 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Diagonal Strike, Equip Nunchaku
Effects Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike.
Success Roll React -2
Skill Diagonal Strike
Stat Cost 2 Power
Range 1 target
Area 1 target
Duration instant
Requirements Equip Nunchaku
Effects Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard.
Success Roll React
Weapon Spiked Gauntlet
Attack +1
Range 0
Hit Chance 0
Weight +0.5
Space Taken 0
Other Information Can use piercing attacks.
Cost 7.50
Weapon Reinforced Gauntlet
Attack +2
Range 0
Hit Chance 0
Weight +0.75
Space Taken 0
Other Information N/A
Cost 6.75
Weapon Reinforced Glove
Attack +2
Range 0
Hit Chance 0
Weight +0.5
Space Taken 0
Other Information Chain Mail Glove only
Cost 6.00
Weapon Cured Glove
Attack +1
Range 0
Hit Chance 0
Weight 0
Space Taken 0
Other Information Leather Glove only
Cost 3.50
Weapon Belted Glove
Attack +1
Range 0
Hit Chance 0
Weight +0.2
Space Taken 0
Other Information Leather Glove only
Cost 3.50

Top 10 Entries

Ability Dual Nunchaku
Effects You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku.
Skill Shell Crusher
Stat Cost 8 Power
Range weapon range
Area 1 target
Duration instant
Requirements Arm Switch, Equip Nunchaku
Effects With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1.
Success Roll Critical
Skill Arm Switch
Stat Cost 6 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Bash & Swing, Equip Nunchaku
Effects With this skill you are able to attack with your nunchaku with one hand, switch hands, and attack again. You can preform an attack skill as well with each hit however a penalty of 5 is applied to the success roll for the second attack. You can use this with the Dual Wielding Nunchaku ability to attack with both hands twice.
Success Roll React -5
Skill Bash & Swing
Stat Cost 4 Power
Range weapon range
Area 1-2 targets
Duration instant
Requirements Diagonal Strike, Equip Nunchaku
Effects Hit one target doing +1d4 more damage and able to swing back to either strike the same target again or strike another target in range. There is no extra damage for the second hit. Critical hit only applies to the first strike.
Success Roll React -2
Skill Diagonal Strike
Stat Cost 2 Power
Range 1 target
Area 1 target
Duration instant
Requirements Equip Nunchaku
Effects Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard.
Success Roll React
Weapon Spiked Gauntlet
Attack +1
Range 0
Hit Chance 0
Weight +0.5
Space Taken 0
Other Information Can use piercing attacks.
Cost 7.50
Weapon Reinforced Gauntlet
Attack +2
Range 0
Hit Chance 0
Weight +0.75
Space Taken 0
Other Information N/A
Cost 6.75
Weapon Reinforced Glove
Attack +2
Range 0
Hit Chance 0
Weight +0.5
Space Taken 0
Other Information Chain Mail Glove only
Cost 6.00
Weapon Cured Glove
Attack +1
Range 0
Hit Chance 0
Weight 0
Space Taken 0
Other Information Leather Glove only
Cost 3.50
Weapon Belted Glove
Attack +1
Range 0
Hit Chance 0
Weight +0.2
Space Taken 0
Other Information Leather Glove only
Cost 3.50