Skills




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Quick Cast 8 Soul Allows you to quickly cast an additional instant or 1 round cast spell with no runic energy added. Level 1: 1 extra cast; 8 Soul
Level 2: 2 extra casts; 16 Soul
Level 3: 3 extra casts; 24 Soul
Level 4: 4 extra casts; 32 Soul
Treat Poison 8 Soul Able to treat up to 4 levels of poison without meds. Level 1: 1d4 Poisons; 8 Soul
Level 2: 1d6 Poisons; 16 Soul
Level 3: 1d8 Poisons; 24 Soul
Level 4: 1d10 Poisons; 32 Soul
A Concert for Zodo 8 Soul Grants anyone in a 4x4 space area around you a 1d6 Soul and Runic Energy. It also grants runic elemental dominance against any other target, even if the other target is of the same element. If both targets have this effects, the dominance cancels out. The effects last for 1d6 rounds. Level 1: 1d6; 8 Soul
Level 2: 2d6; 16 Soul
Level 3: 3d6; 24 Soul
Level 4: 4d6; 32 Soul
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
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
Red Smile 8 Soul Hit Target -20 to slice target's throat causing death. Critical hit removes the penalty but not the bonuses. Ineffective against targets with neck protection. Level 1: Hit Target -20; 8 Soul
Level 2: Hit Target -10; 16 Soul
Level 3: Hit Target; 24 Soul
Level 4: Hit Target +10; 32 Soul
Chi Guard 8 Soul Generates a 3x3 space aura using your chi energy that increases the defense of any in that area by 20% of your Runic Energy for 1d4 rounds. Level 1: 20%; 8 Soul
Level 2: 40%; 16 Soul
Level 3: 60%; 24 Soul
Level 4: 80%; 32 Soul
Agile Reaction 8 Soul Increase React by 10% of Agility for 1d4 rounds. Level 1: 10%; 8 Soul
Level 2: 20%; 16 Soul
Level 3: 30%; 24 Soul
Level 4: 40%; 32 Soul
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
One Shot Kill 8 Soul This skill gives a 5% chance per level that the shot kills the target instantly. The chance is doubled if the target is not wearing armor. Level 1: 5%; 8 Soul
Level 2: 10%; 16 Soul
Level 3: 15%; 24 Soul
Level 4: 20%; 32 Soul
Attention Lock 8 Soul 1 target 1d6 +1 rounds Impossible Intimidate This skill forces you to be the target's only target for the duration. The target can only target you and is so focused on you that your allies get a +1 to their hit chances.  Frustrate
Mortal Guard 8 Soul self instant Impossible Defense This skill allows you to ignore instant death attacks. Knock Down Defense
Arrow Rain 8 Soul 1/2 bow distance affecting a 3x3 space area instant Hard Hit Chance You rapidly shoot up into the air at an angle 1d10 arrows that come raining down affecting a 3x3 space area. At least one target per arrow if enough arrows were shot, otherwise some targets might not be affected. If you shot more arrows than there are targets, the additional arrows will hit the ground. Each target gets a hard evade chance with your weapon penalty applied. Precise Shot
Extra Arrow 8 Soul self instant Hard Athletics Shoot 2 arrows at the same time. Quick Shot
Familiar Swap 8 Soul self and familiar instant Hard Nature -2 You can swap places with your familiar.  Familiar Sight
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
Nature's Blessing 8 Soul self 1d6 rounds Hard Nature You gain a +1 to all stat and trait checks.  Nature's Armor
Ricochet Projectile 8 Soul weapon's range affecting many targets instant Hard Hit Chance, penalties add per target Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. Your first target gets a normal evade chance, each additional target gets a +2 bonus to evade which is increased by 2 per target so that the third target has a +4, the fourth a +6, and so on. If you succeed your ammo will bounce off the first target and hit the second target. Puck Shot
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
Assasination Hit 8 Soul weapon range affecting 1 target instant Impossible Critical Hit kills target instantly Stunning Hit
