Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| One Hit Toss | 10 Soul | throw range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your throwing attack, a 6 = instant death of target. | Precise Throw |
| One Hit Toss | 10 Soul | throw range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your throwing attack, a 6 = instant death of target. | Precise Throw |
| One Hit Kills | 8 Soul | When using daggers, swords, or throwing weapons, Critical Hit - 10 kills target. |
Level 1: Critical Hit - 10; 8 Soul Level 2: Critical Hit - 5; 16 Soul Level 3: Critical Hit; 24 Soul Level 4: Critical Hit +5; 32 Soul |
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| Occult Guidance | 5 Soul | Use of tarot cards for answers to questions with 30% accuracy. |
Level 1: 30%; 5 Soul Level 2: 60%; 10 Soul Level 3: 90%; 15 Soul Level 4: 100%; 20 Soul |
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| Occult Guidance | 3 Soul | self | instant | Normal Insight | Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you. | Divination |
| Occult Empowerment | N/A | Spirit Guides assist you with spells increasing the effects of the spell you are wanting to cast by 15%. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Occult Empowerment | 5 Soul | self | 1 day | Hard Insight | Spirit guides empower your spells increasing your runic power by 1d20. However you must roll a 1d20 with all of your spell castings and if you roll a 1 it will do the opposite effect. | Occult Aid |
| Occult Aid | N/A | Spirit Guide assists you with Save Checks improving them by 20% for that instance. |
Level 1: 20% Level 2: 40% Level 3: 60% Level 4: 80% |
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| Occult Aid | 4 Soul | self | 1 day | Hard Insight | A spirit guide will assist you by giving you a +1d4 to all of your checks. However at the end of the day you have to make an easy spiritual balance check. If you fail you will be possessed while you sleep and will not know what you did during the night. | Occult Guidance |
| Novice Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed. | Basic Slashing Proficiency |
| Novice Runic Crafting | 6 Soul | self | 8 hours | Hard Arcana | Allows you to craft novice runic items | Basic Runic Crafting and Better Crafting |
| Novice Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed. | Basic Piercing Proficiency |
| Novice Crafting | N/A | self | 3 hours | Normal Insight | Allows you to craft novice items. | Basic Crafting |
| Novice Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases chopping damage by 1d4. 1d4 bleeding out damage per round until healed. | Basic Chopping Proficiency |
| Novice Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bludgeoning damage by 1d4. Dazes target for 1d4 rounds. Critical knocks target to the ground. 10% chance to knock air out of target rendering target stunned for 1 round. | Basic Bludgeoning Proficiency |
| Novice Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bashing damage by 1d6. Dazes target for 1d4 rounds. | Basic Bashing Proficiency |
| Norvus’s Performance | 5 Soul | Grants anyone in 3x3 space area around you +2 to Defense and Spirit for 1d6 rounds. |
Level 1: +2; 5 Soul Level 2: +4; 10 Soul Level 3: +6; 15 Soul Level 4: +8; 20 Soul |
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| Norvus & Ova | 30 Soul |
Component Cost: 3 Dragon's Eyes and 3 vials of Bog Imp's Blood With this you summon the god of the earth Norvus and the goddess of nature Ova. They join the battle, after each allies turn either Norvus or Ova will act. Norvus will repeat any attack increased by 20%. Ova will repeat any supportive action or spell increased by 20%. At the end of 1d6 rounds both will attack the enemies making them all roll for an instant death check (1d6 with 6 = death). |
N/A | |||
| Ninja Speed | N/A | Increase Speed and React by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Ninja Run | 6 Endurance | Run up walls or over water a distance of 1d6 per level of mastery. |
Level 1: 1d6; 6 Endurance Level 2: 2d6; 12 Endurance Level 3: 3d6; 18 Endurance Level 4: 4d6; 24 Endurance |
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| Ninja Run | 4 Soul | self | instant | Hard Focus | Able to run up a wall or across a body of water for that movement instance. | Inner Chi |
| Ninja Reflexes | N/A | Increase Evade and Agility by 5 permanently as a modifier. However you cannot wear any armor. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Negative Energy | 5 Soul |
Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds. If you are a priest of Joasri increase the penalty by 1d4. Dark Alignment |
Level 1: -5; 5 Soul; 2 rounds Level 2: -10; 10 Soul; 4 rounds Level 3: -15; 15 Soul; 6 rounds Level 4: -20; 20 Soul; 8 rounds |
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| Navigation | N/A | self | instant | Easy Perceive | Can find where you are and nearest town based on what you see. | N/A |
| Nature's Wrath | 20 Soul |
Component Cost: 1 Morning Glory and 1 Sun Flower With this summon you call upon the spirit of mother nature, Ova, to smite your enemies. She does so by calling up a great tornado. All enemy targets must make a strength check with the arcessomancer's runic soul as a penalty. If the targets fail, they are wiped clean from the battlefield and the area. If they succeed, they will take the arcessomancer's Runic Energy x 20 magic damage. |
N/A | |||
| Nature's Wrath | 10 Soul | self | 1d6 rounds | Impossible Nature | You gain a bonus of +1d8 to your Offensive Power and Bow Power and you will counter attack every physical attack if the attack is in range. | Nature's Blessing |
| Nature's Nuturing | 5 Soul |
Component Cost: 1 Fairy's Stool Mushroom With this summon you call upon the spirit of mother nature, Ova, to aide you and your friends in battle. She does so by steadily and slowly restoring your lost life. This provides a small regenerative effect that restores 4 Vitality per round for you and you allies for 1d10 rounds. The effect is stackable. |
N/A | |||
| Nature's Nurturing | 4 Soul | self | 1 day | Normal Nature | You will regain 1d4 Vitality, Soul, and Power every hour or every round in battle as long as you are in a natural place. | 3 ranger skills and 2 ranger abilities |
| Nature's Blessing | 15 Soul |
Component Cost: 2 Spotted Mold and 1 Faded Hope Willow Leaf With this summon you call upon the power of Ova to bless you and your friends. She responds by giving you all a regeneration effect on your Soul, Endurance, and Power of 5 per round, which does stack if called upon again. The summon lasts for 1d10 rounds. |
N/A | |||
| Nature's Blessing | 8 Soul | self | 1d6 rounds | Hard Nature | You gain a +1 to all stat and trait checks. | Nature's Armor |
| Nature's Armor | 10 Soul |
Component Cost: 2 Almonds With this summon you call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a defense and spirit of 15 The armor falls off and disappears after 1d4 rounds. |
N/A | |||
| Nature's Armor | 6 Soul | self | 1d6 rounds | Normal Nature -2 | Your armor is hardened by nature, giving you a +2 to Physical and Magical Armor and armor Defense. | Nature's Nurturing |
| Natural Healing | N/A | Heals self by runic energy increased by 10% every round or hour that you are in the sunlight. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Natural Familiar | 30 Soul | Change 1 bonded creature into a spiritually linked creature that you can control. You can only have 1 natural familiar. | N/A: only one level | |||
| Musical Instruments | 5 Soul | Increases the effects of singing or dancing by your runic energy. | N/A: only one level | |||
| Mortal Shot | 10 Soul | 5% chance per level of shot killing target. |
Level 1: 5%; 10 Soul Level 2: 10%; 20 Soul Level 3: 15%; 30 Soul Level 4: 20%; 40 Soul |
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| Mortal Shot | 10 Soul | weapon range affecting 1 target | instant | Hard Critical -1 | Roll a 1d6 with your shot, a 6 = instant death of target. | Sniper Shot |
| Mortal Guard | N/A | Increases Vitality Save by 5 per level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Mortal Guard | 8 Soul | self | instant | Impossible Defense | This skill allows you to ignore instant death attacks. | Knock Down Defense |
