Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Gift of Tongues 10 Soul any in area a 3x3 space area around you 1d8 rounds Positive Energy

This skill inspires your self and all allies in the area. This grants them double move range, and allows them to choose 1 action to do a second time be it Move, Attack, Support, or Magic. They can make a different choice each time as long as they are in the area of effect. If you are a servant of Zephyr, they can choose 2 actions to do twice. If you are a servant of Zodo or a worshiper of magic  their spells will do 50% more damage.

Focus -5
Glamour 2 Soul self self 1 hour N/A Gives the illusion of good aura and grants +2 to Influence. Deception
Guard N/A move range 1 ally Instant N/A With this skill you can defend any ally that you can make it to. You take the attack for that ally. You are able to use one defensive skill when you guard. React
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
Haymaker 6 Power 1 space 1 target in front instant Uppercut This powerful punch knocks the target out for 1d4 rounds and back 1d4 spaces. It does instant crit damage. Athletics -5
Healing Tones 6 Soul any in area a 3x3 space area around you instant Purifying Tones

Restores 1d8 + Perform worth of Vitality to any in area, including self, friend, and foe.

Perform -2
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
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
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
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:
  • 0-1: Easy Check
  • 2-4: Normal Check
  • 5+:  Hard Check
Stealth -4
Identification N/A 1 target 1 target instant Appraisal With this skill you can identify what something is. The harder it is to make out what something is, the harder the check. The checks are easy, normal, hard, and impossible. Perceive
Identify Animal 2 Soul line of sight 1 target instant Animal Talk

Allows you to identify what the animal is, its type, and its stats.

Nature
Identify Curse 2 Soul 1d6 spaces 1 target instant N/A This skill allows you to identify any curse and its properties by sight. Insight -4
Inciteful Energy 4 Soul around user 3x3 spaces 1d4 rounds Chi Energy Anyone in the area of effect, friend or foe, will receive the berserk status for the duration that they are in the area of effect + 1 round. This causes them to do double damage but prevents them from using spells. Focus -5
Increased Offense 1d6 Power weapon range 1 target instant N/A This skill allows you to increase your offensive power by the power you rolled to spend into your attack. Athletics
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
Initiative Empowerment 2 Soul self self 1 hour Perceive Empowerment This skill increases your Initiative by 1d4. Initiative
Inner Chi 2 Soul self self 1d4 rounds Meditation This skill allows you to increase your Offensive Power by your Focus score. Focus -1
Inner Peace 4 Soul self self 1d6 rounds Calming Aura

This skill allows you to receive the rage status effect and enjoy all the benefits of it, but not suffer any of the penalties.

Focus -2
Intimidation 2 Soul self self instant Glamour

This skill makes you appear more intimidating for that moment, giving you a temporary bonus of +2 to Intimidate.

Deception
Invention 2 Soul self self 1d6 days Design Improvement and Novice Crafting

This skill allows you to create new designs from scratch. You must get the approval from the GM of the design you wish to create. You will be creating the blueprint, afterwards you will need to make the item from the blueprint so you should ensure you have the correct crafting skill. The GM will set the crafting skill needed for the blueprint.

Insight -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
Item Combination N/A self self depends N/A

This skill allows you to combine a number of items to make a new item. These are not components but actually completed items that you are combining.

  • 2 items: 25 minutes, no extra penalty
  • 3 items: 45 minutes, -1 penalty
  • 4 items: 1 hour, -2 penalty
  • 5 items: 1 hour 30 minutes, -3 penalty
  • 6 items: 2 hours, -4 penalty
  • 7 items: 2 hours 30 minutes, -5 penalty
  • 8 items: 3 hours, -6 penalty
  • 9 items: 3 hours 30 minutes, -7 penalty
  • 10 items: 4 hours, -8 penalty
Insight
Joasri's Dance 4 Power any in area a 3x3 space area around you 1d6 rounds (effects only) Backwards Waltz

This strange dance causes those in the area (friend or foe) to need to make normal luck checks when casting spells. A failed check means that the spell could do opposite of what is intended.

Perform -2
Keep Self N/A self self instant +2 to Endure for check to exist Endure +2; +1 per level
Knock Down Defense 6 Power self self instant Daze or Stun Defense You can use this skill to give you a +1d4 to Brace for that instance to prevent from being knocked down. Endure -2
Kymara's Solo 6 Soul any in area a 3x3 space area around you effect lasts 1 hour Cantata for Battle

This soul touching hymn grants you and those in the area (friend or foe) 1d10 + Perform Vitality bonus.

Perform -2
Laying Hands 2 Soul 1 space (touch) 1 target instant N/A This skill allows you to harm or head the target you touch by 1d4 Vitality, which ignores armor. If you are a servant of Kymara, you get an extra 1d4 for healing. If you are a servant of Zodo, you get an extra 1d4 for harming. Religion
Leaping Attack 1 Power jump + weapon range 1 target instant Basic Attack This skill allows you to perform a basic attack when you jump towards a target. athletics -1
Learn Curse N/A 1 object near you 1 object near you instant N/A This skill allows you to learn the curse that is on a cursed object, so that you can use the curse yourself to curse objects. Insight -4