Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Runic Defense 2 Soul self self 1d4 rounds N/A This skill allows you to use Defense against magic attacks. Arcane
Runic Empowerment 2 Soul self self 1d4 rounds Focus Empowerment This skill increases your Runic Power by 1d6. Arcana
Runic Guard 2 Soul move range 1 ally instant Guard and Runic Defense With this skill you can defend any ally you can reach from a magic attack, using a runic defense skill. Arcana -2
Runic Shuffle 6 Power any in area a 3x3 space area around you depends on effect Joasri's Dance

Effects of this powerful dance depend upon your element:

  • Earth: causes a tremor which knocks down all targets within the area around you friend or foe;
  • Air: creates a tempest around the area preventing projectiles from being fired into and from the affected area for 1d6 rounds;
  • Water: removes hunger, fatigue, and weak poisons from all in the area, friend and foe;
  • Fire: catches any target that is in the area, friend or foe, on fire causing 2d12 + Perform damage per round until the fire is put out;
  • Life: restores 1d12 + Perform Vitality to all targets in the area, friend or foe, each round for 1d6rounds;
  • Death: deals 1d6 + Perform points of poison damage to all targets in the area, friend or for, each round for 1d6 rounds;
  • Time: grants everyone in the area, friend or foe, 3 x move rate for 1d6 rounds;
  • Space: stuns all in the area, friend and foe, for 1 round
Perform -5
Runic Sonata 6 Soul any in area a 3x3 space area around you 1d6 rounds (effects only) Aria of Blood

This powerful song causes different effects based on your runic element:]

  • Earth: grants self and allies Perform as physical and magical protection; inflicts Perform as poison damage to enemies
  • Air: grants self and allies double move range, throw range, and bow range; halves enemies move, bow, and throw ranges
  • Water: grants self and allies Perform as a percentage absorption of magic damage to restore Vitality; causes enemies visual distortion
  • Fire: grants self and allies Perform as a bonus to melee, throw, and bow power; decreases enemies melee, bow, and throw power by Perform
  • Life: grants self and allies Perform worth of Vitality and Power restoration for duration per round; dazes enemies
  • Death: grants self and allies Perform as a bonus to Arcana and immunity to poisons; inflicts fear and anxiety on enemies (both hard Mental Balance checks)
  • Time: grants self and allies one extra turn of actions; stops enemies
  • Space: grants self and allies ability to teleport attacks to anywhere on battlefield they can see; inflicts enemies with blindness
Perform -5
Runic Tech Combination N/A self self depends N/A

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

  • 2 items: 30 minutes, no extra penalty
  • 3 items: 1 hour, -1 penalty
  • 4 items: 1 hour 30 minutes, -2 penalty
  • 5 items: 2 hours, -3 penalty
  • 6 items: 2 hours 30 minutes, -4 penalty
  • 7 items: 3 hours, -5 penalty
  • 8 items: 4 hours, -6 penalty
  • 9 items: 5 hours, -7 penalty
  • 10 items: 6 hours, -8 penalty
Insight -2
Runic Tech Creation N/A self self 1d8 days Runic Tech Upgrade and Invention

This skill allows you to create new kinds of runic technology. 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 -6
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
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
Seduction 2 Soul 1d6 spaces 1 target 1d4 rounds N/A Causes the target to fight for you and defend you. The target essentially believes it loves you. The target may make a normal Mental Balance check to avoid this. Charm
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
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
Set Trap N/A 1 space ahead of you 1 space until trap is sprung or disarmed N/A

This skill allows you to quickly set traps with the items you have, using only your support action to do so.

  • Easy Trap = Easy Insight check
  • Normal Trap = Normal Insight check
  • Hard Trap = Hard Insight check
  • Impossible Trap = Impossible Insight check
Insight
Shadow Attack 5 Soul 1 target 1 target instant Allows for attacking any 1 target by sending the attack through the shadows to the target. Gained at Level 4. Focus -1
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
Shape Shifting 3 Soul self self 1d10 rounds or hours Learn how to take the form of beings that you have encountered. The form cannot be more than double normal size or half normal size. Form must be a living form. Gain this skill at Level 2. Arcana; +1 per level past Level 2
Shell Crusher 8 Power weapon range 1 target instant Arm Switch, Equip Nunchaku With this skill you ignore a 1d20 percentage of the target's armor. The attack is also increased by +1. Critical
Shield Wall 3 Power self self 1d4 rounds N/A With this skill you make yourself small, trying to hide more behind your shield. This increases your physical armor for that time by 1 and your defense by 1, but only to frontal attacks. Defense
Short Range Teleport 2 Soul self place in sight instant Teleport to location in sight Arcana +2; +1 per level
Shrink or Grow 2 Soul self self until used again Grow to double normal size increasing Strength traits by 2 but decreasing Speed Traits by 2 or decrease to half size Increasing Speed traits by 2 but decreasing Strength traits by 2. This is also used to revert to normal size. Deception +2
Sickening Tones 2 Soul any in area a 3x3 space area around you 1d4 rounds (effect) N/A This sickly tone causes any in area who hear it (friend or foe) to have their move rate halved and deal 20% less damage for the duration of the effect. Influence -2
Sigil Identify 1 Soul 1 target 1 target instant N/A With this skill you recognize and understand the meaning of a sigil, as well as to what deity or religion it belongs to. Insight
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
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
Slash Defense 2 Power self self 1d4 rounds N/A This reduces all slash damage against you by 20%. Defense
Sleeper Hit 3 Soul weapon's range 1 target instant Silent Hit When you attack with this skill, you do normal damage and inflict sleep on the target. Athletics -1
Sly Deception 1 Soul self self instant Sly Persuasion You use this when you are trying to deceive someone. You can add your Luck score to your Deception score. Perform
Sly Intimidation 1 Soul self self instant Sly Deception You use this when you want to try to intimidate someone. You can add your Luck score to your Intimidate score. Perform
Sly Persuasion 1 Soul self self instant N/A You use this when you are trying to persuade someone. You can add your Luck score to your Persuade score. Perform
Sniper Shot 4 Soul weapon range + 1d6 1 target instant Blind Shot With this skill you can target a specific area of the target to hit.
  • Head: Critical hit stuns target 1d4 rounds, Increase damage by 1d4.
  • Arms: Target must make brace check to keep holding weapon.
  • Legs: Target must make brace check to remain standing.
Perceive -3