| Money Laundering | N/A | Able to reprocess stolen money as legal money. | N/A | |||
| Momentum Hit | 4 Power | 1/2 move range affecting 1 target | instant | Normal Athletics | Run towards the target and swing at the target. The target will be moved in the direction of the swing the remainder of your movement range. The target will also be knocked down. | Staggering Hit |
| Mix Potions | N/A | Lets you mix a number of potions based on mastery to make a new combined potion. |
Level 1: Mix 2 potions Level 2: Mix 3 potions Level 3: Mix 4 potions Level 4: Mix 5 potions |
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| Mix Compounds | N/A | Lets you mix a number of potions based on mastery to make a new combined potion. |
Level 1: Mix 2 potions Level 2: Mix 3 potions Level 3: Mix 4 potions Level 4: Mix 5 potions |
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| Misreading the Scriptures | 10 Soul |
Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round. A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4. Dark Alignment |
Level 1: -5; 10 Soul Level 2: -10; 20 Soul Level 3: -15; 30 Soul Level 4: -20; 40 Soul |
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| Minor Physical Alterations | 1 soul | self | until changed back | Easy Arcana | With this skill the talusian can alter his or her face, eye color, skin color, hair color, and hair length. | N/A |
| Mighty Hurricane | 25 Soul |
Components Cost: 2 Moon Flowers and 3 Bog Beacon Mushrooms A terrible, screaming, miniature hurricane roars its way onto the battlefield and batters it with high winds, heavy rain, and a massive flood. It deals 5d% damage to all enemies. Allies and arcessomancer are protected. |
N/A | |||
| Melee Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Melee Empowerment | 5 Endurance | Increase Melee Power 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 |
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| Meditation | N/A | Recover 10% of max stats in 1 hour. Double focus for rest of day. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Meditation | N/A | self | 1 hour | N/A | Recover secondary gen dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2. | N/A |
| Medicine Save | 10 Soul | +10 to react to use Vitality restoring medicine before killing blow can kill you. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| Mech Suit Upgrade | N/A | Able to craft upgrades for mech suits 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 |
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| Mech Suit Repair | N/A | Able to use repair skills on mech suits | N/A: only one level | |||
| Mech Suit Operation | N/A | Able to use mech suits | N/A: only one level | |||
| Material Identify | 5 Soul | +10 to Perceive to identify a material and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Material Identify | N/A | 1 item in sight | instant | Easy Perceive | You can identify what a material is and its properties. | N/A |
| Master Slashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed. | Advanced Slashing Proficiency |
| Master Piercing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed. | Advanced Piercing Proficiency |
| Master Chopping Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and chopping damage by 1d8. 1d8 bleeding out damage per round until healed. 10% chance of amputation if striking a limb. | Advanced Chopping Proficiency |
| Master Bludgeoning Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bludgeoning damage by 1d8. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1d3 rounds. 1d6 wound damage per round until cured. | Advanced Bludgeoning Proficiency |
| Master Bashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bashing damage by 1d10. Dazes target for 1d4 rounds following stun. Stuns target for 1d3 rounds. 20% chance to break bone of location hit. | Advanced Bashing Proficiency |
| Martial Weapon Proficiency | N/A |
Increases the attack value of your martial arts weapon by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. The Martial Arts Weapons are:
Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Martial Conditioning | N/A | Increase Fortitude by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Martial Attack Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Martial Arts Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Mark Up Value | N/A | Increase the sell value of an item by 1d20 as a percentage. |
Level 1: 1d20% Level 2: 2d20% Level 3: 3d20% Level 4: 4d20% |
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| Mana Weapon | 10 Soul | Gives your weapon an edge with your elemental properties, adding Runic Energy + 1d20 to attack. |
Level 1: 1d20; 10 Soul Level 2: 2d20; 20 Soul Level 3: 3d20; 30 Soul Level 4: 4d20; 40 Soul |
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| Mana Weapon | 4 Soul | self | 1d6 rounds | Normal Arcana | You create a weapon of pure arcana as either a sword or staff. It has an attack range of 1. Its attack value is your runic power + 1d4. You can use any bashing or slashing attack skills with it. You apply your elemental affects to attack when attacking with it. You will also add your offensive power when attacking with it. It has no block or parry value. | Battle Mage |
| Mana Shield | 20 Soul | Empowers your shield with your Runic Energy against magic attacks for 1d6 rounds. | N/A | |||
| Mana Shield | 6 Soul | self | 1d6 rounds | Hard Arcana | You create a shield of pure arcana. It has a block value that is your Arcana + 1d4. You can use normal blocking skills with it. | Mana Weapon |
| Mana Armor | 20 Soul | Increases your Magical Protection by your Runic Energy for 1d6 rounds. | N/A | |||
| Mana Armor | 8 Soul | self | 1d6 rounds | Impossible Arcana | This skill coats you with arcana. Your Magical armor is increased by your Arcana while your physical armor is increased by 1. You also gain a +1 to armor spirit. | Mana Shield |
| Magical Vampirism | 5 Soul | 10% of spell damage done to the target's Vitality returns to the user to restore the user's Vitality. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Magical Vampirism | N/A | self | instant | Normal Arcana | With this skill 10% of the spell damage you cause can be used to restore your Vitality. | Battle Mage |
| Magical Thought | 5 Soul | This skill allows for wish manifestation within spell casting. Basically, the more skilled you are with this skill, the more likely it is that the spell will do something that reflects your wishes. If you want the healing spell to remove poison, for example, with this it is possible. If you want the healing spell to revive the incapacitated, it could happen. Want the basic fire spell to erupt and do double damage, possible with this. The GM can impose any penalties on top of the likelyhood of the wish happening. |
Level 1: 10% chance; 5 Soul Level 2: 20% chance; 10 Soul Level 3: 30% chance; 15 Soul Level 4: 40% chance; 20 Soul |
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| Magical Thought | 8 Soul | self | instant | Impossible Insight | With this skill you can wish for an effect to happen when spell casting. You must voice your wish and the GM could apply different penalties depending upon your wish. | Soul Empowerment |
| Magical Hit Empowerment | 10 Soul | Increases Hit Chance by 10% of Mental for 1d6 rounds. |
Level 1: 10%; 10 Soul Level 2: 20%; 20 Soul Level 3: 30%; 30 Soul Level 4: 40%; 40 Soul |
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| Magical Counter | 10 Soul | Allows your counter attack action to be a spell cast. | N/A: only one level | |||
| Magical Components | 5 Soul | Allows for improving the effects of ingredients for sorcery by 10% of Runic Energy. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Magic Theory | N/A | +1d8 to Runic Energy per level of mastery. |
Level 1: 1d8 Level 2: 2d8 Level 3: 3d8 Level 4: 4d8 |
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| Magic Study | N/A | Grants +1d4 in Character Points per level of mastery for casting or attempting to cast spells. This only works for magic spells, not skills. |
Level 1: 1d4 Level 2: 2d4 Level 3: 3d4 Level 4: 4d4 |