Pick Trapped Locks 8 Soul touching range instant Hard Luck You use this skill with your Pick Locks skill to pick a trapped lock without setting off the trap. If you are picking a normal lock that is trapped, use this skill first and then Pick Locks. If picking a magic lock that is trapped use this skill first then Pick Magic Locks. Once you use this skill you must then use the lock picking skill, even if you fail at this skill. If you succeed, the trap will not spring. However if you fail when you go to pick the lock the trap will spring. Pick Magic Locks
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
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
Spell Bomb 8 Soul self instant Impossible Arcana Makes the spell affect a 3x3 area. Any target in the area will get hit by the same spell and receive the same spell damage. Splitting Magic
Better Runic Crafting 8 Soul self 12 hours Hard Arcana -2 Allows you to craft better runic items. Novice Runic Crafting and Advanced Crafting
Create Better Arcane Potions 8 Soul self instant Hard Arcana Allows you to create better arcane potions. Create Novice Arcane Potions and Create Better Potions
Extra Strike 8 Power self instant Hard React With this skill you get one extra strike with your weapon.  Rage
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
Brutal Assault 8 Power weapon range affecting 1 target instant Hard Critical This is a brutal attack skill that stuns the target for 1 round, 10% chance for double damage, and it deals double offensive damage + 1d6. Impossible React Check for an extra hit causing weapon damage only. Rage
Brutal Thrust 8 Power weapon range affecting 1 target instant Hard Athletics This is a brutal attack skill that stuns the target for 1 round, does double offensive power +3 damage, does 1d4 bleeding damage per round until healed, and does a minimal of 1 + 1d4 damage instead of 1 damage. Thrusting Attack
Twin Dragon 8 Power weapon's range affecting 1-2 targets instant Hard React Whip skill that has you snapping your whip out hard and fast twice, allowing you to hit one target twice or two separate targets. Both attacks damages are increased by 1d6. Both have critical chances. Both have offensive power added.  Choke Hold
Extra Attack 8 Power self instant Impossible React Get a full extra attack that you can use, including using skills. Powered Blow
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
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
Rage Attack (monk) 8 Power 1 space in front affecting 1 target instant Impossible Critical Deal 1d6 focused punches on the one target. No critical attacks allowed.  Powered Blow
Switch Hit Punch 8 Power 1 space in front affecting 1 target instant Hard Athletics Perform an empowered Switch Hit attack, increasing its attack power by 1d4, followed by a punch. The switch hit with your nunchucks gets its own offensive power and the punch is simply an additional offensive power.  Left Right Smash
Break Chance 8 Endurance 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. Level 1: 5%; 8 Endurance
Level 2: 10%; 16 Endurance
Level 3: 15%; 24 Endurance
Level 4: 20%; 32 Endurance
Survive Bullet 8 Endurance 10% chance to reduce gun shot damage by 10% of your Fortitude. Level 1: 10% chance, 10% , 8 Endurance
Level 2: 20% chance, 20% , 16 Endurance
Level 3: 30% chance, 30% , 24 Endurance
Level 4: 40% chance, 40% , 32 Endurance
Richochet Projectile 6 Soul Puck Shot + 1 extra target within 6 spaces per level of mastery. Hit Chance drops by 5 per target. Level 1: +1 target; 6 Soul
Level 2: +2 targets; 12 Soul
Level 3: +3 targets; 18 Soul
Level 4: +4 targets; 24 Soul
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...
Power Blast 6 Soul Increase area of effect by 1 space per 6 Soul spent. Level 1: 1 space per 6 Soul
Level 2: 2 spaces per 6 Soul
Level 3: 3 spaces per 6 Soul
Level 4: 4 spaces per 6 Soul
Benevolent Blade 6 Soul 5 penalty to target Will Check to attack everytime target is hit by you with this effect. This effects the target for the target's round to attack. Level 1: 2 penalty; 6 Soul
Level 2: 4 penalty; 12 Soul
Level 3: 6 penalty; 18 Soul
Level 4: 8 penalty; 24 Soul
Shuddering Blade 6 Soul 10% chance to cause Fear with each hit. Level 1: 10%; 6 Soul
