Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
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Check Roll
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Effects
|
Requirements
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| 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 | |||
| Dwarven Runes | N/A | Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. | N/A: only one level | |||
| Sorcery | N/A | Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery. | N/A: only one level | |||
| Creature Lore | N/A | This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. | 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 |
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| Druid's Companion | 4 Soul | +5 to Will Check per level of mastery to temporarily tame a creature. You can only tame 1 creature per battle. |
Level 1: +5; 4 SA; tame up to 1 creature The tame up to 2-4 creatures doesn't mean you can tame that many creatures with one use of the skill. Instead, you can use this skill to tame up to that many individual creatures over the course of the battle. |
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| 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 | |||
| Silent Hunter | N/A | Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. | N/A: only one level | |||
| Safe Footing | N/A | Ignore unstable terrain. Walking on loose rocks, floors that may collapse, or slippery ice may normally cause you difficulty. Not with this skill. With this skill you can walk on such surfaces as if it were normal ground. | N/A: only one level | |||
| Tracking | N/A | Easily find and follow tracks up to 2 days old per level of mastery. |
Level 1: 2 days Level 2: 4 days Level 3: 6 days Level 4: 8 days |
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| 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 |
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| Darkness Sprint | N/A |
Dark Elves are masters at moving quickly in the darkness. Their movements are increased in dark environments. If they sprint when in dark environments, their movements are doubled. World: + 1d10 at night Battle: +4 in darkness or at night Adventure Actions: +5 if no light |
Level 1:
Level 2:
Level 3:
Level 4:
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| Shadow Hide | N/A | Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them. | N/A: only one level | |||
| Shadow Warrior | N/A | Darkness is an ally to the dark elf. Whenever they are fighting in dark environments or at night, they receive a +5 to Melee Power, Throw Power, and Bow Power. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Hunting | N/A | +5 to Hit Targeting per level of mastery against selected enemy type. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| 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 |
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| 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 |
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| Herbal Knowledge | 5 Soul | +10 to Perceive to identify a plant and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Tone & Rhythm | N/A | Able to hold a beat and sing or play instruments. | N/A: only one level | |||
| Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. | N/A: only one level | |||
| Disguise | N/A | Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
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| 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 |
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| 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 |
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| 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 |
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| Magic Absorb | 5 Soul | Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
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| +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 |
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| Dual Wielding Proficiency | N/A | By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. |
Level 1: Add 1/2 Melee Power to 2nd Hand Level 2: Add full Melee Power to 2nd Hand |
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| 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 |
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| Increased Critical | N/A | This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Melee Empowerment | 5 Endurance | Increase Melee Power by 10% of Strength for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Melee Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Special Weapon Damage | N/A |
Critical Hit automatically inflicts special weapon damage based on the weapon attack type. Special Weapon Damages:
Weapons may also have special weapon damages listed that can apply here. |
Increase dice rolls by 1 for inflicted status effects per level. For example, level 2 slashing will cause 2d6 bleeding damage and level 3 piercing will cause 3d4 bleeding damage and 3d10 wound damage. | |||
| Weapon Proficiency | N/A |
Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:
Each weapon type is its own skill and must be acquired and leveled up separately. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Area of Effect Defense | N/A | +5 to Defense and Spirit against explosions and other area of effect attacks. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Bash Defense | N/A | +2 to defense against bash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
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| 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 |
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| 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 |
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| Breath Defense | N/A | +2 to spirit against breath attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
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| Chop Defense | N/A | +2 to defense against chop attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
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| Control Defense | N/A | 5% chance of immunity to possession or control per level of mastery. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
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| Daze or Stun Defense | N/A | 10% chance of immunity to daze or stun per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| 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 |
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| Disarm Chance | 5 Endurance | 10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| 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 |
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| Knock Down Defense | N/A | 10% chance of immunity to knock down per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Mortal Guard | N/A | Increases Vitality Save by 5 per level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Pierce Defense | N/A | +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
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| Poison or Sickness Defense | N/A | 15% chance of immunity to poison or sickness per level of mastery. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Reactive Guard | N/A | +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| 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 |
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| Runic Block | 5 Soul | Allows for block value using shields to be used to block magic. | N/A: only one level | |||
| Runic Defense | N/A | Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| Slash Defense | N/A | +2 to defense against slash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
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| 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 |
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| 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 |
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| 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 |
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| Bow & Arrow Proficiency | N/A | Increases the attack value of your bow or crossbow by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| 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 |
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| 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 | |||
| Dual Guns Proficiency | N/A | Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. | N/A: only one level | |||
| Extra Arrow | 5 Endurance | Increases the shot by 1 arrow per level of mastery, losing 5 per arrow to your Hit Chance. So if you have and use Level 3 of this skill, you will shoot 4 arrows at once, but your hit chance will have a -20 penalty. |
Level 1: 1 extra arrow; 5 Endurance Level 2: 2 extra arrow; 10 Endurance Level 3: 3 extra arrow; 15 Endurance |
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| Extra Piercing | 5 Endurance | Increases Piercing Rate by 5. |
