Skills




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Reviving Hands 10 Soul

15% chance to revive the recently incapacitated by touch. The target must have greater than -10 Vitality left and this skill must be used within 3 rounds of incapacitation to work. If used against the undead, including spirits, there is a 15% chance that the undead target will cease movement, basically being dead again. Increase chance by 5% of a priest of Nikolai.

Light Alignment

Level 1: 15%; 10 Soul
Level 2: 25%: 20 Soul
Level 3: 35%; 30 Soul
Level 4: 45%; 40 Soul
Revoke Curse 5 Soul Allows you to break curses on people, not objects. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse.  Level 1: lift Level 1 Curse; 5 Soul
Level 2: lift Level 2 Curse; 10 Soul
Level 3: lift Level 3 Curse; 15 Soul
Level 4: lift Level 4 Curse; 20 Soul
Revoke Curse 4 Soul touching range instant Normal Arcana You can remove the curse from a person. A critical fail curses you.  Identify Curse
Revolver Proficiency N/A Increase attack value by 10% for revolvers. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Richochet Projectile 6 Soul Puck Shot + 1 extra target within 6 spaces per level of mastery. Hit Chance drops by 5 per target. Level 1: +1 target; 6 Soul
Level 2: +2 targets; 12 Soul
Level 3: +3 targets; 18 Soul
Level 4: +4 targets; 24 Soul
Ricochet Projectile 8 Soul weapon's range affecting many targets instant Hard Hit Chance, penalties add per target Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. Your first target gets a normal evade chance, each additional target gets a +2 bonus to evade which is increased by 2 per target so that the third target has a +4, the fourth a +6, and so on. If you succeed your ammo will bounce off the first target and hit the second target. Puck Shot
Riddles in the Light 10 Soul

Component Cost: 3 Bog Beacon Mushrooms

With this summon you call upon the powers of the light realm for aide. The light responds, granting all of your allies a boost of double their melee power, throw power, bow power, and runic energy if you agree to sacrifice half of your melee, bow, throw powers, and runic energy. Those who are of a positive alignment, including enemies, will get a bonus of 20% to all main stats for the summon's duration. Once the summon's duration of 1d6 rounds is up, all return to normal.

N/A
Rip Off 25 Soul Sell any item for double what it is worth. N/A
Robotics N/A +5 to Mental per level for using robots and androids. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Roll Counter N/A +10 to React Check to counter attack after performing a roll evasion. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Roll Evasion 20 Endurance Allows you to slide and/or roll to behind the attacker when the attack is dodged. N/A
Roundhouse Kick 6 Power a 1x1 space around you affecting all targets in those spaces instant Hard Athletics Preform Focused Kick to all spaces around you.  Split Kick
Rule of Karma N/A Witches spells are affected by the target's morality. If the spell is offensive, its damage dealt is increased by the target's opposite alignment points as a percentage. If the target has more dark points versus the witches light points or more chaos points versus the witches order points, or vice versa, you would add up any of those points and use them as a percentage to increase the spell damage. Likewise if the witch is trying to heal the target the matching alignment points will increase the healing while the opposite alignment points could decrease it. N/A
Rune Stone Theory N/A

Create rune stones and use rune stones more effectively, including applying effects before mastery.

Basically, with this skill you can do the following:

  • Create Rune Stones: you can create a rune stone using a spell line that you have mastered. You must have the spell line mastered before creating a new rune stone with that line.
  • Improved Rune Stone Use: Spells within your rune stone will use 20% less SA from the stone, and don't worry it won't take that extra cost from you either. Furthermore, you can add 1/2 your character point rate to the spell mastery if you fail at the spell.
  • Apply Non-mastered Effects: You will be able to use the rune stone effect on your weapons or armor as long as you have access to that spell it is connected to in the spell line. You won't have to wait for that spell to be mastered to have access to that affect.
N/A: only one level
Rune Tattooing 15 Soul Tattoo that increases Runic Stats by 5 each per level of mastery, except casting speed. This is Runic Energy and Spirit. The Tattoo is permanent once made. Level 1: +5; 15 Soul
Level 2: +10; 30 Soul
Level 3: +15; 45 Soul
Level 4: +20; 60 Soul
Runic Absorbtion Soul Spent self instant Easy Arcana The rune dwarf can absorb some of the magic that gets past his or her armor. The rune dwarf does this by spending Soul. For every 1 soul spent, 10% of the spell damage can be absorbed, up to 70%. That absorbed damage is then converted into extra runic power at a 2 absorbed damage equals 1 runic power rate, which will be used with the next spell the dwarf casts, or will disappear at the end of battle, which ever comes first.  Be a rune dwarf.
Runic Amplification 1 Soul Increase the charge attack value by 10%. Level 1: 10%; 1 Soul
Level 2: 20%; 2 Soul
Level 3: 30%; 3 Soul
Level 4: 40%; 4 Soul
Runic Block 5 Soul Allows for block value using shields to be used to block magic. N/A: only one level
Runic Block 2 Soul self instant Normal Arcana -1 With this skill you can block a spell with your shield. If the spell damage is equal to or less than your shield's block value, you take no damage. Otherwise you will decrease the spell damage by the shield's block value. Runic Defense
Runic Carvings N/A Apply Rune Tattoo to elemental construct. N/A
Runic Critical N/A Increases Critical Hit damage by Runic Energy + 1d20 against element you are strong against. Level 1: +1d20
Level 2: +2d20
Level 3: +3d20
Level 4: +4d20
Runic Defense N/A Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Defense 1 Soul self instant Easy Arcana -2 With this skill you can defend against a magical attack. You add your arcana score to your armor's defense.  N/A
Runic Effect Blast 25 Soul Applies the effects of whatever is stored in the 2nd rune stone automatically to the attack, crit or not. N/A
Runic Empowerment 5 Soul Increases the effectiveness of magic by 20% for 1d10 rounds for self or 1 ally. Level 1: 20%; 1d10; 5 Soul
Level 2: 40%; 2d10; 10 Soul
Level 3: 60%; 3d10; 15 Soul
Level 4: 80%; 4d10; 20 Soul
Runic Guard 2 Soul 1 ally within movement range instant Hard Defense With this skill you can defend an ally against a magical attack. You can use Combo Guard with this skill.  Guard and Runic Defense
Runic Item Empowerment N/A All items you use or create are increased by your mental as a percentage. N/A
Runic Mage Empowerment N/A Able to apply runic mage skill effects to potion or item effect values. N/A
Runic Potion Empowerment N/A All potions you use or create are increased by your runic energy as a percentage. N/A
Runic Profession N/A Grants elemental construct a profession to learn skills from. N/A
Runic Rifle Proficiency N/A Increase attack value by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Rifle Soul Empower 20 Soul Increase runic rifle damage by Soul as a percentage. N/A
Runic Rifle Theory N/A +1d8 to Runic Rifle attack value. Level 1: +1d8
Level 2: +2d8
Level 3: +3d8
Level 4: +4d8
Runic Shuffle 10 Soul

