Skills




Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Range & Area Sort by Range & Area, Ascending Sort by Range & Area, Descending Duration Sort by Duration, Ascending Sort by Duration, Descending Check Roll Sort by Check Roll, Ascending Sort by Check Roll, Descending Effects Sort by Effects, Ascending Sort by Effects, Descending Requirements Sort by Requirements, Ascending Sort by Requirements, Descending
Carry 1 Power self 1 hour Normal Athletics Increase weight limit by 50% for 1 hour. N/A
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
Block or Parry 1 Power self instant Easy Defense Block or parry an attack with your weapon or shield, subtracting the weapon's damage value by your block or parry value. If your block or parry value is greater, you take no damage. 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
Stand Your Ground 1 Power self 1d4 rounds Easy Brace Unable to be knocked down or moved when standing still. N/A
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
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
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
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
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
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
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 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
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
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
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
Powered Hit 1/2 Vitality 1 space in front affecting 1 target instant Normal Focus Pour all of yourself into your hit, increasing your damage by your secondary vitality gen dice.  Vitality Empowerment
Axe Berserk 10 Endurance 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 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 axe, 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
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
Dagger Berserk 10 Endurance Dark Elves are masters of the dagger, and can use daggers better than most other races. As long as the dark elf wields a dagger, 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 attacks with your dagger, 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
Bow Drawing 10 Endurance Increases the range of your bow by 1d6. Also increases your hit chance by 5 and damage by 1d6.  Level 1: 1d6, 5, 1d6; 10 Endurance
Level 2: 2d6, 10, 2d6; 20 Endurance
Level 3: 3d6, 15, 3d6; 30 Endurance
Level 4: 4d6, 20, 4d6; 40 Endurance
Critical Chance 10 Endurance Allows for critical hits with a crossbow and long guns. Without this skill, crossbows or long guns wouldn't have the ability to make critical hits. The critical hit damage of a crossbow or long gun will be double ammo damage.  N/A: only one level
Repair 10 Endurance Repair an item by 25% per level of mastery, with the use of repair tools. Level 1: 25%; 10 Endurance
Level 2: 50%; 20 Endurance
Level 3: 75%; 30 Endurance
Level 4: 100%; 40 Endurance
Battle Waltz 10 Endurance Allows you to move with your dance, affecting a 3x3 area along your movement path. N/A: only one level
Double Movement 10 Endurance Able to move twice a round. N/A: only one level
Side Step 10 Endurance Allows you to step to left or right at half battle movement rate for each dodged attack. N/A
Attack & Retreat 10 Endurance -10 to target's React check allowing you to attack with stealth and then move. Level 1: -10; 10 Endurance
Level 2: -20; 20 Endurance
Level 3: -30; 30 Endurance
Level 4: -40; 40 Endurance
Berserker's Rampage 10 Power weapon's range affecting up to one target per attack instant Impossible React This skill allows you to do quick and rapid hits with your weapon. You get 1d8 + 1 attacks, and can hit one target or spread your attacks to any targets you can reach with your weapon. You do not get to add offensive power to the attack, nor do you get to crit.  Extra Strike
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
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
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
Create Magical Totem 10 Soul Create a magical totem. This ability  allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. N/A: only one level
Blend 10 Soul Allows the wood elf to blend in with natural environments, giving targets a -15 penalty to their perception to find you. Level 1: -15; 10 Soul
Level 2: -30; 20 Soul
Level 3: -45; 30 Soul
Level 4: -60; 40 Soul
Other Sight 10 Soul Wood Elves are at one with nature. The wood elf can use his or her connection with nature and natural creatures to see through their eyes. The wood elf relaxes for a moment, going into a meditative state, searching for any natural, non-hostile creature. Once found, the wood elf can see through its eyes to see what it sees for up to ten minutes. This can only work on natural creatures such as birds, horses, rats, bats, and the like - nothing that can be considered unnatural, hostile, or found in the bestairy.  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
Puck Shot 10 Soul Roll hit chance to 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. You would roll hit chance on that target as well, and if you succeed, your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets.  N/A: only one level
Anima Stone Theory 10 Soul This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones.  Level 1: Blood Stones; 10 Soul
Level 2: Bestia Stones; 20 Soul
Level 3: Angelus and Daemon Stones; 30 Soul
Level 4: Aduro and Umbra Stones; 40 Soul
Elemental Awakening 10 Soul

Allows you to create and awaken an elemental representative of your element.

