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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Create Novice Arcane Potions | 4 Soul | self | self | 2 hours | Create Basic Arcane Potions and Create Novice Potions |
This skill lets you create novice level magic effect potions. |
Arcana -4 |
Create Novice Potions | 2 Soul | self | self | 1 hour | Create Basic Potions |
This skill allows you to create novice potions. |
Insight -2 |
Creature Bonding | N/A | 1 tamed creature | 1 tamed creature | until released or creature dies | Druid's Companion |
Bond tamed creature to make that creature your spiritually linked familiar that you can keep until you release or the creature dies. The number of familiars you can have is determined by your Influence. If you have a 5 Influence, you can have 5 familiars. However you can only use one familiar at a time. Creatures bought at shops count towards this number. |
Influence -5 |
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 |
Critical Chi | 2 Soul | self | self | 1d4 rounds | Inner Chi | Your critical hits always add your focus score to the attack. | Focus -2 |
Curse of Tongues | 10 Soul | any in area | a 3x3 space area around you | 1d8 rounds | Negative Energy |
This skill causes any enemies in the area to be unable to move. It also causes them to lose use of one random action each round, decided by a 1d3 roll:
If you are a servant of Eros they lose use of 2 random actions. If you are a servant of Zodo or a worshipper of Magic their spells do half damage. |
Focus -5 |
Cursed Ground Tango | 5 Power | any in area | a 3x3 space area around you | 1d6 rounds (effects only) | Joasri's Dance |
This bizarre dance causes the area to inflict damage on any who move within it, friend or foe. They would take 1d8 + Perform damage their first step, with each additional step adding an additional Perform worth of damage with the 1d8 roll. The second step for example will be 1d8 + Perform + Perform. You the entertainer are immune to this. |
Perform -5 |
Damaging Shrill | 2 Soul | any in area | a 3x3 space area around you | instant | Sickening Tones |
This ear piercing sound inflicts 1d8 + Perform damage straight to the affected target's Vitality. This is not protected by armor. This affects friend and foe. |
Perform |
Daze or Stun Defense | 4 Soul | self | self | instant | Poison or Sickness Defense | You can use this skill to give you a +1d4 to Endure for that instance to resist a daze or stunning attack. | Brace -2 |
Death's Opera | 8 Soul | any in area | a 3x3 space area around you | instant | Runic Sonata |
With this haunting song 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 |
Defense Empowerment | 2 Soul | self | self | 1d4 rounds | N/A | This empowers your Defense trait by 1d4. | Endure |
Defensive Empowerment | 2 Soul | self | self | 1d4 rounds | This skill increases your Defense, Immunity, Endure, and Brace by 1d6. Must have Combat Empowerment. | Defense -2 | |
Deflect 1-Target Spell | 6 Power, 2 Soul | self | self | instant | Runic Block | You use this skill with Block or Parry. When you Block or Parry the attack you can deflect a single target spell from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected spell. You are only able to deflect the blocked amount of damage. | Arcana -2 |
Deflect Hit | 4 Power | self | self | instant | Block or Parry | You use this skill with Block or Parry. When you Block or Parry the attack you can deflect it from you. Any one standing in any space next to you must make a Luck check to see if they get hit with the deflected blow. You are only able to deflect the blocked amount of damage. | Athletics -2 |
Design Improvement | N/A | self | self | instant | Item Combination and Basic Crafting |
This skill allows you to improve blueprint designs to make a new blue print that would always allow for creating the improved design. You have to use this skill on each part of the blueprint you wish to improve: Attack, Block, Range, Physical, Magical. |
Insight -2 |
Detection Sense | 2 Soul | self | self | 1d6 hours | Cover Tracks | With this skill you will know when you are detected, you just might not know by what. | Perceive |
Diagnose | N/A | 1 target | 1 target | instant | N/A | This skillĀ lets you more accurately diagnose the status effects or health conditions of yourself or someone else by giving you a bonus of 1d6 to Medicine. | Perceive |
Diagonal Strike | 2 Power | 1 target | 1 target | instant | Equip Nunchaku | Hit target with a diagonal strike using nunchaku, giving you a +2 to Hit Chance due to catching target off guard. | React |
Disarm | 1 Power | self | self | instant | Block or Parry | You use this skill with Block or Parry. When you block or parry the attack you can disarm the attacker. | Athletics +1 |
Disarm Magic Trap | 3 Soul | self | self | instant | Disarm Trap | This skill allows you to disarm a magic trap safely. | (Insight + Arcana) -5 |
Disarm Trap | 2 Soul | self | self | instant | N/A | This skill allows you to disarm a trap safely. | Insight -4 |
Distration | 1 Soul | 1 target | 1 target | instant | N/A | This skill distracts the target. If the target has an ongoing effect, skill, or spell, it is ended. The target can make a focus check to prevent this. | Intimidate |
Divination | 1 Soul | self | self | instant | N/A | This skill allows you to use a spiritual pendulum or dowsing rods to get simple answers and find objects or people. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. | Insight |
Dragon Speech | 4 Soul | self | self | instant | Animal Talk and Dragon Lore |
You use this skill anytime you wish to communicate with dragons. With this skill you can understand what a dragon is saying and can also speak to the dragon in the dragon's language. |
Nature -5 |
Druid Speech | 2 Soul | any in area | a 3x3 space area around druid | 1d4 rounds | N/A | Speech reduces movement of any in area by 2 and has a normal arcana chance to daze affected targets for 1 round - rolled per target. | Influence -3 |
Druid's Companion | 4 Soul | 1d8 spaces | 1 target | duration of battle | Identify Animal |
A chance to tame the creature you are fighting to fight for you for the duration of the battle. The creature may make a normal Mental Balance check to resist. |
Influence -5 |
Elemental Awakening | 10 Soul | next to self | next to self | instant | Soul Empowerment | With this skill you can create and awaken an elemental representative of your element. This elemental will become your familiar. | Arcana -6 |
Elemental Imbuing | 4 Soul | 1 target | 1 target | instant | Arcane Materials |
This skill allows you to give the material the element of the spell stored in a rune stone, at the cost of the rune stone. This grants the material its elemental properties. |
Arcana |
Elemental Weapon | 2 Soul | self | self | 1d6 rounds | Basic Attack | This causes your weapon to take on your elemental properties. This causes you to deal 20% more damage to targets of an element you are strong against, while targets that are elementally strong against you have a 20% chance of being immune to your attack. | arcana |
Empathic Combat | 2 Power | self | self | 1d4 rounds | Empathy talent | This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's damage will be increased by 1d10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. | Perform |