Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Disarm Magic Trap 3 Soul self self instant Disarm Trap This skill allows you to disarm a magic trap safely. (Insight + Arcana) -5
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
Bounding Leap 2 Power self self instant Increase move by +2 when jumping +2 Acrobatics
Acrobatic Empowerment 2 Soul self self 1d4 rounds N/A This skill increases your Acrobatic by 1d6. Acrobatic
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
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
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
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
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
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
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
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
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
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
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
Runic Empowerment 2 Soul self self 1d4 rounds Focus Empowerment This skill increases your Runic Power by 1d6. Arcana
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
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
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
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
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
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
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
Soul Empowerment 5 Soul self self 1d6 rounds Magic Break Increase the amount of Soul you currently have by 1d12 +1. Arcana -1
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
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
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
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
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
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