  • Level 1: Runic Elemental
  • Level 2: Runic Construct
  • Level 3: Runic Avatar
Level 1: Runic Elemental; 10 Soul
Level 2: Runic Construct; 20 Soul
Level 3: Runic Avatar; 30 Soul
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
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
Awareness First Aid 10 Soul Heal 1d6 Awareness with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
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
Potion Save 10 Soul +10 to react to use Vitality restoring potion 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
Binding of the Natural Spirits 10 Soul 20% chance to inflict 1d10 poison or remove poison by touch. Level 1: 20% chance, 1d10, 10 Soul
Level 2: 40% chance, 2d10, 20 Soul
Level 3: 60% chance, 3d10, 30 Soul
Level 4: 80% chance, 4d10, 40 Soul
Creature Bonding 10 Soul Bond tamed creature to make creature a permanent companion. Limit of 2. N/A: only one level
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
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
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
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
Calming Aura 10 Soul

Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA.

Neutral Alignment

N/A: only one level
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
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
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
Religious Sanctuary 10 Soul

Grants self and those in a 3x3 area +10 to Will against possession, fear, and rage for 1d4 rounds. If you are a priest of Kymara, increase the bonus by 1d6 and the area of effect by 1.

Neutral Alignment

Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
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
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
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
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
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
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
Magical Counter 10 Soul Allows your counter attack action to be a spell cast. N/A: only one level
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
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
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
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
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 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
Demonic Protection 10 Soul A demon of Xodod protects you and allies from 4d20 damage and counters half damage. Level 1: 4d20; 10 Soul
Level 2: 8d20; 20 Soul
Level 3: 12d20; 30 Soul
Level 4: 16d20; 40 Soul
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
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
Ancestral Empowerment 10 Soul

Component Cost: 1 Arrow Root and 1 Blue Grass

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. You are given a +10 bonus to your skill, spell, and stat checks, -10 penalty if you have angered your ancestors. Once the summon's duration of 1d8 rounds is done, you return to normal.

N/A
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
Realm Reaching 10 Soul

Component Cost: 1 Specter Daisy and 1 vial Black Maple Sap

With this summon you attempt to call forth a power from the Shadow Realm to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear into the Shadow Realm and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your total melee damage is divided among all of the enemy targets but the shock of seeing your hand come out of no where has a 30% chance of dazing each enemy target for a round. There is a 10% chance that you and your allies will be dazed for a round from shock as well.

