Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Leg Trip 3 Power whip's range 1 target instant Equip Whip; Wrist Snap This skill causes your whip attack to trip the target, causing the target to fall. Athletics -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
Linguistics N/A self self instant Translate This skill allows you to understand foreign languages being spoken to you. After you have used this skill more than 20 times on the same language you can add that language as a language you know and can read and speak in. Perceive -2
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
Lucky Shot 2 Soul weapon range 1 target instant Bow Empowerment With this skill you make a lucky shot that does more damage. This skill adds 1/2 your Luck score to your attack. Luck -2
Lucky Throw 2 Soul throw range 1 target instant Throw Empowerment With this skill you make a luck throw that does more damage. This skill adds 1/2 your Luck score to your attack. Luck -2
Lullaby 2 Soul any in area a 3x3 space area around you until awakened N/A This song puts any who hears it asleep, friend or foe. This can be resisted with a normal Endure check. Perform
Lunging Attack 2 Power movement + weapon's range 1 target instant Basic Attack This skill allows you to perform a basic attack as you dash into the enemy. You will also push the target back 1 space. athletics -2
Magic Absorb 2 Soul self self instant Battle Mage Absorb 10% of the spell damage that gets through armor. Arcane -1
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
Magic Mirror 6 Soul self or 1 ally self or 1 ally 1d4 +1 rounds Soul Empowerment This skill reflects back 10% of the spell back to the caster. Arcana -4
Magic Redirect N/A target of spell target of spell instant Magic Absorb Redirect the absorbed magical damage into your spell to increase its damaging or healing properties. The absorbed magical damage must be redirected when it is your turn right after the defensive round when you absorbed it. If it is not, the aborbed magic damage disappates. Arcane +1
Magic Sense N/A around user the room you are in or a 10 foot by 10 foot area instant N/A With this skill you can sense magic in the area and know its element. You can use this to check the magic of an artifact, for magical traps, and the like. Arcana +2
Magical Counter N/A 1 target 1 target instant Battle Mage Counter attack an offensive magic spell with an offensive magic spell. React
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
Magical Thought 6 Soul depends depends depends Occult Aid This skill gives you the chance to manifest your wish within your spell casting. This all has to be within reason and within the scope of the spell being cast. For example, you can wish for the spell area of effect to be larger, and it would grow by 1x1 space. Or perhaps you can wish for the healing spell to also remove poison, and maybe it will do so. You cannot wish for a simple essence bolt to instantly kill an enemy or anything drastic like that. You will need to describe your wish and work it out with your GM in the context of the spell. Insight -6
Magical Vampirism 2 Soul self self 1d4 rounds Battle Mage 10% of spell damage done to target returns to caster to restore Vitality. Arcane -1
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
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 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
Master Bashing Proficiency 4 Power self self 1d10 rounds Advanced Bashing Proficiency

Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • Causes wounds to unarmored targets
  • Causes wounds to armored targets as long as bash reduction isn't greater than 30%
  • Critical Hit knocks out unarmored targets for 1d3 rounds
  • Critical Hit knocks out armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
  • Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 50%
  • Critical Hit has a 1 in 6 chance of breaking a bone of the area hit (6 on a 1d6 roll) if the target is unarmored, or 10% chance (10 or less on percentile dice) if the target is armored but bash reduction isn't greater than 30%

This skill cannot be used with Basic Bashing Proficiency, Novice Bashing Proficiency, or Advanced Bashing Proficiency

Insight -6
Master Bludgeoning Proficiency 4 Power self self 1d10 rounds Advanced Bludgeoning Proficiency

Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • Causes wounds to unarmored targets
  • Causes wounds to armored targets as long as bash reduction isn't greater than 30%
  • Critical Hit stuns unarmored targets for 1d3 rounds
  • Critical Hit stuns armored targets for 1d3 rounds as long as bash reduction isn't greater than 30%
  • Dazes armored targets for 1d3 rounds as long as bash reduction isn't greater than 50%
  • Critical Hit has a 1 in 6 chance of breaking a bone of the area hit (6 on a 1d6 roll) if the target is unarmored, or 10% chance (10 or less on percentile dice) if the target is armored but bash reduction isn't greater than 30%

This skill cannot be used with Basic Bludgeoning Proficiency, Novice Bludgeoning Proficiency, or Advanced Bludgeoning Proficiency

Insight -6
Master Chopping Proficiency 4 Power self self 1d10 rounds Advanced 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 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 3
  • Causes 1d8 bleed damage per round  and minor wounds to unarmored targets
  • Causes 1d6 bleed damage per round to armored targets as long as they do not have a chop reduction greater than 30%
  • Causes 1d4 bleed damage per round to armored targets as long as their chop reduction is under 60% but greater than 30%
  • Critical Hit breaks wooden shields
  • If used against a parrying weapon, critical hit -5 breaks the weapon if it is a long wooden weapon
  • Critical Hit - 5 against unarmored target or armored target with a chop reduction less than 30% has a 1 in 6 (6 on a 1d6) chance of amputation of limb struck

This skill cannot be used with Basic Chopping Proficiency, Novice Chopping Proficiency, or Advanced Chopping Proficiency

Insight -6
Master Piercing Proficiency 4 Power self self 1d10 rounds Advanced 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 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • 20% of damage dealt ignores armor
  • Causes 1d8 bleed damage per round  and minor wounds to unarmored targets
  • Causes 1d6 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%
  • Causes 1d4 bleed damage per round to armored targets as long as their slash reduction is under 60% but greater than 30%

This skill cannot be used with Basic Piercing Proficiency, Novice Piercing Proficiency, or Advanced Piercing Proficiency

Insight -6
Master Slashing Proficiency 4 Power self self 1d10 rounds Advanced Slashing Proficiency

Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:

  • Increases damage of weapon by 1d6 + 1
  • Increases attack value of skills used with weapon by 1d6 + 1
  • Decreases difficulty of skills used with weapon by 4
  • Causes 1d8 bleed damage per round  and minor wounds to unarmored targets
  • Causes 1d6 bleed damage per round to armored targets as long as they do not have a slash reduction greater than 30%
  • Causes 1d4 bleed damage per round to armored targets as long as their slash reduction is under 60% but greater than 30%

This skill cannot be used with Basic Slashing Proficiency, Novice Slashing Proficiency, or Advanced Slashing Proficiency

Insight -6
Material Identify 1 Soul 1 object line of sight instant N/A This skill allows you to identify a material and its properties. Perceive -2
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
Mind Speak N/A 1 target 1 target instant Allows the xodian to speak into the mind of any one person the xodian knows or sees. Focus +3; +1 per level
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
Momentum Hit 4 Power weapon range 1 target instant Staggering Hit Your critical hit knocks back the target your move range in the direction you are hitting or swinging. Critical -2