Adds runic elemental effect to Tap Dance.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes runic energy damage to Vitality
  • Air: creates a tempest around you which pushes back all targets 1d6 spaces; agility check to remain standing, runic soul damage to Vitality if pushed into something or if target falls
  • Water: fills affected's eyes with water requiring them to make perceive checks to attack for 1d4 rounds and causes runic energy damage to Vitality
  • Fire: causes burns to all enemy targets doing runic energy Vitality damage per round until cured
  • Life: restores 3d10 Vitality to all targets in the area, friend or foe, each round for 1d6 rounds;
  • Death: deals 1d12 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, an extra attack for 1d4 rounds;
  • Space: dazes all in the area, friend and foe, for 1 round.
N/A: only one level
Runic Sonata 10 Soul

Adds runic elemental effect to Sickening Tones.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes runic energy damage to Vitality
  • Air: creates a tempest around you which pushes back all targets 1d6 spaces; agility check to remain standing, runic soul damage to Vitality if pushed into something or if target falls
  • Water: fills affected's eyes with water requiring them to make perceive checks to attack for 1d4 rounds and causes runic energy damage to Vitality
  • Fire: causes burns to all enemy targets doing runic energy Vitality damage per round until cured
  • Life: restores 3d10 Vitality to all targets in the area, friend or foe, each round for 1d6 rounds;
  • Death: deals 1d12 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, an extra attack for 1d4 rounds;
  • Space: dazes all in the area, friend and foe, for 1 round.
N/A: only one level
Runic Speed Empowerment 5 Endurance Increase Runic Speed by 1 for 1d6 rounds. Level 1: +1; 5 Endurance
Level 2: +2; 10 Endurance
Level 3: +3; 15 Endurance
Level 4: +4; 20 Endurance
Runic Targeting N/A Increases Hit Targeting by 10% per level against elements you are strong against. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Tech Combination N/A Able to combine similar runic technologies to make a new and improved technology. N/A: only one level
Runic Tech Combination 1 Soul self instant Easy Arcana

This skill allows you to combine two or more runic tech items to make a new runic tech item, the check roll difficulty depends on how many items are combined:

  • 2 Items: Easy Arcana
  • 3 Items: Normal Arcana
  • 4 Items: Hard Arcana
  • 5 Items: Impossible Arcana
N/A
Runic Tech Crafting N/A Able to craft runic technology from blueprints per level of mastery. Level 1: Level 1 crafting
Level 2: Level 2 crafting
Level 3: Level 3 crafting
Level 4: Level 4 crafting
Runic Tech Creation N/A Able to create new kinds of runic technology. N/A: only one level
Runic Tech Creation N/A 1 item 1 day or longer Hard Arcana With this skill you can create new runic tech, including components to upgrade runic tech. Runic Tech Upgrade and Invention
Runic Tech Repair N/A +5 to Mental per level for repairing runic technology with repair skills. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Tech Repair N/A 1 item 1 hour or more Normal Arcana You can repair runic tech as long as you have what you need to repair it with. Repair ability and Arcane Crafting ability
Runic Tech Theory N/A +5 to Mental per level for understanding runic technology and their principles Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Tech Upgrade N/A Able to craft upgrades for existing runic technology based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Runic Tech Upgrade N/A 1 item 1 hour Normal Arcane -2 With this skill you can upgrade your runic tech using new and better components. Runic Tech Combination and Design Improvement
Safe Footing N/A Ignore unstable terrain. Walking on loose rocks, floors that may collapse, or slippery ice may normally cause you difficulty. Not with this skill. With this skill you can walk on such surfaces as if it were normal ground. N/A: only one level
Season's Warrior 25 Soul

Component Cost: 1 Morning Glory, 1 Sun Flower, and 1 Moon Flower

With this summon you call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d20 non-stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 30% of any physical or magical damage. Tyria increases your reflexes increasing your evade and react stats by 25%. If you are a worshiper of the winds, all the bonuses are increased by 50%. After 1d6 rounds you return to normal.

N/A
Seduced Haggle 5 Soul Causes the skill Haggle to always be successful against seduced targets. N/A: only one level
Seduction 1 Soul 1 target within 6 spaces 1d6 rounds Normal Charm Charm chance to seduce target to fight for you and defend you.  N/A
Self Certainty N/A You set your own alignment based on your own religious views. N/A
Self Defense Techniques 5 Soul +2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds. Level 1: +2, 1d4 rounds; 5 Soul
Level 2: +4, 2d4 rounds; 10 Soul
Level 3: +6, 3d4 rounds; 15 Soul 
Level 4: +8, 4d4 rounds; 20 Soul
Sell Damaged Item 20 Soul Sell damaged item as if it was not damaged. You can use this skill with the Resell for Cost skill and Increase Resell Value skill for a skill chain.  N/A
Sense Alignment 5 Soul

Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment.