N/A
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
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
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
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
Protection 10 Soul 15% chance to convince 1d6 of the enemy targets to protect you and fight for you for 1d6 rounds. Level 1: 15%; 1d6; 10 Soul
Level 2: 30%; 2d6; 20 Soul
Level 3: 45%; 3d6; 30 Soul
Level 4: 60%; 4d6; 40 Soul
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
Identify Curse 10 Soul Allows you to identify any curse and its properties by sight. 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
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
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
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
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
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
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
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
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
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
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
Magic Mirror 10 Soul self instant Impossible Arcana Reflects 1d% percentage of the spell back at the spell caster. Soul Empowerment
Advanced Runic Crafting 10 Soul self 16 hours Impossible Arcana Allows you to craft advanced runic items. Better Runic Crafting
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
Agile Speed 12 Soul Increase Speed by 10% of Agility for 1d4 rounds. Level 1: 10%; 12 Soul
Level 2: 20%; 24 Soul
Level 3: 30%; 36 Soul
Level 4: 40%; 48 Soul
Assassination Blitz 15 Endurance Speed Check -10 to attack and attempt to kill all targets in move range using One Hit Kill. Penalty for speed check doubles per target (an additional -10 that is doubled per each additional target). Level 1: Speed Check -10; 15 Endurance
Level 2: Speed Check -5; 30 Endurance
Level 3: Speed Check; 45 Endurance
Level 4: Speed Check +5; 60 Endurance
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
Power First Aid 15 Soul Heal 1d10 Power with First Aid. 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
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
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
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
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
Sleeper Strike 15 Soul Critical Hit inflicts Sleep on target. 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
Demonic Grace 15 Soul Resist, Agility, Save, and Defense stats increased by 10% for 1d6 rounds. Level 1: 10%; 15 Soul
Level 2: 20%; 30 Soul
Level 3: 30%; 45 Soul
Level 4: 40%; 60 Soul
Ancestral Rage 15 Soul

Component Cost: 3 Fire Lichen

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 3d% increased by your Runic Energy magical damage to every enemy target. If you are a vigilant observer of your ancestors and they are proud of you, your Runic Energy will be doubled for this attack.

N/A
Cries of the Damned 15 Soul

Component Cost: 2 Ghost Orchids and 1 Skull Cap Mushroom

With this summon you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the arcessomancer, causing all to need to make will checks. Those who fail to make will checks will be stunned for the first round and be inflicted with fear for the duration of the summon. The arcessomancer can help his or her allies to avoid this fate by spending an extra 20 Soul per ally they wish to protect. This summon lasts for 1d4 rounds.

N/A
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
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
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
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
Chi Aura 15 Soul Produces a 3x3 space aura that gives the effects of Gift of Tongues to allies and Curse of Tongues to enemies, increased by x 1.25. You can only give the effect of the skill if you already have the skill. Level 1: x 1.25; 15 Soul
Level 2: x 1.5; 30 Soul
Level 3: x 1.75; 45 Soul
Level 4: x 2; 60 Soul
Chi Drain 15 Soul Generates a 3x3 space aura using your chi energy that drains any within the aura's Vitality by 20% of your Runic Energy. The drained Vitality is returned to you. The aura lasts for 1d4 rounds. Level 1: 20%; 15 Soul
Level 2: 40%; 30 Soul
Level 3: 60%; 45 Soul
Level 4: 80%; 60 Soul
Chi Element 15 Soul

A 3x3 space aura around the user that causes effects based on the user's element.

  • Fire: deals 10 + Runic Energy fire magic damage
  • Earth: increases defenses by 20%
  • Air: increases Evade by 15%
  • Water: deals 10 + Runic Energy water magic damage
  • Life: restores 15% Vitality
  • Death: deals 1d20 poison damage
  • Time: increases movement and react by 15%
  • Space: 10% chance to stun for 1 round.

Level 1: Fire 10, Earth 20%, Air 15%, Water 10, Life 15%, Death 1d20, Time 15%, Space 10%; 15 Soul

Level 2: Fire 20, Earth 40%, Air 30%, Water 20, Life 30%, Death 2d20, Time 30%, Space 20%; 30 Soul

Level 3: Fire 30, Earth 60%, Air 45%, Water 30, Life 45%, Death 3d20, Time 45%, Space 30%; 45 Soul

Level 4: Fire 40, Earth 70%, Air 60%, Water 40, Life 60%, Death 4d20, Time 60%, Space 40%; 60 Soul

