Skills home
Skill
|
Stat Cost
|
Range
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Area
|
Duration
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Requirements
|
Effects |
Success Roll
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Bloodhoud Tracking | 1 soul | self | self | 1 hour | Can increase Investigate by 1d20 for that hour to use with tracking. | N/A | |
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 |
Perceive Empowerment | 2 Soul | self | self | 1 hour | N/A | This skill increases your Perceive by 1d4. | Perceive |
Initiative Empowerment | 2 Soul | self | self | 1 hour | Perceive Empowerment | This skill increases your Initiative by 1d4. | Initiative |
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 |
Glamour | 2 Soul | self | self | 1 hour | N/A | Gives the illusion of good aura and grants +2 to Influence. | Deception |
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 |
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 |
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 |
Create Novice Potions | 2 Soul | self | self | 1 hour | Create Basic Potions |
This skill allows you to create novice potions. |
Insight -2 |
Create Basic Arcane Potions | 2 Soul | self | self | 1 hour | Create Basic Potions |
This skill lets you create basic magic effect potions. |
Arcana -2 |
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 |
Basic Crafting | 1 Soul | self | self | 1 hour (required time) | N/A | This skill allows for basic crafting. | Insight |
Create Better Potions | 3 Soul | self | self | 1 hour 30 minutes | Create Novice Potions |
This skill allows you to create better potions. |
Insight -4 |
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 |
Animal Talk | 1 Soul | 1 animal near you | 1 animal | 1 minute | N/A | Talk to and understand animals | Nature +2; +1 per level |
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 | |
Fly | 2 Power | self | self | 1 movement | Fly at a move x 3. | Athletics +1; +1 per level | |
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 |
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 |
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 |
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 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 |
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 |
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 |
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 |
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 |
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 |
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:
This skill cannot be used with Basic Chopping Proficiency |
Insight -2 |
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:
This skill cannot be used with Basic Piercing Proficiency or Novice Piercing Proficiency |
Insight -4 |