Neutral Alignment

N/A: only one level
Sense Emotion 5 Soul

Can sense emotion of target within 10 feet of you. If a priest of Taal double the range, sense intent as well.

Neutral Alignment

N/A: only one level
Set Trap N/A area in front of you until trap is sprung Easy Stealth You can set traps. You will need to design your trap and have the needed materials. N/A
Shadow Hide N/A Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them.  N/A: only one level
Shadow Spy 2 Soul a 100x100 square area around the xodian The xodian can enter into a meditative state and for 10 minutes peer through the shadows to scope the area around him or her. N/A
Shadow Walk 2 Soul movement rate instant Normal Focus Allows the user to disappear into and navigate the area through the shadows at normal movement rates, and reappear from the shadows when their movement is complete. N/A
Shadow Warrior N/A Darkness is an ally to the dark elf. Whenever they are fighting in dark environments or at night, they receive a +5 to Melee Power, Throw Power, and Bow Power. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Shape Shifting 2 Soul self instant Focus Check depending on difficulty

This allows the Talusian to completely change form into something that he or she has experienced. This other form must be a living form, however the shape and size of the form aren't as important. The player of the Talusian must first attempt this when seeing a form that they might want to change into later. If successful, he or she should record this information. Each future transformation will add a +1 bonus to the Focus check.

This does require a Focus check...

  • Same size and shape: Normal Focus Check
  • Same size different shape: Normal Focus -2 Check
  • Different size same shape: Normal Focus -3 Check
  • Different size and shape: Hard Focus Check
N/A
Shield Wall self self and any affected allies 1d4 rounds Normal Defense You hold your shield in front of you and duck behind it, making the shield like a wall. While behind the shield wall you cannot move, however any attacks that target you must first get past the shield wall. This increases your Physical and Magical Armor by 2, making it harder to hit you. If any of your allies use this with you and are next to you, a more secure wall is formed further increasing Physical and Magical armor by 1 for everyone involved.  Shield equipped
Short Range Teleport 3 Soul self instant Normal Arcana With this skill the Deztunian can teleport to any area the deztunian can see N/A
Shuddering Aura 6 Soul Produces a 2x2 aura around you that causes enemies in the affected area to require a will check with a 10 penalty to attack you and grants allies in the affected area a +10 to their will. Level 1: +10; 6 Soul
Level 2: +20; 12 Soul
Level 3: +30; 18 Soul
Level 4: +40; 24 Soul
Shuddering Blade 6 Soul 10% chance to cause Fear with each hit. Level 1: 10%; 6 Soul
Level 2: 20%; 12 Soul
Level 3: 30%; 18 Soul
Level 4: 40%; 24 Soul
Sickening Tones 4 Soul 40% chance to decrease targets in a 3x3 area around you move by half and potential damage by 10%. Allies or enemies.  Level 1: 40%; 4 Soul
Level 2: 50%; 8 Soul
Level 3: 60%; 12 Soul
Level 4: 70%; 16 Soul
Side Step 10 Endurance Allows you to step to left or right at half battle movement rate for each dodged attack. N/A
Sigil Identify 10 Soul

Recognize and understand the meaning of a sigil and to what deity or religion it belongs to.

Neutral Alignment

N/A: only one level
Silent Hit 2 Soul self instant Easy Deception This skill allows you to attack and not be detected. This gives the target a -5 to evade. N/A
Silent Hunter N/A Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. N/A: only one level
Skill Focus 15 Soul Gives you a +10 chance to successfully perform your skill. If this means making a stat check, you will have a +10 bonus to making that stat check, for example. Level 1: +10; 15 Soul
Level 2: +20; 30 Soul
Level 3: +30; 45 Soul
Level 4: +40; 60 Soul
Skilled Concentration 5 Soul +10 to Focus per level of mastery for that instance. Level 1: +10 Focus; 5 Soul
Level 2: +20 Focus; 10 Soul
Level 3: +30 Focus; 15 Soul
Level 4: +40 Focus; 20 Soul
Slash Defense N/A +2 to defense against slash attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Slash Defense N/A self instant Easy Defense Increase armor's defense by 2 against slashing attacks. N/A
Sleeper Hit (thief) 4 Soul weapon range affecting 1 target instant Normal Critical Critical hit puts target to sleep until awakened. Silent Hit
Sleeper Strike 15 Soul Critical Hit inflicts Sleep on target. N/A
Sly Deception N/A self instant Normal Deception Adds your deception score to your deception score making it easier to deceive your target.  Sly Persuasion
Sly Intimidation N/A self instant Hard Deception Adds your Deception score to your Intimidate score, making it easier to intimidate your target.  Sly Deception
Sly Persuasion N/A self instant Easy Deception Adds your Deception score to Persuade to make it easier to persuade the target. N/A
Sneak 4 Endurance Move about without being noticed once you've already hidden. -5 to enemy's perceive.  Level 1: -5; 4 Endurance
Level 2: -10; 8 Endurance
Level 3: -15; 12 Endurance
Level 4: -20; 16 Endurance
Sniper Shot 6 Soul weapon range affecting 1 target instant Normal Hit Chance -2 +1 automatically for damage; You can aim for parts on the target.
Arms: critical hit causes target to drop weapon or shield
Legs: critical hit causes target loss of hit leg, decreasing move by half, if both are hit then target cannot move
Torso: critical hit causes extra 1d6 damage
Head: critical hit stuns target 1d3 rounds
All locations inflict wounds on that location.
Blind Shot
Solara's Empowerment 5 Soul

Component Cost: 1 Fire Lichen

With this summon 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 have your melee, and throw bonuses increased by 25% for the duration of the summon. If you are not a worshiper of the winds, there is a 30% chance that she will not answer your summon. Those with a dark alignment are ignored. The effects last for 1d4 rounds.