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
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
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
+1d10 Damage 2 Endurance Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power.  Level 1: 1d10; 2 Endurance
Level 2: 2d10; 4 Endurance
Level 3: 3d10; 6 Endurance
Level 4: 4d10; 8 Endurance
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
Cat Leap 2 Power self instant Normal Acrobatics Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is half your movement range and to leap across is half your movement range. With this skill, you can jump up or across double your movement range. N/A
Basic Attack 2 Power 1 target in weapon range instant Easy Athletics Perform a basic attack skill with your weapon, increasing weapon damage by +1d4. N/A
Basic Swordplay 2 Power self instant Easy Stealth Fancy and quick sword moves that are harder to detect. Increase Focus by 1 and aplly focus as a penalty to target's evade.  N/A
Staggering Hit 2 Power weapon range affecting 1 target instant Easy Critical Hit dazes the target for 1 round. N/A
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
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
Stand Your Ground 2 Power self 1d6 rounds Easy Brace

Unable to be knocked down or moved when standing still.

N/A
Brace Others 2 Power 1 ally within movement range instant Normal Brace This skill allows you to brace your ally that you can reach should your ally receive an attack that would move them or knock them down. With this skill you add your brace score +1 to your ally's brace score, making it easier for them to succeed on their brace check.  Stand Your Ground
Combo Guard 2 Power self instant Hard Defense You use this skill with the Guard skill. This allows you to use your skills to aid in guarding your friends. You have the first skill for free, and can make normal react checks for each additional skill you wish to use.  Guard
Deflect Hit 2 Power self instant Normal React - 2 This skill is used with Block or Parry. If you successfully use Block or Parry, you can use this skill to deflect the hit away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the hit is deflected to that target. Otherwise, you simply take no damage. Block or Parry
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
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
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
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
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
Quick Endurance 2 Soul Occasionally the Dwarf will need a boost of extra Endurance The Dwarf can get that by using this ability. Using this ability the Dwarf can exchange Soul for Endurance at a cost of 2 Soul per 1 Endurance. Level 1: 2 Soul = 1 Endurance
Level 2: 2 Soul = 2 Endurance
Level 3: 2 Soul = 3 Endurance
Level 4: 2 Soul = 4 Endurance
Blood Empowering 2 Soul Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem.  N/A: only one level
Affect Form 2 Soul self until changed back Normal Arcana This skill allows the spirit elf to drop their physical form and become spiritual. Their physical form will disappear, and any clothing, weaponry, armor, or packs on them not enchanted to their element will drop to the floor. The spirit elf will then be a spirit, like any other spirit or wraith, and thus able to move about without any physical restrictions. However, each round (in battle) or each hour (out of battle) that the spirit elf remains in spirit form the spirit elf must make a mental check, with a penalty of 10 that increases by 10 for each round or hour after that, as well as spend 20% of their max Endurance. Skilled Concentration will cut the Endurance cost in half, and decrease the penalty by 5. Should Endurance drop to 0 or the spirit elf fail a mental check, the spirit elf will need to make 1 save check, and should that fail the spirit elf will be dead, only able to be restored by Miracle Summoning or Resurrection. When the spirit elf is ready to regain physical form, the spirit elf needs to use this skill again. The spirit elf cannot affect the physical world in this form. N/A
