Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
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
Soul Empowerment 5 Soul self self 1d6 rounds Magic Break Increase the amount of Soul you currently have by 1d12 +1. Arcana -1
Soul of Forsaken 2 Soul + 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid self and all allies self and all allies 1d6 rounds Xodod's Gift and serve Zodo

With this skill you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 50% more damage against those with light moral points and double damage against those who are worshipers of El Anon. Once the duration is over, the weapons return to normal.

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
Spector's Waltz 8 Power any in area a 3x3 space area around you instant Runic Shuffle

With this haunting dance you will roll a 1d6 for each in the area of effect, friend or foe. If you roll a 6, that target is instantly dead.

Perform -8
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
Spell Bomb 4 Soul self self instant Splitting Magic This skill allows you to cast a single target spell causing it to affect a greater area. The area it affects is around the target of the spell, and it affects an Arcana -3 x Arcana -3 space area. The minimum area is 2x2. Arcana -4
Spell Slinger 2 Soul self self instant N/A Using this skill with your magic spell allows you to cast your spell more quickly. The spell now takes 1 less runic casting speed to cast. Arcana -2
Spiritual Glow 2 Soul self self 1 hour Glamour

Gives any target a -2 penalty to Mental Balance when dealing with your character, making it easier to convince others to your will.

Influence
Spiritual Host 2 Soul + 2 Specter Daisy and 2 vials of Ectoplasm self self 1d8 rounds Prayer or Summoning

With this skill you call upon the spirit realm, inviting your body as a vessel for a powerful spirit of your ancestor to use. A powerful ancestor takes possession, doubling your Vitality, Soul, and Power. Your Runic Power is also doubled. Once the duration is finished, the spirit leaves your body and you are stunned for 1 round.

Focus -4
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
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
Staggering Hit 2 Power weapon range 1 target instant N/A Your critical hit causes the target to be stunned unable to move and use spells for the next turn. Critical
Staggering Shot 4 Soul weapon range 1 target instant Bow Drawing This shot dazes the target for 1d4 rounds so that the target cannot move or use spells. Critical -2
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
Stand Your Ground 2 Power self self 1d4 rounds N/A This skill doubles your Brace, making it that much harder to be moved or knocked down. Defense -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
Stunning Hit 3 Power weapon range 1 target instant Sleeper Hit A critical hit by your weapon causes 1 round stun. Critical -2
Summoning 1d10 Soul any, all, self battlefield instant N/A

The effects of this skill depends upon the deity you serve:

  • Joasri: Everyone except the cleric must make a Mental Balance Check. Allies make an easy Mental Balance check while enemies make a normal Mental Balance check. Those who succeed have nothing happen. Those who fail are driven mad for 1d3 rounds which they spend screaming about hallucinations and unable to act.
  • Nikolai: All enemies are blinded by a super bright glaring light and must make hard perceive checks to move or attack. Should they fail they must make impossible brace checks to not fall down.
  • Norvus: Self and allies are granted 2d20 (each) extra physical protection for 1d6 rounds.
  • Ova: Self and allies are granted 1d8 poison sap on their skin that doesn't affect the protected for 1d6 rounds. They can apply this sap to their weapons or physically touch the targets to inflict them with 1d8 poison.
  • Spector: Everyone has to roll a 1d6, where 6 = instant death. Allies and self get 2 tries to not roll a 6. Furthermore any undead or spirits are instantly destroyed.
  • The Four Winds: Zephyr doubles all allies and self move rate, Eros gives all enemies 1d6 penalty to all checks, Tyria inflicts all enemies with sickness, Solara makes self and all allies immune to negative status effects. All of these effects happen and last for 1d6 rounds.

You can only have one successful summoning use a day.

Religion -8
Swap for Movement 2 Soul self self instant Swap for Support This is a free action skill. It allows you to swap your attack, support, or magic action for an additional movement action. Initiative
Swap for Support 2 Soul self self instant N/A This is a free action skill. It allows you to swap your move, attack, or magic action of an additional support action. Initiative
Tap Dance 2 Power any in area a 3x3 space area around you 1d4 rounds (effect) N/A Inflicts confusion on any in the area, friend or foe. Perform
Taunt 1 Soul 1 target 1 target 1d4 rounds N/A If successful the target will only target you. Influence -1
Teleportation Attack 1 Soul 1 target 1 target instant Teleport attack you perform to any target you can see; gain this skill at Level 4 Arcana -2
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
Throw Empowerment 1d4 Power self self 1d4 rounds N/A This skill increases your Throw Power by 1d4. Athletics
Throwing Blitz 6 Power throw range 1 target per weapon thrown, or just 1 target instant Precise Throw With this skill you can throw 1d6 weapons or objects. React -5
Thrusting Attack 5 Power movement range + weapons range 1 target instant Lunging Attack This skill allows you to thrust your piercing weapon or sword into the target by getting a running start and moving towards the target with your weapon. This increases the total damage of the attack by 15%. athletics -4
Trade N/A self self instant N/A This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible. Persuade
Translate N/A 1 piece of writing you can clearly see 1 piece of writing you can clearly see instant N/A This skill allows you to translate writing from a language you do not know to your language. The difficulty of the language determines if it is one of the following checks: easy, normal, hard, or impossible. Insight