N/A
Sorcery N/A Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery.  N/A: only one level
Soul Empowerment 5 Endurance Increase Soul by 10% of Mental for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Soul Empowerment N/A self 1d6 rounds Hard Arcana Increase Soul by 1d20. Magic Break
Soul Moves 4 Soul Adds Runic Energy as Vitality damage to affected targets of Tap Dance. N/A: only one level
Soul of Forsaken 15 Soul

Component Cost: 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid

With this summon 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 25% more damage against those with light moral points and double damage against those who are worshipers of El Anon. This summon works for anyone as long as they have at least one dark moral point, alignment classification doesn't matter. The increased damage works against anyone with any light moral points, even if they are neutral. The arcessomancer will have his or her dark moral points increase by one with each use of this summon, for a maximum increase of 5. After 1d4 rounds the weapons return to normal.

N/A
Soul of Legend 15 Soul

Component Cost: 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip

With this summon 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 light moral points. This holy power causes you to do 25% more damage against those with dark moral points and double damage against the undead and demons. This summon works for anyone as long as they have at least one light moral point, alignment classification doesn't matter. The increased damage works against anyone with any dark moral points, even if they are neutral. The arcessomancer will have his or her light moral points increase by one with each use of this summon, for a maximum gain of 5. After 1d4 rounds the weapons return to normal.

N/A
Soul's Shield 20 Soul Your shield is enhanced by your spirit allowing you to double the effects of Cursed Aura. N/A
Soul's Weapon 20 Soul Your weapon is enhanced by your soul allowing you to double the effects of Cursed Knight. N/A
Space Saving N/A Increase the storage space by 15% per level of mastery. This increases the space that your storage devices can hold, whether it be bag, belt, or pocket. This is not for liquid storage, only for dry storage. Basically, you have learned how to pak things tighter and make more use of the available space that you can store more.  Level 1: 15% increase in storage space. 
Level 2:  30% increase in storage space.
Level 3:  45% increase in storage space.
Level 4:  60% increase in storage space.
Special Weapon Damage N/A

Critical Hit automatically inflicts special weapon damage based on the weapon attack type.

Special Weapon Damages:

  • Slashing: 1d6 Bleeding damage per round until healed
  • Piercing: Wounds which causes 1d4 bleeding damage per round until healed and increases damage dealt to HP by 1d10 per hit when wound is struck
  • Chopping: 1d10 Bleeding damage per round until healed and 10% chance of severing a limb
  • Bashing: Daze for 1d6 rounds decreasing hit chance in half, stun for 1 round, 20% chance of knocking target out

Weapons may also have special weapon damages listed that can apply here.

Increase dice rolls by 1 for inflicted status effects per level. For example, level 2 slashing will cause 2d6 bleeding damage and level 3 piercing will cause 3d4 bleeding damage and 3d10 wound damage.
Spector's Waltz 5 Soul Add 5% chance of instant death to all targets affected by Tap Dance. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Speed Empowerment N/A Increase Speed by 10% of Speed for 1d6 rounds. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Spell Aid 2 Soul 1 ally instant Normal React If an ally is casting a spell, you can aide that ally in their spell casting. Doing so you increase their Arcana by 1d4 and Runic Power by your Arcana for that cast.  Battle Mage
Spell Bomb 10 Soul Changes a single target spell into a spell that affects all surrounding spaces around the target. N/A: only one level
Spell Bomb 8 Soul self instant Impossible Arcana Makes the spell affect a 3x3 area. Any target in the area will get hit by the same spell and receive the same spell damage. Splitting Magic
Spell Cannon 5 Soul Shoot spell that casts upon impact as long as spell is Runic Casting Speed 1 or less. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. Level 1: Runic Casting Speed 1 or less; 5 Soul
Level 2: Runic Casting Speed 2 or less; 10 Soul
Level 3: Runic Casting Speed 3 or less; 15 Soul
Level 4: Runic Casting Speed 4 or less; 20 Soul
Spell Modification N/A Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is. N/A: only one level
Spell Necessity N/A Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality.  N/A: only one level
Spell Slinger N/A Increase Hit Chance of spell by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Spell Slinger 2 Soul self instant Easy Arcana Turns your spell into a fast spell, decreasing the target's evade by 2. N/A
Spirit Armor 10 Soul

Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds. If a priest of Zodo increase spirit by 1d6.

Neutral Alignment

Level 1: +5; 10 Soul
Level 2: +10; 20 Soul
Level 3: +15; 30 Soul
Level 4: +20; 40 Soul
Spirit Barrier 10 Soul Coats allies with spirit energy giving +5 Spirit for 1d4 rounds. This skill only works on allies, not yourself. It works on all allies. If you are a follower of Zodo, increase spirit by 1d6. Level 1: +5; 10 Soul
Level 2: +10; 20 Soul
Level 3: +15; 30 Soul
Level 4: +20; 40 Soul
Spirit Blessing 20 Soul Grants self and allies 20% greater negative vitality range for 1d6 rounds. Level 1: 20%; 20 Soul
Level 2: 40%; 40 Soul
Level 3: 60%; 60 Soul
Level 4: 80%; 80 Soul
Spirit Boards 20 Soul Use of spirit boards to invite spirits to communicate with. N/A
Spirit Energy 15 Soul Restores self and those in a 3x3 area (ally and enemy) with 5 Vitality, Soul, and Endurance. The effect lasts for 1d4 rounds. If you are a follower of Kymara, Nikolai, or Zodo, increase the restoration by 1d6. Level 1: +5; 15 Soul
Level 2: +10; 30 Soul
Level 3: +15; 45 Soul
Level 4: +20; 60 Soul
Spirit Guard 10 Soul Grants +5 to save checks for 1 day to self. If you are a follower of Kymara or Spector, increase this by 1d4. Level 1: +5; 10 Soul
Level 2: +10; 20 Soul
Level 3: +15; 30 Soul
Level 4: +20; 40 Soul
Spirit's Shield 20 Soul Your shield is enhanced by your spirit allowing you to double the effects of Blessed Aura.