Affect Reality 2 Soul self instant Normal Arcana This skill allows the spirit elf to affect the physical world while in spirit form. Using this skill will allow the spirit elf to open doors and chests, set and disarm traps, cause physical damage, and anything else as if physical. However, any physical damages will be halved. N/A
Relentless Mockery 2 Soul 1 target within 6 spaces instant Normal Intimidate The goblin will mock endlessly any one hearing target that is within 6 spaces. The hearing target must make a normal mental balance check. If the target fails, the target will receive loss of self status effect for 1d6 rounds. N/A
Pick Pocket 2 Soul Lift money or other bagged items from target without getting noticed. +5 to Luck Check. Level 1: +5; 2 Soul
Level 2: +10; 4 Soul
Level 3: +15; 6 Soul
Level 4: +20; 8 Soul
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
Aura Weapon 2 Soul Absorbs 20% of damage dealt to restore Vitality. Level 1: 20%; 2 Soul
Level 2: 40%; 4 Soul
Level 3: 60%; 6 Soul
Level 4: 80%; 8 Soul
Aura Vacuum 2 Soul Absorbs 20% of damage dealt to restore Vitality. Level 1: 20%; 2 Soul
Level 2: 40%; 4 Soul
Level 3: 60%; 8 Soul
Level 4: 80%; 10 Soul
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
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
Anger 2 Soul any enemy targets within a 3x3 space area instant Normal Intimidate This skill is Taunt as an area affect. All enemy targets in the area of affect must make a normal focus check or they will have no choice but to attack you their next round.  Taunt
Poison or Sickness Defense 2 Soul self instant Easy Defense This skill allows you to not be affected by the poison or sickness status effects. N/A
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 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
Vitality Empowerment 2 Soul self 1d6 rounds Normal Defense Allows you to temporarily increase your Vitality by your secondary Gen Dice. N/A
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
Identify Animal 2 Soul 1 target in sight instant Normal Nature Identify animal, beast type, and vitality.  Animal Talk
Chi Arcobatics 2 Soul self 1d6 rounds Normal Focus Increase Acrobatics by Focus. Meditation
Chi Defense 2 Soul self 1d6 rounds Normal Focus Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only. Meditation
Inner Chi 2 Soul self 1d6 rounds Normal Focus Increase all of your damage you deal by your focus score. Meditation
Vitality Empowerment 2 Soul self 1d6 rounds Easy Focus Increase Vitality by 1d10. N/A
Detection Sense 2 Soul self 1 hour Normal Perceive You will know that someone or something has detected your presence. This prevents you from being ambushed.  Cover Tracks
Disarm Traps 2 Soul 1 trapped area near you instant Easy Luck You can safely disarm most normal traps. N/A
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
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
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
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
Divination 2 Soul self 1 hour Easy Insight +2 to Insight when using tools of divination. N/A
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
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 Slinger 2 Soul self instant Easy Arcana Turns your spell into a fast spell, decreasing the target's evade by 2. N/A
Roll Evasion 20 Endurance Allows you to slide and/or roll to behind the attacker when the attack is dodged. N/A
Advanced First Aid 20 Soul Heals broken bones, impalement, and other serious conditions with First Aid. N/A: only one level
Resuscitation 20 Soul Able to restore target to consciousness using First Aid as long as Vitality remains above -10. 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
Elemental Status Effect 20 Soul