Level 2: 20%; 12 Soul
Level 3: 30%; 18 Soul
Level 4: 40%; 24 Soul
Benevolent Aura 6 Soul Produces a 2x2 aura around you that causes enemies in the affected area to require a will check with a 10 penalty to attack you and grants allies in the affected area a +10 to their will. Level 1: +10; 6 Soul
Level 2: +20; 12 Soul
Level 3: +30; 18 Soul
Level 4: +40; 24 Soul
Shuddering Aura 6 Soul Produces a 2x2 aura around you that causes enemies in the affected area to require a will check with a 10 penalty to attack you and grants allies in the affected area a +10 to their will. Level 1: +10; 6 Soul
Level 2: +20; 12 Soul
Level 3: +30; 18 Soul
Level 4: +40; 24 Soul
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
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
Puck Shot 6 Soul weapon's range affecting 1-2 targets instant Normal Hit Chance, -2 for second target Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon.The first target gets a normal evade chance, the second target gets an evade chance with a +2 bonus. If you hit, you succeed and your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets.  Blind Shot
Purify Object 6 Soul touching range instant Normal Arcana -2 You can remove a curse from an object. A fail curses you.  Revoke Curse
Sniper Shot 6 Soul weapon range affecting 1 target instant Normal Hit Chance -2 +1 automatically for damage; You can aim for parts on the target.
Arms: critical hit causes target to drop weapon or shield
Legs: critical hit causes target loss of hit leg, decreasing move by half, if both are hit then target cannot move
Torso: critical hit causes extra 1d6 damage
Head: critical hit stuns target 1d3 rounds
All locations inflict wounds on that location.
Blind Shot
Chi Drain 6 Soul self instant Hard Focus Drain focus trait score amount of vitality from attacked target to restore your vitality with. Chi Heal
Chi Energy 6 Soul self instant Hard Focus Restore Power by Focus trait. Chi Heal
Stunning Hit 6 Soul weapon range affecting 1 target instant Hard Critical Attack stuns target for 1 round. Sleeper Hit
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
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
Remove Curse 6 Soul 1 item in touching range instant Hard Arcana You can remove 1 curse from a cursed item. Hexing
Create Novice Arcane Potions 6 Soul self instant Normal Arcana -2 Allows you to create novice arcane potions. Create Basic Arcane Potions and Create Novice Potions
Novice Runic Crafting 6 Soul self 8 hours Hard Arcana Allows you to craft novice runic items Basic Runic Crafting and Better Crafting
Rage Attack 6 Power 1 target in weapon range instant Normal Critical -2 Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Must make a normal mental balance check afterwards to see if inflicted with rage.  Advanced Swordplay
Upward Momentum Swing 6 Power weapon range affecting 1 target instant Normal Athletics -2 Swing upward at the target, knocking the target upward and backwards 1d4 spaces. The target is knocked down and knocked out for 1d4 rounds. Momentum Hit
3-Hit Combo 6 Power weapon's range affecting 1-3 targets instant Hard React Perform 3 attacks hitting up to 3 targets within weapon range. 2-Hit Combo
Choke Hold 6 Power weapon range affecting 1 target instant Normal Athletics -2 Whip skill that has you lasso your whip around the target's neck and pull it tightly before releasing. This causes the target to black out, being knocked out for 1 round.  Leg Trip
Thrusting Attack 6 Power weapon range affecting 1 target instant Normal Athletics -2 When you use this skill you thrust your weapon into the enemy, inflicting double offensive power damage + 1. Lunging Attack
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
Roundhouse Kick 6 Power a 1x1 space around you affecting all targets in those spaces instant Hard Athletics Preform Focused Kick to all spaces around you.  Split Kick
Uppercut 6 Power 1 space in front affecting 1 target instant Hard Athletics A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round.  Eye Gouger