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| Magic Sense | N/A | self | instant | Easy Arcana | Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. | N/A |
| Magic Sense | N/A | a room or 100x100 square foot area | instant | Easy Arcana | Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. | N/A |
| Magic Redirect | N/A | target of spell | instant | Normal Focus | You can add all of the absorbed spell damage you gained using Magic Absorb into your one target offensive spell. | Magic Absorb |
| Magic Proficiency | N/A | Increase Runic Energy by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Runic Energy is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Magic Mirror | 10 Soul | Reflects 10% of the spell back at the target. |
Level 1: 10%; 10 Soul Level 2: 20%; 20 Soul Level 3: 30%; 30 Soul Level 4: 40%; 40 Soul |
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| Magic Mirror | 10 Soul | self | instant | Impossible Arcana | Reflects 1d% percentage of the spell back at the spell caster. | Soul Empowerment |
| Magic Ink | 8 Soul | Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. | N/A: only one level | |||
| Magic Grace | N/A | Causes spells that affect everyone in an area to not harm allies or benefit enemies. | N/A: only one level | |||
| Magic Counter | cost of spell | self | instant | Normal React | You can counter attack a target that has attacked you, whether it be by melee, range, or spell, with an attack spell of your own. You must be able to cast that spell instantly. | Battle Mage |
| Magic Channeling | N/A | Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell. | N/A: only one level | |||
| Magic Break | N/A | Allows you to throw up to 25% of Soul per level to break a spell lock or trap. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
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| Magic Break | Spent Soul | 1 target | instant | Normal Arcana | With this skill you throw Soul at any ongoing magic, be it an enchantment, lock, or door, with the intent to break it. Every 2 Soul decreases the spell's energy by 1. Once it is reduced to 0 it is broken. | Magic Sense |
| Magic Absorb | 5 Soul | Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
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| Magic Absorb | 20% of damage as Soul | self | instant | Normal Focus | You can absorb the damage of the spell that would affect your vitality to be released with Magic Redirect skill. You must release the spell damage before the end of battle or it will fade away. The absorbed damage will not affect your Vitality, instead 20% of it will go against your Soul for each round that you hold on to it. | Battle Mage |
| Maddening Temptation | 20 Soul |
Component Cost: 1 Snake Grass and 2 Black Lichen With this summon you call upon the lord of the shadow realm, Joasri, for help. The great trickster responds by whispering into the minds of all but the arcessomancer, asking for a sacrifice of 50 HP, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 100 Vitality. If they refuse, the will continue to attack themselves and hallucinate for the next 3 rounds (4 rounds total). Allies can be spared if the arcessomancer spends double the stat and component costs. |
N/A | |||
| Lunging Attack | 4 Power | movement range affecting 1 target | instant | Normal Athletics | When using this skill you rush the target, knocking the target back 1d4 spaces. The target is dazed for 1 round due to being disoriented. You do normal damage + 1 with this attack. | Basic Attack |
| Lullaby | 4 Soul | 30% chance to put targets in a 3x3 area around you to sleep, friend or foe. |
Level 1: 30%; 4 Soul Level 2: 40%; 8 Soul Level 3: 50%; 12 Soul Level 4: 60%; 16 Soul |
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| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Lucky Shot | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the shot. | Bow Empowerment |
| Low Light Vision | N/A | Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. | N/A: only one level | |||
| Lore | 5 Soul | Grants you knowledge of the basic lore of the area. With this skill you can know the basic history and folk tales of the area, granting you the knowledge a common citizen of the area would have. This could be useful for helping you to blend in as someone who lives there, or to give you some idea of what kind of dangers and rewards you might expect to find. | N/A - there's only 1 level. | |||
| Long Gun Proficiency | N/A | Increases the attack value of your long gun by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Linguistics | 5 Soul | + 10 to Mental to understand, speak, and learn new languages. Each use of this skill gives you a 10% mastery of a new language. You can use this skill on a language until it gets to 100% mastered. |
Level 1: +10 Mental; 5 Soul Level 2: +20 Mental; 10 Soul Level 3: +30 Mental; 15 Soul Level 4: +40 Mental; 20 Soul |
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| Limb Transformation | 2 Soul | self | until changed back | Easy Arcana -2 | With this skill the talusian can change his or her limbs into things such as wings or fins or the like. They can even change the length and height up to double or half the original size. | N/A |
| Light's Providence | 15 Soul |
Component Cost: 3 Almonds With this summon you call for help to withstand possession and mind alteration, and that is what you gain. During the rest of the battle, you cannot be controlled. |
N/A | |||
| Light Armor Mastery | N/A | +2 to Evade, +1 to Defense per level of mastery. |
Level 1: +2, +1 Level 2: +4, +2 Level 3: +6, +3 Level 4: +8, +4 |
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| Leg Trip | 4 Power | weapon range affecting 1 target | instant | Normal Athletics | Whip skill that causes you to trip the target causing the target to be knocked down. Increases damage by 1. | Wrist Snap |
| Left Right Smash | 6 Power | 1 target 1 space to the left and 1 target 1 space to the right | instant | Normal Acrobatics -2 | Hit to both the left and right of you with your nunchucks increasing the damage by 1d4. | Diagonal Strike |
| Learn Curse | N/A | Learn how to do curses from cursed objects based on complexity. Once you learn the curse, you can perform the curse yourself albeit following any rules for doing so as given by your GM. |
Level 1: learn level 1 curse Level 2: learn level 2 curse Level 3: learn level 3 curse Level 4: learn level 4 curse |
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| Learn Curse | 2 Soul | self | instant | Easy Arcana | With this skill you can learn one curse of a cursed object. You must first experience the curse. | N/A |
| Leaping Attack | 4 Power | 1/2 move range affecting 1 target | instant | Normal Acrobatics | Leap in the air and come down hard at the target in an attack, striking the target's head. If the target is not wearing a helmet then no armor defense can be used. A critical hit here will knock the target out for 1d4 rounds. +1 extra damage. | Basic Attack |
| Laying Hands | 5 Soul |
You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai. Healing the target only is considered Light Alignment Healing and Harming is considered Neutral Alignment |
Level 1: 1d6; 5 Soul Level 2: 2d6; 10 Soul Level 3: 3d6; 15 Soul Level 4: 4d6; 20 Soul |
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| Last Dwarf Standing | N/A | If the dwarf is the last one alive, the dwarf will get a bonus of 10 to his or her save check, and come back with 10% Vitality instead of just 1 Vitality. If the dwarf isn't the last one alive, the dwarf gets a second free savecheck. Save will always bring the shield dwarf back with 10% Vitality instead of 1 Vitality. |
Level 1: 10 Level 2: 20 Level 3: 30 Level 4: 40 |
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| Kymara’s Solo | 6 Soul | Grants everyone in a 3x3 space around you a 1d20 modifier to Vitality and a +5 modifier to Vitality Save for 1 hour. |
Level 1: 1d20; 6 Soul Level 2: 2d20; 12 Soul Level 3: 3d20; 18 Soul Level 4: 4d20; 24 Soul *Saving Grace modifier doesn't increase... |
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| Knock Down Defense | N/A | 10% chance of immunity to knock down per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Knock Down Defense | 6 Soul | self | instant | Hard Defense | This skill causes you to not be affected by the Knock Down status effect. | Daze or Stun Defense |
