Skills home
Skill
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Stat Cost
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Range
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Area
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Duration
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Requirements
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Effects |
Success Roll
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Mortal Guard | 6 Soul | self | self | instant | Knock Down Defense | You can use this skill to give yourself +1d6 to Vitality Save for that instance to avoid a one hit kill, instant death, or other related situation. | Survival -2 |
Poison or Sickness Defense | 2 Soul | self | self | instant | N/A | You can use this skill when you need to make an immunity or health check against a poison or sickness status effect. This skill increases that instance your Immunity and Health traits by + 1d4. | Survival -1 |
Vitality Empowerment | 2 Soul | self | self | 1d4 rounds | N/A | This empowers your Vitality by 1d10. | Survival |
Basic Swordplay | 2 Power | weapon range | 1 target | instant | N/A | Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d4. | Stealth +2 |
Hide in Plain Sight | 3 Soul | self | self | until you move or are found | Hide |
With this skill you are attempting to hide by making yourself as small and still as possible. Everyone must make a Perceive check if they want to find you. The challenge of the Perceive check is based on your Luck:
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Stealth -4 |
Advanced Swordplay | 4 Power | weapon range | 1 target | instant | Basic Swordplay | Decreases chance that target can make a defense check, parry, or counter attack your hit by 1d6. Increases Critical chance by 2. | Stealth -2 |
Stealth Opportunity | 4 Soul | self | self | 1d4 rounds | Silent Hit and Hide | When in hiding, you can take advantage of Attacks of Opportunity without coming out of hiding. | Stealth -2 |
Silent Hunter | 2 Soul | move | self | instant | Stand Downwind | With this skill you gain a first strike as you move across the battlefield to your target, if your target fails to perceive you. You do not incur any attacks of opportunity. | stealth -2 |
Silent Hit | 1 Soul | 1 space | 1 target | instant | N/A | When you hit the target, if the target or surrounding targets do not know you are there, they will not hear the hit. It will be silent. | Stealth -1 |
Hide | 1 Soul | self | self | until you move or are found | N/A | With this skill you can hide yourself in the nearby environment surrounding you, causing anyone to have to make a Perceive check to find you. The challenge of the Perceive check depends upon how well you are hidden. | Stealth -1 |
Stand Downwind | 3 Soul | self | self | 1d4 hours or until you move | N/A | You stand perfectly still, in the right spot so that no enemies around will know to even make a perceive check. Unless they look right at you they will not notice you are there. Until you move anyways, at which time you are plainly visible. | Stealth -1 |
Quick Shot | 4 Power | weapon range | 1 target | instant | Bow Drawing | This skill allows you to quickly make a second shot with your bow & arrow or crossbow. | Sleight of Hand |
Summoning | 1d10 Soul | any, all, self | battlefield | instant | N/A |
The effects of this skill depends upon the deity you serve:
You can only have one successful summoning use a day. |
Religion -8 |
Prayer | 1d10 Soul | any, all, self | battlefield | instant | N/A |
The effects of this skill depends upon the deity you serve:
You can only have one successful prayer use a day. |
Religion -8 |
Black Flame | 4 Soul + 2 Black Rose Petals and 1 Fire Lichen | self | self | 1d8 rounds | Prayer or Summoning |
With this skill you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This skill allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 2d20 non-elemental magic damage increased by your Arcana. If you are a worshiper of Zodo, you get an additional 1d20. You can use this as an additional attack spell while you use other skills, spells, and actions until the duration of the summon ends. Once the duration is finished, you will find that you can no longer use the attack blast. |
Religion -5 |
The All-Seeing | 6 Soul + 1 Zodo's Eye Orchid, 1 Pig's Heart, 1 Dragon's Eye, and 2 vials of Red Dragon's Blood | entire area or battlefield | entire area or battlefield | instant | Soul of Forsaken and be a servant of Zodo |
With this mighty skill you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This skill's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the cleric a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the cleric. It will further cause great fear in every target, decreasing all of their move rates by half and making them avoid the cleric at any cost. |
Religion -5 |
Xodod's Gift | 6 Soul + 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood | self | self | 1d8 rounds | Black Flame |
With this skill you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 3d6. |
Religion -5 |
Angelic Summoning | 4 Soul + 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood | any target | any target | 1d8 rounds | Spiritual Host and be a servant of Kymara or El Anon |
With this mighty skill you call upon the beings of Elysium to come and assist you and your allies in battle. A powerful angelic being comes forth to fight along side you and your allies. Each round the angel will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack is a three-hit combo that deals 1d% damage. The holy light will do 8d12 magic damage to normal targets or 16d12 magic damage to the undead or targets with dark moral points. Once the skill's duration is over, the angel will disappear. |
Religion -4 |
Ancestral Empowerment | 4 Soul + 1 Arrow Root and 1 Blue Grass | self | self | 1d8 rounds | Ancestral Blessing |
With this skill you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. If you are are one who has shamed your family or gives no thought to your ancestors, you only get a bonus of 1 to your skill checks. Otherwise, you get a bonus of 1d10. |
Religion -4 |
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 |
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 |
Misreading the Scriptures | 8 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Negative Energy |
This skill causes enemies in the area of effect to need to make a normal Mental Balance check. Should they fail they will be in your control for that round. They must make this check for each round that they are in the area of effect. While in your control you can have them do anything except harm themself. If you are a servant of a negative aligned deity it become a hard Mental Balance check. |
Religion -2 |
Reading the Scriptures | 8 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Positive Energy |
This skill grants you and those in the area, friend or foe, immunity to any kind of control. If you are a servant of a positive aligned deity this skill also will restore everyone that is affected Soul and Power by your Religious score + 1d6. |
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 |
Haunting of the Lost | 2 Soul + 1 Bog Beacon Mushroom | all enemies | all enemies | 1d6 rounds | Haunting of the Lost |
With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This inflicts them with fear and confusion, requiring normal mental balance checks for every action. |
Religion -2 |
Realm Reaching | 2 Soul + 1 Specter Daisy and 1 vial Black Maple Sap | self | self | 1d6 rounds | Summoning or Prayer and be a servant of Taal |
With this skill you attempt to call forth a power to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your total physical damage when you attack is given to all of the enemy targets. |
Religion -2 |
Cries of the Damned | 2 Soul + 2 Ghost Orchids and 1 Skull Cap Mushroom | battlefield | battlefield | 1d6 rounds | Summoning or Prayer and be a servant of Joasri |
With this skill you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the cleric, causing all to need to make normal mental balance checks. Those who fail to make mental balance checks will be stunned for the first round and need to make normal mental balance checks for every action for the remainder of the duration. |
Religion -2 |
Unbreakable Will | 8 Soul + 3 Almonds | self | self | duration of battle | Iron Will |
During the rest of the battle, you cannot be controlled. |
Religion -2 |
Ero's Curse | 2 Soul + 1 vial Black Viper Blood and 1 Viper Grass | all enemies | all enemies | 1d6 rounds | Solara's Empowerment |
With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. There is a 75% chance he might ignore you and a 25% chance he might affect you and your allies as well. |
Religion -2 |
Tyria's Blessing | 2 Soul + 2 Manna Rose Petals | battlefield | battlefield | 1d6 rounds | Zephyr's Enchantment |
With this skill you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2. Because Tyria is neutral, she takes some pity on the enemies, doubling their battle movement rates. |
Religion -2 |