Quick Evasion 6 Endurance 5% chance to completely evade an attack, even if the attacker successfully rolled their Hit Chance to hit you. Level 1: 5%; 6 Endurance
Level 2: 10%; 12 Endurance
Level 3: 15%; 18 Endurance
Level 4: 20%; 24 Endurance
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
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
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
Poker Face 5 Soul +10 to Luck to lie to someone and have them believe it. Level 1: +10 to Luck; 5 Soul
Level 2: +20 to Luck; 10 Soul
Level 3: +30 to Luck; 15 Soul
Level 4: +40 to Luck; 20 Soul
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
Skilled Concentration 5 Soul +10 to Focus per level of mastery for that instance. Level 1: +10 Focus; 5 Soul
Level 2: +20 Focus; 10 Soul
Level 3: +30 Focus; 15 Soul
Level 4: +40 Focus; 20 Soul
Telekinesis 5 Soul Powers of the mind that are unique to Xodians. Level 1: Mind SpeakSpeak into the mind of another that you know for a minute, no matter the distance; 5 Soul
Level 2: Mind SearchAble to find out the location of another that you know no matter the distance; 10 Soul
Level 3: Mind ControlAble to make Influence Check to control another person that you know, no matter the distance, target gets to make an opposing will check to remain in control; 15 Soul
Level 4: Mind PossessionAble to leave your body and possess another person that you know for 1d4 hours or rounds, no matter the distance, the target can make a will check with the difference in the target's and your will being the penalty or bonus; 20 Soul
Armor Hardening 5 Soul 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 a Flat defense or spirit rate of their choosing at a cost of 5 Soul per 1 defense or spirit point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. Level 1: 5 Soul to 1
Level 2: 5 Soul to 2
Level 3: 5 Soul to 3
Level 4: 5 Soul to 4
Change Size 5 Soul This skill allows the fae to shrink, return to normal height, or grow.  Level 1: Shrink by 15% normal height, increasing Evade and decreasing Strength by 5 or Grow by 15% greater than normal height decreasing Evade and increasing Strength by 5; 5 Soul
Level 2: Shrink by 30% normal height, increasing Evade and decreasing Strength by 10 or Grow by 30% greater than normal height decreasing Evade and increasing Strength by 10; 10 Soul
Level 3: Shrink by 45% normal height, increasing Evade and decreasing Strength by 15 or Grow by 45% greater than normal height decreasing Evade and increasing Strength by 15; 15 Soul
Level 4: Shrink by 60% normal height, increasing Evade and decreasing Strength by 20 or Grow by 60% greater than normal height decreasing Evade and increasing Strength by 20; 20 Soul
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
Trap Knowledge 5 Soul Grants you knowledge of how traps work, giving you a +10 to Luck to disarm them. Because of this skill you understand traps better, this makes it more likely that you can disarm them without any issues thus the bonus. You still need to play out how you do so. Level 1: +10 to Luck to disarm traps safely; 5 Soul
Level 2: +20 to Luck to disarm traps safely; 10 Soul
Level 3: +30 to Luck to disarm traps safely; 15 Soul
Level 4: +40 to Luck to disarm traps safely; 20 Soul
Trap Setting 5 Soul Gives you +10 to Luck that your trap will work. Just because you set a trap doesn't mean that it will work or that the target will be caught by it. With this skill, you increase your odds that the trap will function as intended and that the target will be affected or caught by it. This is largely used out of battle, as you wouldn't have time to set a trap in battle, however, if you set the trap before battle and the trap is in the battle field, this skill's effect still plays out. You need to have the materials for the trap at hand, design the trap, and describe it and your intended effects. Level 1: +10 to Luck; 5 Soul
Level 2: +20 to Luck; 10 Soul
Level 3: +30 to Luck; 15 Soul
Level 4: +40 to Luck; 20 Soul
Sense Alignment 5 Soul