N/A

Spirit's Weapon 20 Soul Your weapon is enhanced by your spirit allowing you to double the effects of Blessed Knight. N/A
Spiritual Communication 2 Soul

Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous.

Neutral Alignment

N/A: only one level
Spiritual Glow 4 Soul

Gives the target a -5 Will penalty against you when you are using Glamour.

Neutral Alignment

Level 1: -5; 4 Soul
Level 2: -10; 8 Soul
Level 3: -15; 12 Soul
Level 4: -20; 16 Soul
Spiritual Host 20 Soul

Component Cost: 2 Kymara Tear Tulips and 2 vials of Manna Rose Nectar

With this summon you call upon the holy realm, inviting your body as a vessel for a holy being to use. A holy seraphim being takes possession, doubling your Vitality, Soul, Endurance, and Power. Your runic energy is also increased by 50% and your attacks do an extra 50% more damage to anything of a dark alignment. You are also immune to any status effects, positive or negative. The possession lasts for 1d8 rounds.

N/A
Split Kick 4 Power 1 target 1 space to the left and 1 target 1 space to the right instant Normal Athletics Jump in the air, performing Focused Kick to both the left and right of you. Focused Kick
Splitting Magic 4 Soul Causes a single target spell to split to an additional nearby target spell (within 5 spaces) per level of mastery. Level 1: +1 target; 4 Soul
Level 2: +2 target; 8 Soul
Level 3: +3 target; 12 Soul
Level 4: +4 target; 16 Soul
Splitting Magic 4 Soul self instant Hard Arcana Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them. Piercing Spell
Spore Release 1 Soul a 1x1 space area around the namaran instant Normal Critical Anytime a namaran is hit with a physical hit, the namaran can make release a cloud of toxic spores. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability. N/A
Staggering Hit 2 Power weapon range affecting 1 target instant Easy Critical Hit dazes the target for 1 round. N/A
Staggering Shot 5 Power weapon range affecting 1 target instant Normal Critical -2 Dazes the target for 1d4 rounds.  Bow Drawing
Staggering Spell 4 Soul 10% per level of mastery to daze the hit target for 1 round. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 12 Soul
Level 4: 40%; 16 Soul
Stand Your Ground 2 Power self 1d6 rounds Easy Brace

Unable to be knocked down or moved when standing still.

N/A
Stand Your Ground 1 Power self 1d4 rounds Easy Brace Unable to be knocked down or moved when standing still. N/A
Stat Targeting N/A Allows for 10% of your attack to go against the target's Soul or Endurance per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Steady Hand 5 Endurance Decreases target's evade by 5 when using revolvers. Level 1: -5; 5 Endurance
Level 2: -10; 10 Endurance
Level 3: -15; 15 Endurance
Level 4: -20; 20 Endurance
Stealth 4 Endurance Use with Hide and Sneak. Attack without being noticed so that the enemy cannot defend or retaliate. -5 to enemy's perceive. Level 1: -5; 4 Endurance
Level 2: -10; 8 Endurance
Level 3: -15; 12 Endurance
Level 4: -20; 16 Endurance
Stealth Opportunity 2 Soul self instant Normal Stealth Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Silent Hit and Hide
Store Master N/A Operate a store making Luck increased by 25% (Luck x 1.25) in shillings per game week. Level 1: Luck x 1.25
Level 2: Luck x 1.50
Level 3: Luck x 1.75
Level 4: Luck x 2
Study Habits N/A Increase your Character Point Rate by +0.15 per level of mastery. Level 1: Character Point Rate +0.15
Level 2: Character Point Rate +0.3
Level 3: Character Point Rate +0.45
Level 4: Character Point Rate +0.6
Study Session N/A Increase your End of Session bonus by 1d20 per level of mastery. Level 1: 1d20
Level 2: 2d20
Level 3: 3d20
Level 4: 4d20
Stunning Hit 6 Soul weapon range affecting 1 target instant Hard Critical Attack stuns target for 1 round. Sleeper Hit
Summoning 45 Soul

This powerful skill allows you to summon forth a spiritual being. Depending upon your Will check, the summoning can vary.

  • Spiritual Gift: Must roll Will or below. With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. All of your spells are reduced by 1 runic casting speed and you have a bonus of 5 to all skill, spell, and stat check rolls. After 1d10 hours you return to normal. Used once per day.
  • Spiritual Attack: Must roll Will -5 or below. With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 5d% magical damage to every enemy target. Used once per battle.
  • Spiritual Summon: Must roll Will-15 or below. With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack is 3d% melee damage per hit with three hits for a total of 9d% damage, each hit can go to a different target. The spiritual flame will do 7d% magic damage. The duration of the summon is 1d8 rounds. Used once per battle.