| Keep Self | N/A | +5 to Will against fear, rage, or loss of self for 1 hour. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Keen Sight | Soul Spent | self | instant | Normal Insight | Plains Elves have amazing sight when they focus. They can see a mile away under the right conditions. With this skill, the plains elf can spend Soul to improve both their Perceive or their Evade Penalty to targets at a cost of 2 Soul for 1 bonus point. |
N/A |
| Joint Attack | N/A | weapon or movement range | instant | Normal React +1 | Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill and can use melee, throw, or ranged attacks. Offensive and Bow Power does apply as does a crit chance. | N/A |
| Joasri’s Dance | 6 Endurance | 10% chance to effect those in a 3x3 area around you causing them to have to make luck checks for their spells to work intended for the next 1d6 rounds. This will not affect those who fell asleep to lullaby. |
Level 1: 10%; 6 Endurance Level 2: 20%; 12 Endurance Level 3: 30%; 18 Endurance Level 4: 40%; 24 Endurance |
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| Item Rationing | N/A | Get +1 extra use from a single potion per level of mastery. |
Level 1: +1 use Level 2: +2 uses Level 3: +3 uses Level 4: +4 uses |
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| Item Combination | N/A | self | instant | Easy Insight |
Lets you combine a number of items to make a new item:
|
N/A |
| Iron Will | 15 Soul |
+10 to Will and an extra +5 to Influence per level of mastery for 1 day. Neutral Alignment |
Level 1: +10, +5; 15 Soul Level 2: +20, +10; 30 Soul Level 3: +30, +15; 45 Soul Level 4: +40, +20; 60 Soul |
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| Invoked Spirit | N/A | Allows you to use your moral points as a bonus against targets of an opposite alignment. This can be an opposite if either of your alignments. For example, If you are lawful good, you could use this against a target who is chaotic good since chaotic is the opposite of lawful. If both alignments are opposite of yours, such as you being lawful good and the target being chaotic evil, then you will apply this skill's effect twice. The moral points you add is a combination of all moral points, and it does not decrease your moral points. | N/A | |||
| Invisibility | 15 Soul | Reduces enemies perceive by 30% when trying to detect you for 1d4 rounds. |
Level 1: 30%; 15 Soul Level 2: 60%; 30 Soul Level 3: 90%; 45 Soul Level 4: 120%; 60 Soul |
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| Invention | N/A | Lets you create new designs from scratch. | N/A: only one level | |||
| Invention | N/A | 1 item | 1 day or longer | Normal Insight -2 | Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval. | Design Improvement and Novice Crafting |
| Intimidation | 5 Soul |
Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour. Neutral Alignment |
Level 1: +3, -3; 5 Soul Level 2: +6, -6; 10 Soul Level 3: +9, -9; 15 Soul Level 4: +12, -12; 20 Soul |
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| Inner Peace | N/A |
Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you. Neutral Alignment |
N/A: only one level | |||
| Inner Knowledge | 15 Soul | Gives you a +10 to Mental per level of mastery for the day. |
Level 1: +10; 15 Soul Level 2: +20; 30 Soul Level 3: +30; 45 Soul Level 4: +40; 60 Soul |
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| Inner Chi | 5 Soul | Add Runic Energy to Attack. Adds runic energy once per level of mastery. |
Level 1: Runic Energy + Attack; 5 Soul Level 2: Runic Energy x 2 + Attack; 10 Soul Level 3: Runic Energy x 3 + Attack; 15 Soul Level 4: Runic Energy x 4 + Attack; 20 Soul |
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| Inner Chi | 2 Soul | self | 1d6 rounds | Normal Focus | Increase all of your damage you deal by your focus score. | Meditation |
| Initiative Empowerment | 5 Soul | Increase Initiative by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Influence Empowerment | 5 Soul | Increase Influence by 10% of Will for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Inflict Wounds - Revolvers | N/A | Critical Hits inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6 Level 2: 2d6 Level 3: 3d6 Level 4: 4d6 |
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| Inflict Wounds - Long Guns | N/A | Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. |
Level 1: 1d12 Level 2: 2d12 Level 3: 3d12 Level 4: 4d12 |
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| Inflict Wounds - Bow | N/A | Critical hit with bow & arrow or crossbow inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6+1 Level 2: 2d6+1 Level 3: 3d6+1 Level 4: 4d6+1 |
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| Inflict Daze or Stun | N/A | With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target. |
Level 1: 10% / 5% Level 2: 20% / 10% Level 3: 30% / 15% Level 4: 40% / 20% |
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| Infallible Dogma | N/A | +20 to Will against any attempt to convert or alter religious belief. |
Level 1: +20 Level 2: +40 Level 3: +60 Level 4: +80 |
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| Increased Spoils | N/A |
Increase the end of session character point reward, found treasures, and any money found by 20%. Please Note: You will not gain extra character points for using this skill. |
Level 1: 20% increase Level 2: 40% increase Level 3: 60% increase Level 4: 80% increase |
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| Increased Offense | N/A | self | 1d6 rounds | Easy Focus | Increase your Offensive Power by 1d6 | N/A |
| Increased Offense | N/A | self | 1d6 rounds | Easy Focus | Increase your Offensive Power by 1d6 | N/A |
| Increased Critical | N/A | This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Increase Resell Value | N/A | Increase resell value at 10% greater than purchase price. |
Level 1: 10% greater resell value Level 2: 20% greater resell value Level 3: 30% greater resell value Level 4: 40% greater resell value |
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| Inciteful Energy | 30 Soul | Causes all within a 3x3 space area around you to be berserked, the area lasts for 1d4 rounds. | N/A | |||
| Inciteful Energy | 8 Soul | self | 1d6 rounds | Hard Focus -2 | Inflict berserk on yourself, causing you to do double damage and increasing your critical trait by 4. However you are unable to use items or spells and cannot retreat or defend. | Chi Energy |
| Ignore Traps | 10 Soul | Gives you a +10 to Luck that traps won't work on you. Let's say you accidentally set off a trap. With this skill, you have a chance that the trap simply won't work. You got lucky and ignored the trap. This skill takes effect over Trap Setting, so even if someone used Trap Setting with this skill you could still have the trap not work against you. |
Level 1: +10 to Luck; 10 Soul Level 2: +20 to Luck; 20 Soul Level 3: +30 to Luck; 30 Soul Level 4: +40 to Luck; 40 Soul |
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| Identify Weak Points | 5 Soul | See weak points in target's armor increasing damage dealt by 10%. This can be combined with any attack skill chain. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Identify Forgery or Counterfeit | 10 Soul | +10 to Perceive to identify if something is a forgery or counterfeit. |
Level 1: +10 to Perceive; 10 Soul Level 2: +20 to Perceive; 20 Soul Level 3: +30 to Perceive; 30 Soul Level 4: +40 to Perceive; 40 Soul |
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| Identify Curse | 10 Soul | Allows you to identify any curse and its properties by sight. | N/A | |||
| Identify Curse | N/A | 1 target in sight | instant | Easy Insight | You can tell if something or someone is cursed and know what the curse is. | N/A |
| Identify Animal | 2 Soul | 1 target in sight | instant | Normal Nature | Identify animal, beast type, and vitality. | Animal Talk |
| Identification | 15 Soul | +10 to Perceive to identify what an object is by sight and all of its properties. |
Level 1: +10 to Perceive; 15 Soul Level 2: +20 to Perceive; 30 Soul Level 3: +30 to Perceive; 45 Soul Level 4: +40 to Perceive; 60 Soul |