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

Neutral Alignment

N/A: only one level
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
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
Deflect 1-Target Spell 5 Soul 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Runic Block 5 Soul Allows for block value using shields to be used to block magic. N/A: only one level
Self Defense Techniques 5 Soul +2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds. Level 1: +2, 1d4 rounds; 5 Soul
Level 2: +4, 2d4 rounds; 10 Soul
Level 3: +6, 3d4 rounds; 15 Soul 
Level 4: +8, 4d4 rounds; 20 Soul
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
Chi Defense 5 Soul Increases defense by 10% of Runic Energy for that instance. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
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
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
Alchemical Identify 5 Soul +10 to Perceive to identify a potion and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
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
Treat Visual Instability 5 Soul Able treat up to 3 levels of visual impairment without meds. Level 1: Visual Instability; 5 Soul
Level 2: Visual Distortion; 10 Soul
Level 3: Blindness; 15 Soul
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
Translate 5 Soul +10 to Mental to translate written foreign or obscure languages. Level 1: +10 Mental; 5 Soul
Level 2: +20 Mental; 10 Soul
Level 3: +30 Mental; 15 Soul
Level 4: +40 Mental; 20 Soul
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
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
Cantata For Battle 5 Soul Grants everyone in a 3x3 space area around you +1d10 to Melee, Bow, Throw and Runic Energy for 1d6 rounds. Level 1: 1d10; 5 Soul
Level 2: 2d10; 10 Soul
Level 3: 3d10; 15 Soul
Level 4: 4d10; 20 Soul
Death's Opera 5 Soul Add 5% chance of instant death to all targets affected by Sickening Tones. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Musical Instruments 5 Soul Increases the effects of singing or dancing by your runic energy. N/A: only one level
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
Purifying Tones 5 Soul Adds poison, nausea, and sickness removal to Relaxing Tones. N/A: only one level
Seduced Haggle 5 Soul Causes the skill Haggle to always be successful against seduced targets. N/A: only one level
Spector's Waltz 5 Soul Add 5% chance of instant death to all targets affected by Tap Dance. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Appraisal 5 Soul Identify the value of an item by sight. N/A: only one level
Conversion 5 Soul

The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points.

Neutral Alignment

Level 1: 5 Soul = 2 moral points
Level 2: 5 Soul = 4 moral points
Level 3: 5 Soul = 6 moral points
Level 4: 5 Soul = 8 moral points
Detect Lies 5 Soul

Can tell if someone is lying to you by making a Perceive check with a +10 to Perceive. 

Neutral Alignment

Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
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
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
Positive Energy 5 Soul

Grants self and those in 3x3 area +5 to any skill roll or stat check while in the area of effect. The area of effect lasts for 1 round. If you are a priest of Nikolai increase the bonus by 1d4.

Light Alignment

Level 1: +5; 5 Soul; 1 round
Level 2: +10; 10 Soul; 2 rounds
Level 3: +15; 15 Soul; 3 rounds
Level 4: +20; 20 Soul; 4 rounds
Sense Emotion 5 Soul

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

Neutral Alignment

N/A: only one level
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.
Racial Lore 5 Soul Grants you knowledge of races you encounter and their customs. This skill won't teach you their language, but it will make you aware of how the race typically reacts with outsiders and their customs and beliefs, which could help you not to get on their bad side. N/A: only one level
Assassin 5 Soul Use with Stealth. 5% chance of instantly killing target when attacking with stealth. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Casting Strike 5 Soul Can cast a spell with casting speed of 1 or less per level with your attack. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. Level 1: Runic Casting Speed 1 or less; 5 Soul
Level 2: Runic Casting Speed 2 or less; 10 Soul
Level 3: Runic Casting Speed 3 or less; 15 Soul
Level 4: Runic Casting Speed 4 or less; 20 Soul
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
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
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
Trickster 5 Soul +5 to Influence to cause target to think target's ally attacked him or her. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Perceive Empowerment 5 Soul Increase Perceive by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Precise Shot 5 Soul +5 to Hit Targeting per level. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Detect Empowerment 5 Soul Increase Detect by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Vitality Empowerment 5 Soul Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Elemental Cannon 5 Soul

Different effects depending upon runic element.

  • Earth: Runic Energy + 10 Earth Magic Damage, 10% chance over encumbered 1d6 rounds
  • Air: Runic Energy + 10 Air Magic Damage, 10% chance unable to use projectiles or throwing weapons 1d6 rounds
  • Water: Runic Energy + 10 Water Magic Damage, 10% chance sickness 1d6 rounds
  • Fire: Runic Energy + 10 Fire Magic Damage, 10% chance burns 1d6 rounds
  • Life: Runic Energy + 10 Life Magic Damage, 10% chance dazed 1d6 rounds
  • Death: Runic Energy + 10 Death Magic Damage, 10% chance 1d20 poison 1d6 rounds
  • Time: Runic Energy + 10 Time Magic Damage, 10% chance half movement rate and runic casting speed 1d6 rounds
  • Space: Runic Energy + 10 Space Magic Damage, 10% chance mental encumbrance 1d6 rounds
Level 1: +10, 10%; 5 Soul
Level 2: +20, 20%; 10 Soul
Level 3: +30, 30%; 15 Soul
Level 4: +40, 40%; 20 Soul
Piercing Blast 5 Soul Runic Rifle blast ignores 15% of armor. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Spell Cannon 5 Soul Shoot spell that casts upon impact as long as spell is Runic Casting Speed 1 or less. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. Level 1: Runic Casting Speed 1 or less; 5 Soul
Level 2: Runic Casting Speed 2 or less; 10 Soul
Level 3: Runic Casting Speed 3 or less; 15 Soul
Level 4: Runic Casting Speed 4 or less; 20 Soul
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
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
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
Ancestral Blessing 5 Soul