Neutral Alignment

N/A: only one level
Sure Hit 10 Soul 10% chance that you will hit regardless of the target's evade, per level of mastery. Level 1: 10%; 10 Soul
Level 2: 20%; 20 Soul
Level 3: 30%; 30 Soul
Level 4: 40%; 40 Soul
Survival Skills N/A Have the skills to make camp fires, purify water, and make basic shelter. Basically, you have the basic knowledge to survive in the wilds. This is very helpful if you do not have enough clean water, rations, and a tent. With this skill you can make a lean-to or other basic shelter that would provide the same benefits of a tent, be able to drink water from around you without worry (unless it is very acidic or toxic), forage for food, and well, make a fire for warmth, security, and cooking. N/A: only one level
Survive Bullet 8 Endurance 10% chance to reduce gun shot damage by 10% of your Fortitude. Level 1: 10% chance, 10% , 8 Endurance
Level 2: 20% chance, 20% , 16 Endurance
Level 3: 30% chance, 30% , 24 Endurance
Level 4: 40% chance, 40% , 32 Endurance
Sustain Empowerment 5 Soul Increases the duration of any buff for self or allies by +1d3 per level. Level 1: 1d3+1; 5 Soul
Level 2: 2d3+1; 10 Soul
Level 3: 3d3+1; 15 Soul
Level 4: 4d3+1; 20 Soul
Swimming While Armored 5 Endurance Lets you ignore armor weight while swimming. When you are swimming in deep water, if you are wearing armor, the GM may normally require you to make a strength check with some penalty to not sink. This skill allows you to ignore that and keep on swimming.  N/A: only one level
Swindle 5 Soul 10% bonus to Luck to fool or trick someone.  Level 1: 10% to Luck; 5 Soul
Level 2: 20% to Luck; 10 Soul
Level 3: 30% to Luck; 15 Soul
Level 4: 40% to Luck; 20 Soul
Switch Hit 2 Power 1 space in front affecting 1 target instant Easy Athletics Hit target with a basic attack using nunchucks, quickly switching hands, decreasing target's evade by 2 and increasing the damage you deal by 1. Equip Nunchucks
Switch Hit Punch 8 Power 1 space in front affecting 1 target instant Hard Athletics Perform an empowered Switch Hit attack, increasing its attack power by 1d4, followed by a punch. The switch hit with your nunchucks gets its own offensive power and the punch is simply an additional offensive power.  Left Right Smash
Systems Repair 10 Soul Repair computer systems and networks by 25% per level of mastery. Level 1: 25%; 10 SA
Level 2: 50%; 20 SA
Level 3: 75%; 30 SA
Level 4: 100%; 40 SA
Tap Dance 4 Endurance 35% chance to inflict confusion on those in a 3x3 area around you, ally or enemy. Level 1: 35%; 4 Endurance
Level 2: 45%; 8 Endurance
Level 3: 55%; 12 Endurance
Level 4: 65%; 16 Endurance
Targeted Throw N/A Increase Hit Targeting by 5 with each level of mastery. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Targeting 25 Soul Double the effects of Hit Targeting Empowerment. N/A
Taunt N/A 10% chance that the targeted enemy attacker will target you only. The enemy has to be able to see and hear you. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Taunt N/A 1 target instant Easy Intimidate This skill forces the target to make a normal Focus or otherwise it must attack you its next round.   N/A
Telekinesis 5 Soul Powers of the mind that are unique to Xodians. Level 1: Mind SpeakSpeak into the mind of another that you know for a minute, no matter the distance; 5 Soul
Level 2: Mind SearchAble to find out the location of another that you know no matter the distance; 10 Soul
Level 3: Mind ControlAble to make Influence Check to control another person that you know, no matter the distance, target gets to make an opposing will check to remain in control; 15 Soul
Level 4: Mind PossessionAble to leave your body and possess another person that you know for 1d4 hours or rounds, no matter the distance, the target can make a will check with the difference in the target's and your will being the penalty or bonus; 20 Soul
That only counts as 1! 5 Endurance Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no melee power added.  N/A: only one level
The All Seeing 30 Soul

Component Cost: 4 Zodo's Eye Orchid, 2 Pig's Heart, 1 Dragon's Eye, and 2 vials of Magma Dragon's Blood

With this mighty summon you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This summon's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the arcessomancer 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 arcessomancer. It will further cause great fear in every target, decreasing all of their attacks by half and making them avoid the arcessomancer at any cost.

N/A
The White Firmament 30 Soul

Component Cost: 2 Moon Flowers, 1 Chaos Hydra Tongue, 1 Bog Dragon Tongue, and 2 vials of Bog Dragon's Blood

The beings of light from the realm of light descend upon the battlefield. They whisper into everyone's ears except the arcessomancer. Allies must make a will check while enemies must also make a will check but have your runic energy as a penalty. If they succeed, nothing happens. If they fail, their soul gladly leaves their body and they are dead.