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| Hunting | N/A | +5 to Hit Targeting per level of mastery against selected enemy type. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Horsemanship | N/A | x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. | N/A: only one level | |||
| Holy Rage | 25 Soul | Double the effects of Rage Attack against enemies of a negative alignment. | N/A | |||
| Holy Hands | 25 Soul |
Either remove the effects of poison by touch or cause 1d6 Vitality poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8. Neutral Alignment |
N/A: only one level | |||
| Holy Ground | N/A | Those in a 3x3 area around you have chances for resistance increased by 15% against dark aligned attackers. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Hit Targeting Empowerment | 5 Endurance | Increase Hit Targeting 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 |
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| Hit Chance Empowerment | N/A | Increase Hit Chance by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Hired Goons | 10 Soul | 1d6 thugs will join the battle on your side, dealing 2d20 melee damage each for that instance. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| Hide Motive | 5 Soul | -10 to enemy's Detect allowing you to better hide your motive. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
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| Hide in Plain Sight | 4 Soul | Hide out in the open. -5 to enemy's perceive. |
Level 1: -5; 4 Soul Level 2: -10; 8 Soul Level 3: -15; 12 Soul Level 4: -20; 16 Soul |
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| Hide In Plain Sight | 2 Soul | self | instant | Normal Stealth -2 | Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. | Hide |
| Hide | 1 Soul | self | instant | Normal Stealth +2 | Hide behind objects or in shadows giving the enemy a penalty of -2 to Perceive to find you. | N/A |
| Hexing | 4 Soul | 1 item in hand | instant | Normal Arcana | With this skill you can apply any curse that you have learned to an item, cursing said item. | Learn Curse |
| Herbal Knowledge | 5 Soul | +10 to Perceive to identify a plant and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Heightened Senses | 5 Soul | +5 to Perceive and Detect for 1d4 hours |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
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| Healing Tones | 4 Soul | adds 1d10 Vitality restore to Relaxing Tones. |
Level 1: 1d10; 4 Soul Level 2: 2d10; 8 Soul Level 3: 3d10; 12 Soul Level 4: 4d10; 16 Soul |
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| Haymaker | 8 Power | 1 space in front affecting 1 target | instant | Impossible Athletics | A focused punch straight to the target's head. Increases damage of the attack by 1d4. Stuns the target for 1 round. A critical hit causes the target to also be dazed for the following 1d4 rounds. | Uppercut |
| Haunting of the Lost | 5 Soul |
Component Cost: 1 Bog Beacon Mushroom With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This decreases their melee power by ½ for 1d4 rounds. |
N/A | |||
| Hammer Berserk | 10 Endurance | Dwarfs are masters of the hammer, and can use hammers and mallets better than most other races. As long as the Dwarf wields a hammer, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your hammer, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
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| Haggle | N/A | 1d10 as a percentage discount when buying items or services. 1d12 as a percentage increase in selling costs. |
Level 1: 1d10% buying; 1d12% selling Level 2: 2d10% buying; 2d12% selling Level 3: 3d10% buying; 3d12% selling Level 4: 4d10% buying; 4d12% selling |
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| Hacking | N/A | +5 to Mental to hack programs and computers. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Guard | 2 Power | any ally in move range | instant | Easy React | This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked. | N/A |
| Guard | 1 Power | movement range affecting 1 ally | instant | Easy React | This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked. | N/A |
| Glamour | 1 Soul | self | 1 hour | Normal Influence | Gives the illusion of good aura and a +2 to Influence and Charm for 1 hour. | N/A |
| Gift of Tongues | 40 Soul |
Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. Double the duration if you are a priest of the Four Winds. Light Alignment |
N/A: only one level | |||
| Full Moon Attack | 8 Power | weapon range affecting all targets around you | instant | Hard Athletics | Swing your weapon around in a complete circle, hitting every target that is in your weapon's range around you. | Upward Momentum Swing |
| Frustrate | N/A | +5 to Luck to cause angered target to go into berserk for 1d4 rounds and only target you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Frustrate | 4 Soul | any enemy targets within a 3x3 space area | 1d4 rounds | Hard Intimidate | All targets in the affected area must make a hard mental balance check. If they fail they will be berserk for 1d4 rounds, and you can be their only target for the next round. | Anger |
| Free Reload | N/A | Get 1 free reload of your long gun every other turn. This lets you load your rifle or shot gun without spending your support action to do so. | N/A: only one level | |||
| Form Transformation | 4 Soul | self | until changed back | Normal Arcana -1 | With this skill the Talusian can change form to any living thing that you know well enough. You have to make a Normal Perceive Check to learn the form. The form cannot be greater than double your normal size or less than half your normal size. The form must be a living creature. | N/A |
| Forgery | N/A | Make convincing false signatures. 10 penalty to other's perceive to notice. |
Level 1: -10 Level 2: -20 Level 3: -30 Level 4: -40 |
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| Forced Illusion | 25 Endurance | Move so fast that you seem to split in 2, giving you double use of all actions for that 1 round. This means you can attack twice, move twice, do supportive actions twice, and be able to cast 2 spells or have double your runic speed to cause a spell to cast faster. | N/A | |||
| For the Clan | 5 Endurance | Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a reaction check with a 10 point bonus, or 20 point bonus by spending 10 SA. If the roll is a succeess, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. | N/A: only one level | |||
| Focused Punch | 2 Power | 1 space in front affecting 1 target | instant | Easy Focus | A forward punch dealing 1d4 + Focus + Offensive Power damage. | N/A |
| Focused Kick | 2 Power | 1 space in front affecting 1 target | instant | Easy Focus | A forward kick dealing 1d6 + Focus + Offensive Power damage. | N/A |
| Focus Empowerment | 5 Endurance | Increase Focus 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 |
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| Fly | 1 Power | self | 1 movement | Normal Acrobatics +1 | This skill allows for flyinng at 3 x movement rate. If you are carrying more than 75% of your weight limit then you cannot fly. | Must have wings |
| Flood of Light | 25 Soul |
Component Cost: 2 Sun Flowers and 3 Morning Glories With this mighty summon you call upon the Light Realm for assistance. Brilliant white light floods the battlefield. All enemies are dealt 2d% damage and are blinded for 1d6 rounds. The arcessomancer and his or her allies are unharmed. |
N/A | |||
| Flip Kick | 8 Power | 1 space in front or behind you | instant | Impossible Athletics | Flip in the air forwards or backwards performing a focused kick to the target's head, stunning the target for 1 round. You land on the other side of the target. | Roundhouse Kick |
| First Aid | 5 Soul | Heal wounds and restore 1d8 Vitality. |
Level 1: 1d8; 5 Soul Level 2: 2d8; 10 Soul Level 3: 3d8; 15 Soul Level 4: 4d8; 20 Soul |
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| Figure 8 | 10 Power | a 1x1 space around you affecting all targets in those spaces | instant | Impossible Acrobatics | Perform a complex move with your nunchucks hitting all spaces around you once. Each hit has a chance for critical damage. Each hit gets offensive power. | Switch Hit Punch |
