Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Blood Letting 1d4 Vitality weapon weapon 1d10 rounds Coats weapon with poisonous blood causing 1d4 poison to the target, not compounding. N/A
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
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 himĀ  4 Vitality and receiving 4 Soul. Or maybe you want to grant the warrior 5 Power and get 5 Soul in return. Arcana -1
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
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
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 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
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
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
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
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
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
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
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
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
Runic Empowerment 2 Soul self self 1d4 rounds Focus Empowerment This skill increases your Runic Power by 1d6. Arcana
Initiative Empowerment 2 Soul self self 1 hour Perceive Empowerment This skill increases your Initiative by 1d4. Initiative
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
Acrobatic Empowerment 2 Soul self self 1d4 rounds N/A This skill increases your Acrobatic by 1d6. Acrobatic
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
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
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
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 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
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
Combat Empowerment 2 Soul self self 1d4 rounds N/A This skill increases your Offensive Power, Bow Power, and Critical by 1 Athletics -2
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