Component Cost: 1 Faded Hope Willow Leaf

With this summon you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing your Melee, Bow, Throw Powers and Fortitude by 25% temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that.

N/A
Arcane Recreation 5 Soul

Component Cost: 1 Purple Haze Lily and ½ pound Falgaa Bird Meat

With this summon you call upon the power of creation to make things new again. With each use of this summon, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this summon will be required.

N/A
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
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
Otherwordly Magic 5 Soul

Component Cost: 1 Black Rose Petal

With this summon you call upon the magic of the other realms of existence to empower your own magic. With this your magic spells immediately become non-elemental and they do 25% more damage or have a 25% greater healing effect. Basically it is like your magic has become strong against every element, even your own. This removes the negatives against elements you are weak against and removes the chances of immunity. Once the summon's duration of 1d6 rounds is over, your magic returns to normal.

N/A
Solara's Empowerment 5 Soul

Component Cost: 1 Fire Lichen

With this summon you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also have your melee, and throw bonuses increased by 25% for the duration of the summon. If you are not a worshiper of the winds, there is a 30% chance that she will not answer your summon. Those with a dark alignment are ignored. The effects last for 1d4 rounds.

N/A
Acid Amplification 5 Soul Increase acid's effects by 15%. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Poison Amplification 5 Soul Increase poison's effects by 15%. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Coercion 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to pay you for protection at an amount that is equal to the target's health. You do not have to provide this protection once it is paid for. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Swindle 5 Soul 10% bonus to Luck to fool or trick someone.  Level 1: 10% to Luck; 5 Soul
Level 2: 20% to Luck; 10 Soul
Level 3: 30% to Luck; 15 Soul
Level 4: 40% to Luck; 20 Soul
Trade Hit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the attack dealt to your character in your place. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Trade Status Effect or Benefit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the negative status effect meant for you in your place or to give you the positive status effect meant for it. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Agile Evasion 5 Soul Increase Evade by 10% of Agility for 1d4 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Chi Acrobatics 5 Soul Uses Chi to increase Agility by 10% for 1 day. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Detect Motive 5 Soul +10 to Detect to determine one's motive. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
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
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
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
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
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
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
Play Dead 5 Soul -10 to enemy's perceive and detect to fake being dead. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
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
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
Purify Object 5 Soul Allows you to break curses on objects, not people. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. Please understand, for some epic cursed objects, this skill will not work. Level 1: lift Level 1 Curse; 5 Soul
Level 2: lift Level 2 Curse; 10 Soul
Level 3: lift Level 3 Curse; 15 Soul
Level 4: lift Level 4 Curse; 20 Soul
Revoke Curse 5 Soul Allows you to break curses on people, not objects. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse.  Level 1: lift Level 1 Curse; 5 Soul
Level 2: lift Level 2 Curse; 10 Soul
Level 3: lift Level 3 Curse; 15 Soul
Level 4: lift Level 4 Curse; 20 Soul
Combat Empowerment 5 Soul Increases the damage of offensive skills by 20% for 1d10 rounds for self or 1 ally. Level 1: 20%; 1d10; 5 Soul
Level 2: 40%; 2d10; 10 Soul
Level 3: 60%; 3d10; 15 Soul
Level 4: 80%; 4d10; 20 Soul
Defensive Empowerment 5 Soul Increases the effectiveness of defensive skills by 20% for 1d10 rounds for self or 1 ally. Level 1: 20%; 1d10; 5 Soul
Level 2: 40%; 2d10; 10 Soul
Level 3: 60%; 3d10; 15 Soul
Level 4: 80%; 4d10; 20 Soul
Elemental Dominance 5 Soul Treat a target's element as if it was weak to your element for 1d4 rounds. N/A
Runic Empowerment 5 Soul Increases the effectiveness of magic by 20% for 1d10 rounds for self or 1 ally. Level 1: 20%; 1d10; 5 Soul
Level 2: 40%; 2d10; 10 Soul
Level 3: 60%; 3d10; 15 Soul
Level 4: 80%; 4d10; 20 Soul
Sustain Empowerment 5 Soul Increases the duration of any buff for self or allies by +1d3 per level. Level 1: 1d3+1; 5 Soul
Level 2: 2d3+1; 10 Soul
Level 3: 3d3+1; 15 Soul
Level 4: 4d3+1; 20 Soul
Pharmaceutical Identify 5 Soul +10 to Perceive to identify a medicine and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Polymorphing 5 Soul self until changed back Hard Arcana -1 With this skill you can change your form to any non-living thing that you know well enough. You have to make a Normal Perceive check to learn the form. This is for non-living forms only. The size cannot be greater than double your original size or less than half your original size.  N/A