| Fear | 10 Soul |
Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Energy as a penalty to their will check. Dark Alignment |
N/A: only one level | |||
| Fatigue First Aid | 10 Soul | Heal 1d6 Fatigue with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| Fast Use | N/A | Can use +1 medicine per level of mastery as a support move. |
Level 1: +1 medicine Level 2: +2 medicine Level 3: +3 medicine Level 4: +4 medicine |
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| Fast Talk (thief) | 2 Soul | 1 target | instant | Easy Deception | You can talk your way out of most situations. Different penalties apply depending upon circumstances. With this skill your words confuse the target unless the target makes a Normal Mental Balance check, allowing you to convince the target to leave you be. | N/A |
| Fast Potion | N/A | Can use +1 potion per level of mastery as a support move. |
Level 1: +1 potions Level 2: +2 potions Level 3: +3 potions Level 4: +4 potions |
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| Familiar's Sacrifice | 8 Soul | self and familiar | instant | Hard React -2 | Upon an attack that would kill you your familiar will die in your place. | Familiar Counter |
| Familiar Transform | 10 Soul | self | 1d10 rounds | Impossible Nature | You transform into a carbon copy of your familiar, having your familiar's stats and skills as well as your skills. | Familiar Swap |
| Familiar Sync | 10 Soul | Able to sync with your natural familiar and have certain benefits depending upon level of mastery. |
Level 1: Familiar's Sight; 10 Soul Level 2: Become one with familiar; 20 Soul Level 3: Switch places on map with familiar; 30 Soul Level 4: Transform into familiar for 1 hour; 40 Soul |
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| Familiar Swap | 8 Soul | self and familiar | instant | Hard Nature -2 | You can swap places with your familiar. | Familiar Sight |
| Familiar Sight | 4 Soul | tamed creature | up to 1 hour | Hard Nature | This skill allows you to see through the eyes of your familiar (tamed creature). Careful, you will not see through your own eyes. | Druid's Companion |
| Familiar Growth | N/A | This skill allows you to spend character points into a familiar to boost their stats or skills. | N/A: only one level | |||
| Familiar Counter | N/A | tamed creature | instant | Hard React | When attacked you can have your familiar counter attack for you. | Druid's Companion |
| False Love | 8 Soul | Adds 10% chance per affected target that they will kill themselves should you fall in battle. |
Level 1: 10%; 8 Soul Level 2: 20%; 16 Soul Level 3: 30%; 24 Soul Level 4: 40%; 32 Soul |
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| Fallen Knight | N/A | Attacks against those with more light morality points than dark morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Fake Strength | 5 Soul | -10 to enemy perceive and detect to appear stronger than you are. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
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| Fake Status Effect | 5 Soul | -10 to enemy perceive and detect to appear to have a status effect, positive or negative. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
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| Fake Injury | 5 Soul | -10 to enemy's detect and perceive to fake a serious injury. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
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| Fake Element | 5 Soul | -10 to enemy's perceive and detect to appear to be of a different element. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
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| Fake Alignment | 5 Soul | -10 to enemy's perceive and detect to be of a different moral alignment. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
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| Eye Gouger | 4 Power | 1 space in front affecting 1 target | instant | Normal Hit Chance | A directed hit to one of the target's eyes with 2 fingers which deals 1d3 damage but also causes visual instability for 1d4 rounds. A critical hit will cause blindness for 1d4 rounds followed by visual instability for 1d4 rounds. | Focused Punch |
| Extra Throw | 5 Endurance | With this skill you get one extra toss with your weapon. That extra strike does not include any throw power. |
Level 1: 1 extra toss; 5 Endurance Level 2: 2 extra tosses; 10 Endurance Level 3: 3 extra tosses; 15 Endurance Level 4: 4 extra tosses; 20 Endurance |
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| Extra Strike | 8 Power | self | instant | Hard React | With this skill you get one extra strike with your weapon. | Rage |
| Extra Piercing | 5 Endurance | Increases Piercing Rate by 5. |
Level 1: +5; 5 Endurance Level 2: +10; 10 Endurance Level 3: +15; 15 Endurance Level 4: +20; 20 Endurance |
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| Extra Attack | 5 Endurance | With this skill you get one extra martial arts attack. That extra strike is only 1/2 melee power. |
Level 1: 1 extra attack; 5 Endurance Level 2: 2 extra attacks; 10 Endurance Level 3: 3 extra attacks; 15 Endurance Level 4: 4 extra attacks; 20 Endurance |
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| Extra Attack | 8 Power | self | instant | Impossible React | Get a full extra attack that you can use, including using skills. | Powered Blow |
| Extra Arrow | 5 Endurance | Increases the shot by 1 arrow per level of mastery, losing 5 per arrow to your Hit Chance. So if you have and use Level 3 of this skill, you will shoot 4 arrows at once, but your hit chance will have a -20 penalty. |
Level 1: 1 extra arrow; 5 Endurance Level 2: 2 extra arrow; 10 Endurance Level 3: 3 extra arrow; 15 Endurance |
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| Extra Arrow | 8 Soul | self | instant | Hard Athletics | Shoot 2 arrows at the same time. | Quick Shot |
| Extra Aimed Shot | 8 Soul | This skill allows for using the next shot with no hit chance loss, as long as you have a Rate of Fire that is greater than 1 with that gun. |
Level 1: 1 extra shot not hit chance loss; 8 Soul Level 2: 2 extra shots not hit chance loss; 16 Soul Level 3: 3 extra shots not hit chance loss; 24 Soul Level 4: 4 extra shots not hit chance loss; 32 Soul |
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| Exorcise | 10 Soul |
Allows you to free people from possessions by using your Will with a +10 bonus. If you are a priest of Kymara, increase your bonus with your Runic Soul. Light Alignment |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| Evasion Counter | N/A | +5 to React check to counter attack when you are attacked but not hit. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Evade Empowerment | 5 Endurance | Increase Evade by 10% of Luck for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Eros's Curse | 15 Soul |
Component Cost: 1 vial Black Viper Blood and 1 Viper Grass With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. If you are of a light alignment, there is a 30% chance he might ignore you and a 5% chance he might affect you or any of your light alignment allies with the power of this summon as well. Otherwise if you are light alignment you will receive 1 dark morality point. This summon lasts for 1d6 rounds. |
N/A | |||
| Equip Potion | N/A | This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion. | N/A: only one level | |||
| Equip Medicine | N/A | This allows you to always have a medicine in hand as long as you have enough of that medicine without having to waste your support action to get another medicine. | N/A: only one level | |||
| Enhanced Weapon Poisoning | 10 Soul | Increases the effects of potions applied to weapons by 15% per level of mastery. |
Level 1: 15%; 10 Soul Level 2: 30%; 20 Soul Level 3: 45%; 30 Soul Level 4: 60%; 40 Soul |
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| Energy Trade | N/A | Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. | N/A: only one level | |||
| Energy Enrichment | N/A |
Able to spend stat points into potions to increase their effect.
