Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
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:

  • 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
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