Trick Shot 5 Soul weapon range affecting 1 target instant Normal Deception -2 Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Bow Drawing
Trick Throw 5 Soul throw range affecting 1 target instant Normal Deception -2 Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Blind Throw
Trick Throw 5 Soul throw range affecting 1 target instant Normal Deception -2 Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Blind Throw
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
Quick Shot 5 Power self instant Normal React -2 Get an extra shot with no skills used.  Bow Drawing
Staggering Shot 5 Power weapon range affecting 1 target instant Normal Critical -2 Dazes the target for 1d4 rounds.  Bow Drawing
Damage Absorb 5 Endurance Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal.  Level 1: 5%; 5 Endurance
Level 2: 10%; 10 Endurance
Level 3: 15%; 15 Endurance
Level 4: 20%; 20 Endurance
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
That only counts as 1! 5 Endurance Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no melee power added.  N/A: only one level
Yeti Roar 5 Endurance Skill that lets the yeti let out a loud roar which unnerves the affected targets, causing them to need to make a will check with a 5 point penalty to attack or use any skills or spells against the yeti. The unnerving effect lasts for 2 rounds. Level 1: -5; 5 Endurance
Level 2: -10; 10 Endurance
Level 3: -15; 15 Endurance
Level 4: -20; 20 Endurance
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
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
Block or Parry Chance 5 Endurance First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less.  Level 1: 20, 5 Endurance
Level 2: 40, 10 Endurance
Level 3: 60, 15 Endurance
Level 4: 80, 20 Endurance
Deflect Hit Chance 5 Endurance 10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
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
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Resistance Empowerment 5 Endurance Increase Resistance by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Power Empowerment 5 Endurance Increase 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
Power Empowerment 5 Endurance Increase Power by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Bow Empowerment 5 Endurance Increase Bow Power by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
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
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
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
Throw Power Empowerment 5 Endurance Increase Throw Power by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Bare Defense 5 Endurance Gives 1d12 as defense when defending.  Level 1: 1d12; 5 Endurance
Level 2: 2d12; 10 Endurance
Level 3: 3d12; 15 Endurance
Level 4: 4d12; 20 Endurance
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
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Detect Empowerment 5 Endurance Increase Detect 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
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
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
Soul Empowerment 5 Endurance Increase Soul by 10% of Mental for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Runic Speed Empowerment 5 Endurance Increase Runic Speed by 1 for 1d6 rounds. Level 1: +1; 5 Endurance
Level 2: +2; 10 Endurance
Level 3: +3; 15 Endurance
Level 4: +4; 20 Endurance
Backwards Waltz 5 Endurance 10% chance to cause targets in a 3x3 area around you to move opposite than intended for 1d6 rounds. This will 100% affect those who fell asleep to Lullaby when they wake up for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Weapon Dance 5 Endurance Adds weapon attack to Tap Dance, hitting those around you. Do full weapon damage to all targets, ally or enemy, including melee power. This skill can only be used with melee weapons or punching or kicking.  N/A: only one level
Adventure Empowerment 5 Endurance Increase Adventurer Actions by 10% of Speed for 1d10 hours. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Breath Holding 5 Endurance Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery.  Level 1: 1d4; 5 Endurance
Level 2: 2d4; 10 Endurance
Level 3: 3d4; 15 Endurance
Level 4: 4d4; 20 Endurance
Swimming While Armored 5 Endurance Lets you ignore armor weight while swimming. When you are swimming in deep water, if you are wearing armor, the GM may normally require you to make a strength check with some penalty to not sink. This skill allows you to ignore that and keep on swimming.  N/A: only one level
World Move Empowerment 5 Endurance Increase World Move Rate by 10% of Speed for 1 day. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Double Support 5 Endurance Able to do 2 supportive actions instead of 1. N/A
Agility Empowerment 5 Endurance Increase Agility by 10% of Speed for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Defense Empowerment 5 Endurance Increase defense by 10% of Speed for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
React Empowerment 5 Endurance Increase React by 10% of Speed for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Steady Hand 5 Endurance Decreases target's evade by 5 when using revolvers. Level 1: -5; 5 Endurance
Level 2: -10; 10 Endurance
Level 3: -15; 15 Endurance
Level 4: -20; 20 Endurance
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
Prayer 45 Soul