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Level 1: 2 stat restore in potion Level 2: 4 stat restore in potion Level 3: 6 stat restore in potion Level 4: 8 stat restore in potion |
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| Endure | N/A | Increase Resist by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Endurance Empowerment | 5 Soul | Increase Endurance 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 |
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| Enchantment | N/A | Allows you to imbue elemental materials with spell effect, charges dependent upon level of mastery. |
Level 1: 25 charges Level 2: 50 charges Level 3: 75 charges Level 4: 100 charges |
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| Enchantment | Soul Spent | 1 item in hand | instant | Hard Arcana | Allows you to imbue materials that have already received elemental imbuing with a spell effect. Charges are double to the Soul spent. If you spend 10 Soul it has 20 charges. You can use this skill on an enchanted item to increase or replenish its charges. | Elemental Imbuing |
| Enchanting | 6 Soul | 1 ally | 1 day | Hard Arcana | Enchant your ally with your runic element. Your ally will get a +1 to arcana and a +1d4 to runic power. Your ally will also gain your elemental bonuses to defense and offense, but none of the weaknesses. | Casting Strike |
| Empower Chi | 5 Soul | Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
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| Empathic Combat | N/A | self | 1d6 rounds | Normal Focus | 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 Offensive Power will be increased by 1d6 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. | Must have the Empathy talent |
| Empathic Combat | N/A | self | 1d6 rounds | Normal Focus | 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 Offensive Power will be increased by 1d6 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. | Must have the Empathy talent |
| Emotional Witch | N/A | Witches spells are affected by their emotional state. If a witch is angry their spells do 50% more damage. If a witch is worried, their healing spells do 50% more healing, and so forth. | N/A | |||
| Elemental Weapon | 4 Soul | self | 1d6 rounds | Normal Arcana | This skill allows you to imbue your attacks with your runic element. This allows you to add your runic power to your attacks. However runic elemental strengths and weaknesses apply, giving the target a chance to be immune to your attack if the target's element is strong against yours, or giving you the added damage if your element is strong against the target's. | Basic Attack |
| Elemental Wave | 4 Soul | Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. |
Level 1: 1 space on both sides; 4 Soul Level 2: 2 spaces on both sides; 8 Soul Level 3: 3 spaces on both sides; 12 Soul Level 4: 4 spaces on both sides; 16 Soul |
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| Elemental Status Effect | 20 Soul |
Causes a status effect based on your runic element when you crit.
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N/A | |||
| Elemental Protection | 5 Soul | Increases spirit of self and all allies who share same element or mirrored element by 20% for 1d6 rounds. |
Level 1: 20%; 5 Soul Level 2: 40%; 10 Soul Level 3: 60%; 15 Soul Level 4: 80%; 20 Soul |
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| Elemental Potions | N/A | All potions you use or create are increased by your runic energy. | N/A | |||
| Elemental Imbuing | 20 Soul | Allows you to give material the element of spell stored in rune stone at the cost of the rune stone. | N/A | |||
| Elemental Imbuing | 4 Soul | 1 item in hand | instant | Normal Arcana -2 | Allows you to give material the element of a spell stored in a rune stone at the cost of that rune stone. | Arcane Materials |
| Elemental Focus | 5 Soul | Increases elemental effects of self and all allies who share same element or mirroed element by 20% for 1d6 rounds. Mirrored element are as follows: Earth : Life; Air : Death; Water : Time; Fire : Space. |
Level 1: 20%; 5 Soul Level 2: 40%; 10 Soul Level 3: 60%; 15 Soul Level 4: 80%; 20 Soul |
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| Elemental Dominance | 5 Soul | Treat a target's element as if it was weak to your element for 1d4 rounds. | N/A | |||
| Elemental Creations | N/A | All items you use or create are increased by your Runic Energy. | N/A | |||
| Elemental Cannon | 5 Soul |
Different effects depending upon runic element.
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Level 1: +10, 10%; 5 Soul Level 2: +20, 20%; 10 Soul Level 3: +30, 30%; 15 Soul Level 4: +40, 40%; 20 Soul |
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| Elemental Blood | N/A | Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. |
Level 1: 30% Level 2: 60% Level 3: 90% Level 4: 120% |
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| Elemental Awakening | 10 Soul |
Allows you to create and awaken an elemental representative of your element.