Causes a status effect based on your runic element when you crit.

  • Earth: Encumbered
  • Air: Anxiety
  • Water: Dehydration
  • Fire: Burns
  • Life: Dazed
  • Death: Fear
  • Time: Forgetfulness
  • Space: Confusion
N/A
Mana Armor 20 Soul Increases your Magical Protection by your Runic Energy for 1d6 rounds. N/A
Mana Shield 20 Soul Empowers your shield with your Runic Energy against magic attacks for 1d6 rounds. N/A
Runic Rifle Soul Empower 20 Soul Increase runic rifle damage by Soul as a percentage. N/A
Spirit Boards 20 Soul Use of spirit boards to invite spirits to communicate with. 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
Soul's Weapon 20 Soul Your weapon is enhanced by your soul allowing you to double the effects of Cursed Knight. N/A
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's Shield 20 Soul Your shield is enhanced by your spirit allowing you to double the effects of Blessed Aura.

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
Ancestral Protection 20 Soul

Component Cost: 3 Imp Skulls

With this summon you call forth the spirit of your ancestors to protect you and your friends. For 1d6 rounds, all physical damage dealt to you and your friends is reduced by 30% and it is redirected back at the attacker so that the attacker receives half the damage it causes.

N/A
Black Flame 20 Soul

Component Cost: 2 Black Rose Petals and 1 Fire Lichen

With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 15d12 non-elemental magic damage increased by your runic energy. If you are a worshiper of Zodo, you get an additional 3d20 and an increase of 25% to your runic energy. You can use this as a support attack skills, spells, and actions for the next 1d8 rounds. This summon will increase your dark moral points by 1 for a maximum increase of 5.

N/A
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
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
Realm Traveler 20 Soul

Component Cost: 1 Black Lichen and 2 Purple Haze Lilies

With this summon you call out to Nikolai for aide. He arrives upon the battlefield, ready and willing to help the arcessomancer, but is ever confused about who is the enemy. Each round of the summon he will approach a random single target and ask for 20 Soul. If the target agrees, the target will be left alone for that round. If the target refuses, Nikolai will attack the target, doing 4d% magical damage to the target instantly. After 1d6 rounds Nikolai will disappear.

N/A
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
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
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
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
Creature Transformation 20 Soul Allows you to transform into your bonded creature for 1d6 rounds (battle) or 1 hour (out of battle). N/A
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
Cursed Ground Tango 25 Endurance Anyone in a 3x3 space area around you will suffer your Runic Energy worth of Vitality damage with each space they move for 1d6 rounds. N/A: only one level
Double Attack 25 Endurance Able to attack twice a round. N/A: only one level
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
Battle Tango 25 Endurance Doubles move range, waltz around battlefield doing all skills in skill chain but you must return to your starting place. This means you can move about the battle field at double your battle movement range, hitting every target with your full skill chain of attacks, however you have to end your movement where you started your movement. 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
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
Apply Curse 25 Soul This skill allows you to apply any curses you have learned onto objects. Objects must be able to be held or equipped in some fashion. N/A
Holy Rage 25 Soul Double the effects of Rage Attack against enemies of a negative alignment. N/A
Dark Rage 25 Soul Double the effects of Rage Attack against enemies with a positive alignment. N/A
Ancient Summoning 25 Soul

Component Cost: 2 Dragon's Eyes and 3 vials of Bog Imp's Blood

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 4d% damage per hit. The spiritual flame will do 3d% + 20 magic damage. Once the summon's duration is over, the ancient beast will disappear.

N/A
Angelic Summoning 25 Soul

Component Cost: 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood

With this mighty summon you call upon holy seraphim to come and assist you and your allies in battle. A powerful seraphim comes forth to fight along side you and your allies. Each round the seraphim will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack deals 6d% damage. The holy light will do 5d% magic damage to normal targets or 8d% magic damage to the undead or targets with dark alignment. OAfter 1d8 rounds the seraphim will disappear. If you are not of a light alignment the summon will not work.

N/A
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
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
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
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
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
Targeting 25 Soul Double the effects of Hit Targeting Empowerment. N/A
Rip Off 25 Soul Sell any item for double what it is worth. N/A
Compound Magic 25 Soul Combine 2 spells, using only the casting speed of the slowest spell (the spell with the highest casting speed). N/A
Battle Rage 3 Power self 1d4 rounds Normal Critical The cathar can go into a battle rage that increases all melee damages by an additional offensive power. However the cathar will be dazed for a time that is equal to the time spent in rage. So if the cathar is in battle rage for 3 rounds, the cathar will be dazed for the following 3 rounds. N/A
Bow Drawing 3 Power self instant Normal Athletics Increase bow range by 1d6, increase focus by 1 and damage by +1. Aiming
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
Blind Shot 3 Soul +5 to Luck to hit the target without rolling for hit chance. Basically, with this skill you can shoot and hit the target even if you can't clearly see the target. You can also hit the target even if your hit chance falls under the target's evade.  Level 1: +5; 3 Soul
Level 2: +10; 6 Soul
Level 3: +15; 9 Soul
Level 4: +20; 12 Soul
Phantom Hunter 3 Soul Increase damage done against spirits by 25% per level of mastery. Level 1: 25%; 3 Soul
Level 2: 50%; 6 Soul
Level 3: 75%; 9 Soul
Level 4: 100%; 12 Soul
Damaging Shrill 3 Soul Also cause Runic Energy + 1d8 damage with Sickening Tones. Level 1: 1d8; 3 Soul
Level 2: 2d8; 6 Soul
Level 3: 3d8; 9 Soul
Level 4: 4d8; 12 Soul
Blind Shot 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Blind Throw 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
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
Lucky Shot 3 Soul self instant Normal Luck Decreases target's Evade by Luck score for the shot. Bow Empowerment
Lucky Throw 3 Soul self instant Normal Luck Decreases target's Evade by Luck score for the thrown attack. Throw Empowerment
Blind Throw 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Lucky Throw 3 Soul self instant Normal Luck Decreases target's Evade by Luck score for the thrown attack. Throw Empowerment
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
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
Reading the Scriptures 30 Soul

Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds. Double duration and area of effect if you are a priest of Kymara.

Light Alignment

N/A: only one level
Answers The Divine 30 Soul

Component Cost: 10 Kymara's Tear Tulips and 5 Morning Glories

You summon the divine god or goddess that you worship and that being appears on the battlefield. The god or goddess will grant you one wish that will only last the duration of the battle and then disappears. The wish can be anything but will disappear once the battle is over.

N/A
Cataclysm's Call 30 Soul

Component Cost: 2 Dragon's Eyes, 2 Chaos Hyrda Claws, 1 Chaos Hydra Heart, and 1 Chaos Hydra Scale

With this powerful summon you call upon all of the spirits whose lives were lost through cataclysm. All at once the terrible and frightful energy of all those lost during a terrible global tragedy rushes the battlefield. Roll 1d6. The number rolled is how many 1d6's each enemy target must roll, rolling 6 on one is instant death. If no 6's are rolled, total the number rolled and multiply your Runic Energy against that for damage that cannot be protected against dealt to that target's HP.

N/A
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
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
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
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
Inciteful Energy 30 Soul Causes all within a 3x3 space area around you to be berserked, the area lasts for 1d4 rounds. N/A
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
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
Alla Breve Aria 4 Endurance Increases movement rates by 20% for those immediately around you (1x1 space area) for 1 hour. Level 1: 20%; 4 Endurance
Level 2: 40%; 8 Endurance
Level 3: 60%; 12 Endurance
Level 4: 80%; 16 Endurance
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
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
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
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
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
2-Hit Combo 4 Power weapon's range affecting 1-2 targets instant Normal React Check Before 2 basic attacks at the same time affecting 1 to 2 targets that are within your melee weapon range. Basic Attack
Advanced Swordplay 4 Power self instant Normal Stealth Fancy and fast sword moves that is harder to detect, decreasing target's Evade by 3. Basic Swordplay
Beast Tamer 4 Power weapon range affecting 1 target instant Normal Critical Whip skill that forces the target into submission temporarily. Once hit the target will not attack you for 1d4 rounds. Wrist Snap
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
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
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 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
Armor Tuck 4 Power self instant Normal Defense -1 This skill allows you to tuck into your armor more, making you smaller and allowing the armor to cover more weak spots. This increases your Physical and Magical armor by 1d6 for that instance.  Shield Wall
Daze or Stun Defense 4 Power self instant Normal Defense This skill causes you to not be affected by the daze or stun status effects. Poison or Sickness Defense
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
Diagonal Strike 4 Power 1 space in front affecting 1 target instant Normal Athletics Hit the target in a diagonal motion, including the target's head with your nunchucks dazing the target for 1d4 rounds. Switch Hit
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
Pin Target 4 Power 1 target within 1/2 movement range 1d4 rounds Normal Athletics Jump onto target knocking target down. Hold target to the ground by being on top of target for the duration. Each round the target may make a hard athletics check to overpower you and escape your pin.  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
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
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
Level 2: +10; 8 SA; tame up to 2 creatures
Level 3: +15; 12 SA; tame up to 3 creatures
Level 4: +20; 16 SA; tame up to 4 creatures

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.