N/A
Thief Shot N/A Allows using Thief and Assassin skills with Hunter skills. N/A
Throw Empowerment 1 Soul self 1d6 rounds Easy Critical With this skill you double your throw range and increase the thrown damage by 1d6 and decreases target's evade by 1d6. N/A
Throw Power Empowerment 5 Endurance Increase Throw Power by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Throwing Blitz 10 Soul throw range affecting at least 1 target per thrown weapon instant Hard React Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target.  Precise Throw
Throwing Blitz 10 Soul throw range affecting at least 1 target per thrown weapon instant Hard React Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target.  Precise Throw
Thrusting Attack 6 Power weapon range affecting 1 target instant Normal Athletics -2 When you use this skill you thrust your weapon into the enemy, inflicting double offensive power damage + 1. Lunging Attack
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Tracking N/A Easily find and follow tracks up to 2 days old per level of mastery. Level 1: 2 days
Level 2: 4 days
Level 3: 6 days
Level 4: 8 days
Trade N/A 1 item or service instant Normal Persuade +2 This skill allows you to trade items or services for items or services of equal or lesser value. N/A
Trade Death 10 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the death blow in your place. Level 1: 15%; 10 Soul
Level 2: 30%; 20 Soul
Level 3: 45%; 30 Soul
Level 4: 60%; 40 Soul
Trade Hit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the attack dealt to your character in your place. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Trade Status Effect or Benefit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the negative status effect meant for you in your place or to give you the positive status effect meant for it. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Trained Endurance N/A Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Translate 5 Soul +10 to Mental to translate written foreign or obscure languages. Level 1: +10 Mental; 5 Soul
Level 2: +20 Mental; 10 Soul
Level 3: +30 Mental; 15 Soul
Level 4: +40 Mental; 20 Soul
Trap Knowledge 5 Soul Grants you knowledge of how traps work, giving you a +10 to Luck to disarm them. Because of this skill you understand traps better, this makes it more likely that you can disarm them without any issues thus the bonus. You still need to play out how you do so. Level 1: +10 to Luck to disarm traps safely; 5 Soul
Level 2: +20 to Luck to disarm traps safely; 10 Soul
Level 3: +30 to Luck to disarm traps safely; 15 Soul
Level 4: +40 to Luck to disarm traps safely; 20 Soul
Trap Setting 5 Soul Gives you +10 to Luck that your trap will work. Just because you set a trap doesn't mean that it will work or that the target will be caught by it. With this skill, you increase your odds that the trap will function as intended and that the target will be affected or caught by it. This is largely used out of battle, as you wouldn't have time to set a trap in battle, however, if you set the trap before battle and the trap is in the battle field, this skill's effect still plays out. You need to have the materials for the trap at hand, design the trap, and describe it and your intended effects. Level 1: +10 to Luck; 5 Soul
Level 2: +20 to Luck; 10 Soul
Level 3: +30 to Luck; 15 Soul
Level 4: +40 to Luck; 20 Soul
Treat Burns 12 Soul Able to treat up to 4 levels of burns without meds Level 1: 1d4; 12 Soul
Level 2: 1d6; 24 Soul
Level 3: 1d8; 36 Soul
Level 4: 1d10; 48 Soul
Treat Poison 8 Soul Able to treat up to 4 levels of poison without meds. Level 1: 1d4 Poisons; 8 Soul
Level 2: 1d6 Poisons; 16 Soul
Level 3: 1d8 Poisons; 24 Soul
Level 4: 1d10 Poisons; 32 Soul
Treat Psychosis 15 Soul Able to treat up to 4 levels of mental issues without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul
Treat Radiation 15 Soul Able to treat up to 4 levels of radiation poisoning without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul
Treat Visual Instability 5 Soul Able treat up to 3 levels of visual impairment without meds. Level 1: Visual Instability; 5 Soul
Level 2: Visual Distortion; 10 Soul
Level 3: Blindness; 15 Soul
Trick Hit N/A Deceive your target to hit decreasing target's evade by 5. Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20
Trick Shot 5 Soul weapon range affecting 1 target instant Normal Deception -2 Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Bow Drawing
Trick Throw 5 Soul throw range affecting 1 target instant Normal Deception -2 Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Blind Throw
Trick Throw 5 Soul throw range affecting 1 target instant Normal Deception -2 Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Blind Throw
Trickster 5 Soul +5 to Influence to cause target to think target's ally attacked him or her. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Trickster's Gambit 30 Soul

Component Cost: 2 Spotted Mold and 1 Faded Hope Willow Leaf

With this summon you call upon the power of the lord of shadows, Joasri, in your moment of need. Joasri leaves it all to chance, coating everyone on the battlefield with his power. Everyone including you must roll a 1d6. Whoever rolls anything except 5 or 6 will have their Vitality fully restored and their Soul and Endurance restored by 30% of their max Soul and Endurance. Whoever rolls 5 or 6 though are instantly killed. This affects everyone, allies, enemies, and yourself.

N/A
Tricky Goblin N/A self instant Normal React -1 If the goblin is next to another ally or enemy target when the goblin succeeds with this skill, the goblin will duck behind that target and that target will get hit instead. Penalties or bonuses may apply to the luck check depending upon the situation and the goblin must be able to easily reach the target he or she wishes to duck behind with 1/2 movement.  N/A
Twin Dragon 8 Power weapon's range affecting 1-2 targets instant Hard React Whip skill that has you snapping your whip out hard and fast twice, allowing you to hit one target twice or two separate targets. Both attacks damages are increased by 1d6. Both have critical chances. Both have offensive power added.  Choke Hold
Twin Moon Attack 10 Power weapon range affecting all targets around you instant Impossible Athletics Swing your weapon around you twice, hitting every target around you in range twice.  Full Moon Attack
Tyra's Blessing 20 Soul

Component Cost: 2 Manna Rose Petals

With this summon you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2, regardless of alignment. If you are a worshiper of the winds, she grants you an addition attack and defense action. Because Tyria is neutral, she takes some pitty on the enemies, doubling their battle movement rates, tripling them if they worship the winds. Once the duration of the summon is over, all returns to normal.