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Level 1: Runic Elemental; 10 Soul Level 2: Runic Construct; 20 Soul Level 3: Runic Avatar; 30 Soul |
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| Elemental Awakening | 10 Soul | self | 1 day | depends on level |
Allows you to create and awaken an elemental representative of your element. Hard Arcana: Runic Elemental Impossible Arcana: Runic Construct Impossible Arcana -3: Runic Avatar |
Soul Empowerment |
| Electronics Repair | 10 Soul | Repair electronics by 25% per level of mastery. |
Level 1: 25%; 10 Soul Level 2: 50%; 20 Soul Level 3: 75%; 30 Soul Level 4: 100%; 40 Soul |
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| Electronic Locks | N/A | Able to set electronic locks. Use with lock picking to crack electronic locks. |
Level 1: level 1 electronic locks Level 2: level 2 electronic locks Level 3: level 3 electronic locks Level 4: level 4 electronic locks |
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| Ectoplasmal Flood | 25 Soul |
Component Cost: 4 vials of Ectoplasm With this summon you call upon the spiritual realm for help in battle. The spirit realm opens up and a wave of ectoplasm rolls across the battlefield, doing instantly 2d% + 4d20 magic damage to all enemy targets and poisoning them for 1d20 Vitality poison damage. You and your allies are safely enclosed in spiritual bubbles until the flood is gone. |
N/A | |||
| Dwaven Tuck | N/A | self | instant | Easy Defense | When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Armor Defense and Armor Spirit by 20% for the duration of the defensive round. | be a dwarf |
| Dwarven Will | 10 Soul | Dwarves claim to be of strong will, ones who will not be tricked or ensnared so easily. When a dwarf is fighting for self control, the dwarf gets +15 to Will for a Will Check. This can be used anytime a will check is needed. |
Level 1: 15; 10 Soul Level 2: 30; 20 Soul Level 3: 45; 30 Soul Level 4: 50; 40 Soul |
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| Dwarven Tuck | N/A | When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Defense and Spirit by 20% for the duration of the defensive round. |
Level 1: 20% Level 2: 40% Level 3: 60% Level 4: 80% |
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| Dwarven Runes | N/A | Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. | N/A: only one level | |||
| Dwarven Prospector | N/A | Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf's runic energy. | N/A: only one level | |||
| Dwarven Hammer Berserker | 4 Power | self | instant | Normal React -S |
Dwarfs are masters of the hammer, and can use hammers and mallets better than most other races. As long as the Dwarf wields a hammer, he or she can use this ability. If used successfully, you get 1d4 extra swings with your hammer, no offensive power added however. |
be a dwarf and use a hammer or mallet |
| Dwarven Forge | 5 Soul and 2 Endurance | Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some. A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange spirit for defense or defense for spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points | N/A: only one level | |||
| Dwarven Forge | 2 Soul | 1 weapon | permanent effect | Normal Insight | Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some. A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange armor spirit for armor defense or armor defense for armor spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points | be a dwarf |
| Dwarven Axe Berserker | 4 Power | self | instant | Normal React -2 |
Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this skill. If used successfully, you get 1d4 extra swings with your axe, no offensive power added however. |
be a dwarf and weild an axe |
| Dwarven Armor Empowerment | Soul Spent | any armor touched | 1d6 rounds | Normal Arcana |
Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into Defense at a cost of 3 Soul per 1 defense. The effect lasts for 1d6 rounds and this ability cannot be used again until the effect wears off. |
be a dwarf |
| Dual Wielding Proficiency | N/A | By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. |
Level 1: Add 1/2 Melee Power to 2nd Hand Level 2: Add full Melee Power to 2nd Hand |
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| Dual Guns Proficiency | N/A | Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. | N/A: only one level | |||
| Dual Fist / Throw Proficiency | N/A | By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands. |
Level 1: Add 1/2 Melee or Throw Power to 2nd Hand Level 2: Add full Melee or Throw Power to 2nd Hand |
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| Druid's Companion | 4 Soul | +5 to Will Check per level of mastery to temporarily tame a creature. You can only tame 1 creature per battle. |
Level 1: +5; 4 SA; tame up to 1 creature The tame up to 2-4 creatures doesn't mean you can tame that many creatures with one use of the skill. Instead, you can use this skill to tame up to that many individual creatures over the course of the battle. |
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| Druid's Companion | 3 Soul | 1 target within 6 spaces | until end of battle | Normal Influence -2 | Tame creature to fight for you for the duration of the battle. | Identify Animal |
| Druid Speech | 10 Soul | Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. |
Level 1: 20%, 10% chance; 10 Soul Level 2: 40%, 20% chance; 20 Soul Level 3: 60%, 30% chance; 30 Soul Level 4: 80%; 40% chance; 40 Soul |
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| Druid Speech | 2 Soul | a 3x3 space area around you | instant | Easy Arcana | Your speech reduces the movement rate by 1/2 for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. | N/A |
| Draw Attention | N/A | +10 to Influence to cause all enemies in 3x3 area to target only you for that round. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
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| Dragon Lore | N/A | With this skill you have knowledge of dragons and their customs. | N/A: only one level | |||
| Dragon Kinship | 20 Soul | Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. |
Level 1: Dragon Speech; 20 Soul Level 2: Luck Chance for Aid; 40 Soul Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul |
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| Double Support | 5 Endurance | Able to do 2 supportive actions instead of 1. | N/A | |||
| Double Movement | 10 Endurance | Able to move twice a round. | N/A: only one level | |||
| Double Attack | 25 Endurance | Able to attack twice a round. | N/A: only one level | |||
| Dogmatic Convictions | 10 Soul | +10 to Influence with each attack to make target of attack a temporary disciple. This basically inflicts the target with charm. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| Dogma Over Faith | N/A | Worshipers of opposing gods are seen as opposing alignment even if this is not true. | N/A | |||
| Dogma Defense | 10 Soul | Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god cannot cause critical damage and effects for 1d4 rounds. |
Level 1: 1d4; 10 Soul Level 2: 2d4; 20 Soul Level 3: 3d4; 30 Soul Level 4: 4d4; 40 Soul |
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| Dogma Crusade | N/A | Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god always receive critical damage and effects. | N/A | |||
| Dogma Certainty | N/A | Your church sets your alignment, not society. | N/A | |||
| Dogma | N/A | If the enemy targets you, the enemy must make a will check at 15% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 85 or less. If they enemy's will is 25, the enemy must roll 22 or less. The penalty is doubled if the person is a servant of Taal. | N/A: only one level | |||
| Divine Protection | 10 Soul | A holy spirit protects self and all allies for a total of 1d% damage. |
Level 1: 1d%; 10 Soul Level 2: 2d%: 20 Soul Level 3: 3d%; 30 Soul Level 4: 4d%; 40 Soul |
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| Divine Knight | N/A | Attacks against those with more dark morality points than light morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Divination | N/A | Use of a spiritual pendulum or dowsing rods for finding things, people, locations, or answers to yes/no questions with 20% accuracy. |
Level 1: 20% Level 2: 40% Level 3: 60% Level 4: 80% |
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| Divination | 2 Soul | self | 1 hour | Easy Insight | +2 to Insight when using tools of divination. | N/A |
| Distraction | 1 Soul | any within a 3x3 space area | instant | Normal Perform +1 | Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. | N/A |
| Distraction | 1 Soul | any within a 3x3 space area | instant | Normal Perform +1 | Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. | N/A |
| Disregard Tax | N/A | Automatically reduces the costs of all items by 20%. | N/A: only one level | |||
| Disguise | N/A | Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
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| Disarm Traps | 2 Soul | 1 trapped area near you | instant | Easy Luck | You can safely disarm most normal traps. | N/A |
| Disarm Magic Trap | 4 Soul | 1 trapped area near you | instant | Normal Arcana | You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. | Disarm Trap |
| Disarm Chance | 5 Endurance | 10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Disarm | 4 Power | self | instant | Normal Athletics -2 | This skill can be used when you successfully use Block or Parry. If you succeed with Block or Parry, use this skill and if successful you cause the target that is attacking you to drop its weapon. | Block or Parry |