The effects of this skill depend largely upon your character's deity. This can only be used once a battle.

Arameas: targets with negative alignments will receive Runic Energy Vitality damage. Targets with positive alignments will restore Vitality, Soul, and Endurance by Runic Energy. Those with neutral alignments are ignored. Light Alignment

El Anon: You and your allies armor and weapons restored, enemies dazed for 1d6 rounds and you and allies will not have to roll to hit for 1d6 rounds. Neutral Alignment

Joasri: The great trickster responds by whispering into the minds of all but the priest, asking for a sacrifice of 100 vitality, 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 200 vitality. If they refuse, the will continue to attack themselves and hallucinate for two more rounds. Dark Alignment

Kymara: You and your allies Vitality, Soul, and Endurance is restored by 1.5 x your runic energy, any possessions, negative status effects, and mind control is removed as well. Ky'Yurei may (with luck check) embody the priest's weapon doubling its attack power and causing instant death to anyone of a negative alignment for 1d6 rounds. Light Alignment

Nikolai: Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 12d% damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The priest and his or her allies are unharmed. Light Alignment

Norvus: Spiritual energy washes over you increasing your Strength and Fortitude by your runic energy temporarily for 1d6 rounds. Neutral Alignment

Ova: 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 1d% for 1d6 rounds. Neutral Alignment

Spector: You call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely.  Any other number is multiplied by 1d20 (per target) and dealt against them as vitality damage. Neutral Alignment

The Four Winds: 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 1d10 stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes letting you make a second attack action. This all lasts for 1d6 rounds. Neutral Alignment

Zodo: 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 1d%. Once the duration of the summon is over, your weapon returns to normal. This lasts for 1d6 rounds. Dark Alignment

Taal: All enemy targets must roll a 1d6. If the target rolls a 6, the target falls instantly asleep, and is unable to awaken for a for 1d6 rounds, no matter what happens to the target. Light Alignment

N/A: only one level
Summoning 45 Soul

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

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

Neutral Alignment

N/A: only one level
Curse of Tongues 40 Soul

Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds.

Neutral Alignment

N/A: only one level
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
Demonic Transformation 40 Soul Changes you into a terrigying demon allowing double use of all dark knight skills and double attacks for 1d6 rounds. N/A
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
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
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
Piercing Spell 4 Soul self instant Normal Arcana The spell becomes piercing, ensuring an extra point of spell damage gets past the target's defenses so that the target will experience at least 2 damage to vitality instead of 1. Spell Slinger
Splitting Magic 4 Soul self instant Hard Arcana Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them. Piercing Spell
Basic Runic Crafting 4 Soul self 3 hours Normal Arcana -2 Allows you to craft basic runic items. Arcane Materials and Novice Crafting
Create Basic Arcane Potions 4 Soul self instant Normal Arcana Allows you to create basic arcane potions Create Basic Potions
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
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
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
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
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