Abilities home
Ability
|
Effects |
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Create Magical Totem |
Allows you to create magical totems that can be used as relics. You can create one effect per totem:
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Creature Lore | This ability grants you knowledge of creatures. You can easily identify their tracks, their scents, and the noises they make. You can determine the environment a creature lives, know its diet, and if it is a solitary or pack creature. Basically you know all you need to know about a creature. This ability allows you to never fail at Identify Animal, Tracking, or Hunting. |
Cursed Aura |
You have an aura that makes you seem cursed and dark as if you are one with demons. Anyone within a 2x2 space of you must make normal mental balance checks or be inflicted with depression. Must have an alignment that is either chaotic or evil. Must have Shuddering Aura. |
Dagger Proficiency | Increase your damage when wielding daggers by 1d4. |
Damage Absorb | Allows you to absorb 25% of the damage with half of that going off of your Power. The absorbed damage does not affect your Vitality. |
Damage Redirect | You can redirect the absorbed and stored damage into your next physical attack, adding that value to your attack value. Must have Damage Store. |
Damage Store | You can store the absorbed damage to be used later. This stored damage will disappear when the battle is over. Must have Damage Absorb. |
Dance Training |
This ability causes your dancing skills to cost 50% less power to use. Must have Tone & Rhythm |
Danger Sense | You are more keenly aware to the dangers around you. You have a +1 to Perceive and are allowed and able to make a perceive check before any ambush or trap. |
Dark Sight | Can see in the dark |
Defensive Stance | This ability allows you to take a defensive stance so that you are always ready to defend against an attack. This ability gives you 1 free defense move that can only be used to defend yourself against an attack with. Must have Self Defense Techniques. |
Detect Lies |
With this ability you can make a normal perceive check to know if someone is lying. The normal level of difficulty is the typical difficulty here, however if the person as skills or abilities to help mask this, the difficulty could be greater, whereas if the person is easy to read it could be lower. Must have Sense Emotion |
Dogma | With this ability any one that targets you must make an easy mental balance check or they will instead attack themselves. |
Dogma Certainty |
With this ability your church sets your alignment, not society. Must have Dogma Over Faith. |
Dogma Over Faith |
With this ability worshipers of opposing gods are treated as if they are opposing alignments, even if that is not true. Must have Dogma. |
Double Movement | This ability permanently allows you to move twice a round. |
Dragon Lore |
This ability allows you to have knowledge of dragons. This not only allows dragon knowledge to also be apart of Creature Lore, but also grants you a +5 to your Dragon Speech skill check. Must have Avian Kinship ability. |
Dragon Mount |
This ability allows you to ride on the back of dragons. You must of course first either establish that dragon as friend, or have gained some means of controlling that dragon. Otherwise you will instead find yourself as food for that dragon. Must have Dragon Lore ability and Dragon Speech skill. |
Draining Hit | This ability causes half of the vitality damage you do to your target to be used to heal your Vitality. You must have Weapon Mastery to get this ability. |
Dual Fists | You are able to use both fists with one attack, as long as you are unarmed. Must have Martial Arts Proficiency, this is a requirement to attack with both fists. |
Dual Nunchaku | You are able to wield nunchaku in both hands, using both as one attack. Must have Dual Fists and be equipped with Nunchaku. |
Dual Wielding Proficiency | This ability allows you to wield a weapon in each hand and attack with each hand holding a weapon during your attack turn. This is required for dual wielding, without this ability you cannot dual wield. |
Elemental Arrow | Your arrows take on the characteristcs of your runic element. You will do 20% more damage to elements you are strong against and there's a 20% chance that elements you are weak against will receive no damage. |
Elemental Blood | This ability causes your Soul to regenerate by 1d4 per round or 1d12 per hour. Must have Child of Magic. |
Elemental Creations |
All items you create or use have their effects increased by your Arcana. Must have Create Magical Totem |
Elemental Focus |
This ability increases the elemental effects of self and all allies who share your element or mirrored element by half. The mirrored elements are:
Must have Chained Natural Healing ability. |
Elemental Potions |
All potions you use or create have their values increased by your Arcana. Must have Energy Enrichment |
Elemental Protection |
This ability Grants you your Arcana score as protection against magic of your element or mirrored element. Must have Elemental Focus ability. |
Empathic Mage | This skill allows for your emotions to fuel your spell effect. If you attack an enemy with a spell and are filled with anger, the spell damage will be increased by x 1.5 for that attack. If your character has opposite feelings, such as happiness when casting an offensive spell, the attack simply won't do any damage. The same is true for healing spells, if you have any anger towards the target you may do the reverse of healing, for example. You must have the Empathy talent for this skill. |
Endure | You are able to endure more than normal, allowing you to roll two d20's for each endure check. |