N/A
Unholy Ground N/A Those in a 3x3 area around you have chances for resistance increased by 15% against light aligned attackers. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Unnatural Speed 2 Power self 1 hour Easy Stamina With this skill the plains elf can gain a bonus in movement. This skill grants a +1 to movement at base cost. But for every additional Power spent, you get another +1. N/A
Unshakable Convictions 10 Soul +10 to Will to not receive increased damage dealt by positive alignment targets. Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Uppercut 6 Power 1 space in front affecting 1 target instant Hard Athletics A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round.  Eye Gouger
Upward Momentum Swing 6 Power weapon range affecting 1 target instant Normal Athletics -2 Swing upward at the target, knocking the target upward and backwards 1d4 spaces. The target is knocked down and knocked out for 1d4 rounds. Momentum Hit
Use Medicine As Defense N/A Able to use a medicine in defensive stance. N/A: only one level
Use Others as Shield N/A self and any nearby target instant Normal React Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. N/A
Use Potion as Defense N/A Able to use a potion in defensive stance. N/A: only one level
Use Potion as Defense N/A self instant Easy React Allows you to use potion as a defense action. N/A
Use Potion as Spell N/A Able to use a potion as a magic action. N/A
Vehicle Operation N/A Able to drive and operate simple vehicles. N/A: only one level
Vehicle Repair N/A Able to use repair skills on simple vehicles. N/A: only one level
Vehicle Upgrade N/A Able to craft upgrades for vehicle based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Vitality Empowerment 5 Soul Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Vitality Empowerment 2 Soul self 1d6 rounds Normal Defense Allows you to temporarily increase your Vitality by your secondary Gen Dice. N/A
Vitality Empowerment 2 Soul self 1d6 rounds Easy Focus Increase Vitality by 1d10. N/A
Voice Training N/A Causes your singing skills to cost 25% less Soul to use. N/A: only one level
Wall Clinging 2 Endurance Deztunians can cling to walls and ceilings, allowing them to scale walls and walk on ceilings almost as effortless as walking. N/A: only one level
Warped Space 30 Soul

Removes the use of 2 random action types from all targets that are in a 3x3 space area around you. This area of effect lasts for 1d3 rounds and those targets suffer the loss of 2 random action types each round they are in that area, with the action types being chosen by a 1d4 rolled twice each round.

  1. Attack
  2. Move
  3. Support
  4. Magic
N/A
Weapon Dance 5 Endurance Adds weapon attack to Tap Dance, hitting those around you. Do full weapon damage to all targets, ally or enemy, including melee power. This skill can only be used with melee weapons or punching or kicking.  N/A: only one level
Weapon Mastery 4 Endurance

Increase attack value, hit chance, and critical by 10% with chosen weapon.

The Weapon Types are:

  • Nunchucks
  • Katanas
  • Throwing Weapons

Each attack type is its on skill and you would have to level up each one individually.

Level 1: 10%; 4 Endurance
Level 2: 20%; 8 Endurance
Level 3: 30%; 12 Endurance
Level 4: 40%; 16 Endurance
Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:

  • Daggers
  • Swords
  • Scythes
  • Axes
  • Clubs & Hammers
  • Rods & Staffs
  • Spears & Pole Arms
  • Whips
  • Unconventional Weapons

Each weapon type is its own skill and must be acquired and leveled up separately.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level.

The Weapon Types are:

  • Daggers
  • Snares
  • Throwing Weapons

Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Whispers of the Dark 10 Soul

Component Cost: 2 Black Rose Petals

With this summon you call out into the spirit realm, begging any who might be listening for aid. Voices begin to whisper to everyone on the battlefield, telling them things that could either increase or decrease their attacking power. The arcessomancer will get an increase of 50% to melee, throw, bow power and runic energy regardless. Everyone else must make a luck check, with the allies of the arcessomancer getting a 20 point bonus. If they succeed at the luck check, they get the same 50% bonus to their melee, throw, bow power and runic energy. If they fail, their melee, throw, bow power and runic energy is cut in half. Once the summon's duration of 1d4 rounds ends, all returns to normal.

N/A
Wholesale N/A Reduces the total price by 20% if bought 10 or more items. Level 1: 20%
Level 2: 40%
Level 3: 60 %
Level 4: 80%
Wind's Reckoning 30 Soul

Component Cost: 2 Moon Flowers, 1 Chaos Hydra Tongue

With this powerful summon you call upon the power of the 4 Winds to stop your enemies. Everyone who is not a worshiper of the winds, including the arcessomancer, must roll a 1d6. Rolling a 5 or 6 freezes the target in place for 1d3 rounds, making the target unable to move or act. Rolling a 3 or 4 damages the target by 8d% magic damage. Rolling anything else spares the target. If anyone is a worshiper of the winds, they are immediately spared.

N/A
Witch Runes 4 Soul Allows for doing different things with special runes. Witch Runes are special runes written with ylem ink and an alchemical ingredient or two. The ink can be mixed with up to 3 ingredients. The runes written hold a spell that is 1/2 as powerful as being cast, however once read the spell will take effect - no matter how many times it has been read or how long ago it was written. If the runes are still readable, the spell effect and half power will take place. The effect will be empowered by the ingredients containing the ingredients effects as well in the spell. These spells will not require a casting speed, just a reading speed which can be determined by the GM based on the complexities of the spell and what is going on. Furthermore this spell will not cost any stat points. Level 1: Read Witch Runes; 4 Soul
Level 2: Write Witch Runes; 8 Soul
Level 3: Empower Witch Runes; 12 Soul
World Move Empowerment 5 Endurance Increase World Move Rate by 10% of Speed for 1 day. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Wrist Snap 2 Power weapon range affecting 1 target instant Easy Acrobatics Basic whip attack skill that adds an additional 1d4 to the attack. Must equip whip
Xodod's Gift 25 Soul

Component Cost: 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood

With this summon you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 3d%. After 1d6 rounds your weapon returns to normal.

N/A
Yeti Roar 5 Endurance Skill that lets the yeti let out a loud roar which unnerves the affected targets, causing them to need to make a will check with a 5 point penalty to attack or use any skills or spells against the yeti. The unnerving effect lasts for 2 rounds. Level 1: -5; 5 Endurance
Level 2: -10; 10 Endurance
Level 3: -15; 15 Endurance
Level 4: -20; 20 Endurance
Zephyr's Enchantment 10 Soul

Component Cost: 1 Yellow Cap Mushroom

With this summon you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyone of a neutral or positive alignment's battle movement, giving those of a dark alignment a decrease by half if they are in your party. It also grants everyone in the party an additional attack action regardless of alignment. If you are a worshiper of the winds, you will also get an additional move action. After 1d4 rounds, you all return to normal.

N/A