Point Blank 4 Soul No need to roll to hit target if within 1 space of target. Total damage is increased by 10% per level of mastery. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 16 Soul
Level 4: 40%; 20 Soul
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
Pick Locks 4 Soul Pick Locks using lockpicks. Level of mastery determines the difficulty level of the lock that you can pick. You must roll a 1d6 with every use of this skill, with a 6 = broken lock pick. Level 1: Level 1 lock; 4 Soul
Level 2: Level 2 lock; 8 Soul
Level 3: Level 3 lock; 12 Soul
Level 4: Level 4 lock; 16 Soul
Piercing Spell 4 Soul Causes spells to pierce 5% per level beyond spirit and affect Vitality. Level 1: 5%; 4 Soul
Level 2: 10%; 8 Soul
Level 3: 15%; 12 Soul
Level 4: 20%; 16 Soul
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
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
Aria of Blood 4 Soul Add to Sickening Tones and Damaging Shrill. Add Runic Energy to damage. Returns 10% to self and allies to heal Vitality. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 12 Soul
Level 4: 40%; 16 Soul
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
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
Relaxing Tones 4 Soul 80% chance to restore 1d10 Endurance to all in a 3x3 area around you. Level 1: 70%, 1d10; 4 Soul
Level 2: 60%, 2d10; 8 Soul
Level 3: 50%, 3d10; 12 Soul
Level 4: 40%, 4d10; 16 Soul
Restoring Tones 4 Soul Adds 1d8 Soul restore to Relaxing Tones. Level 1: 1d8; 4 Soul
Level 2: 2d8; 8 Soul
Level 3: 3d8; 12 Soul
Level 4: 4d8; 16 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
Soul Moves 4 Soul Adds Runic Energy as Vitality damage to affected targets of Tap Dance. 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
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
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
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
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
Deflect 1-Target Spell 4 Soul self instant Hard Arcana This skill is used with Runic Block. If you successfully use Runic Block, you can use this skill to deflect the spell away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the spell is deflected to that target. Otherwise, you simply take no damage. Runic Block
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
Binding of the Natural Spirits 4 Soul touching range instant Normal Arcana Inflict 1d4 poison or remove poison by touch. Druid Speech
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
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
Precise Shot 4 Soul weapon range affecting 1 target instant Normal Perceive -2 Your shot is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. Lucky Shot
Precise Throw 4 Soul throw range affecting 1 target instant Normal Perceive -2 Your throw is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. Lucky Throw
Revoke Curse 4 Soul touching range instant Normal Arcana You can remove the curse from a person. A critical fail curses you.  Identify Curse
Chi Guard 4 Soul 1 ally next to you instant Hard Focus Increase your nearby ally's armor defense by your focus score when they are being attacked. Chi Defense
Chi Heal 4 Soul self instant Normal Focus -2 Heal your Vitality by your Focus trait. Chi Defense
Chi Runic Defense 4 Soul self 1d6 rounds Hard Focus Increase spirit trait by 1 and armor spirit by spirit trait score for defending against magical attacks. Chi Defense
Critical Chi 4 Soul self 1d6 rounds Hard Focus Increase Critical trait by Focus trait and critical damage is increased by focus as well. Inner Chi
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
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
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
Plausible Deniability 4 Soul self 1 hour Normal Deception Increases Deception by 2 to make it easier to deceive others. Fast Talk skill
Precise Throw 4 Soul throw range affecting 1 target instant Normal Perceive -2 Your throw is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. Lucky Throw
Sleeper Hit (thief) 4 Soul weapon range affecting 1 target instant Normal Critical Critical hit puts target to sleep until awakened. Silent Hit
Casting Strike 4 Soul 1 ally 1d6 rounds Normal Arcana Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast.  Spell Slinger
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