Level 1: +5; 5 Endurance Level 2: +10; 10 Endurance Level 3: +15; 15 Endurance Level 4: +20; 20 Endurance |
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| Free Reload | N/A | Get 1 free reload of your long gun every other turn. This lets you load your rifle or shot gun without spending your support action to do so. | N/A: only one level | |||
| Hit Targeting Empowerment | 5 Endurance | Increase Hit Targeting by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Inflict Wounds - Bow | N/A | Critical hit with bow & arrow or crossbow inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6+1 Level 2: 2d6+1 Level 3: 3d6+1 Level 4: 4d6+1 |
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| Inflict Wounds - Long Guns | N/A | Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. |
Level 1: 1d12 Level 2: 2d12 Level 3: 3d12 Level 4: 4d12 |
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| Long Gun Proficiency | N/A | Increases the attack value of your long gun by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Mortal Shot | 10 Soul | 5% chance per level of shot killing target. |
Level 1: 5%; 10 Soul Level 2: 10%; 20 Soul Level 3: 15%; 30 Soul Level 4: 20%; 40 Soul |
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| 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 |
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| 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 |
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| 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 | |||
| 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 |
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| 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 |
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| Inflict Daze or Stun | N/A | With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target. |
Level 1: 10% / 5% Level 2: 20% / 10% Level 3: 30% / 15% Level 4: 40% / 20% |
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| Inner Chi | 5 Soul | Add Runic Energy to Attack. Adds runic energy once per level of mastery. |
Level 1: Runic Energy + Attack; 5 Soul Level 2: Runic Energy x 2 + Attack; 10 Soul Level 3: Runic Energy x 3 + Attack; 15 Soul Level 4: Runic Energy x 4 + Attack; 20 Soul |
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| Martial Arts Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Martial Attack Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Martial Conditioning | N/A | Increase Fortitude by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Martial Weapon Proficiency | N/A |
Increases the attack value of your martial arts weapon by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. The Martial Arts Weapons are:
Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Meditation | N/A | Recover 10% of max stats in 1 hour. Double focus for rest of day. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| 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 |
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| Chi Heal | 8 Soul | Self Heal by Runic Energy per level of mastery |
Level 1: 1 x Runic Energy; 8 Soul Level 2: 2 x Runic Energy; 16 Soul Level 3: 3 x Runic Energy; 24 Soul Level 4: 4 x Runic Energy; 32 Soul |
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| Critical Chi | N/A | Any Critical Hit with an attack that uses Chi also adds double Runic Energy. | N/A: only one level | |||
| Dual Fist / Throw Proficiency | N/A | By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands. |
Level 1: Add 1/2 Melee or Throw Power to 2nd Hand Level 2: Add full Melee or Throw Power to 2nd Hand |
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| Empower Chi | 5 Soul | Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
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| Endure | N/A | Increase Resist by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Endurance Empowerment | 5 Soul | Increase Endurance by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Extra Attack | 5 Endurance | With this skill you get one extra martial arts attack. That extra strike is only 1/2 melee power. |
Level 1: 1 extra attack; 5 Endurance Level 2: 2 extra attacks; 10 Endurance Level 3: 3 extra attacks; 15 Endurance Level 4: 4 extra attacks; 20 Endurance |
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| 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 |
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| Attack Type Proficiency - Thief | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each attack type is its on skill and you would have to level up each one individually. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| Evade Empowerment | 5 Endurance | Increase Evade by 10% of Luck for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Extra Throw | 5 Endurance | With this skill you get one extra toss with your weapon. That extra strike does not include any throw power. |
Level 1: 1 extra toss; 5 Endurance Level 2: 2 extra tosses; 10 Endurance Level 3: 3 extra tosses; 15 Endurance Level 4: 4 extra tosses; 20 Endurance |
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| Hide in Plain Sight | 4 Soul | Hide out in the open. -5 to enemy's perceive. |
Level 1: -5; 4 Soul Level 2: -10; 8 Soul Level 3: -15; 12 Soul Level 4: -20; 16 Soul |
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| 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 |
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| 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 |
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| 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 |
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| Targeted Throw | N/A | Increase Hit Targeting by 5 with each level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Weapon Proficiency | N/A |
Increase the attack value of your chosen weapon type by 10% per level. The Weapon Types are:
Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| Child of Magic | N/A | This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your Soul from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your Soul through use of a potion and continue to cast other spells and such. Once the pool of Soul is depleted, the effect of the spell is gone. | N/A: only one level | |||
| Elemental Awakening | 10 Soul |
Allows you to create and awaken an elemental representative of your element.
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Level 1: Runic Elemental; 10 Soul Level 2: Runic Construct; 20 Soul Level 3: Runic Avatar; 30 Soul |
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| Elemental Blood | N/A | Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. |
Level 1: 30% Level 2: 60% Level 3: 90% Level 4: 120% |
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| Magic Break | N/A | Allows you to throw up to 25% of Soul per level to break a spell lock or trap. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
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| Magic Channeling | N/A | Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell. | N/A: only one level | |||
| Magic Grace | N/A | Causes spells that affect everyone in an area to not harm allies or benefit enemies. | N/A: only one level | |||
| Magic Ink | 8 Soul | Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. | N/A: only one level | |||
| Magic Mirror | 10 Soul | Reflects 10% of the spell back at the target. |
Level 1: 10%; 10 Soul Level 2: 20%; 20 Soul Level 3: 30%; 30 Soul Level 4: 40%; 40 Soul |
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| Magic Theory | N/A | +1d8 to Runic Energy per level of mastery. |
Level 1: 1d8 Level 2: 2d8 Level 3: 3d8 Level 4: 4d8 |
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| 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 |
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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 |
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| Rune Stone Theory | N/A |
Create rune stones and use rune stones more effectively, including applying effects before mastery. Basically, with this skill you can do the following:
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N/A: only one level | |||
| Rune Tattooing | 15 Soul | Tattoo that increases Runic Stats by 5 each per level of mastery, except casting speed. This is Runic Energy and Spirit. The Tattoo is permanent once made. |
Level 1: +5; 15 Soul Level 2: +10; 30 Soul Level 3: +15; 45 Soul Level 4: +20; 60 Soul |
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| 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 |
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| 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 |
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| Spell Bomb | 10 Soul | Changes a single target spell into a spell that affects all surrounding spaces around the target. | N/A: only one level | |||
| Spell Modification | N/A | Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is. | N/A: only one level | |||
| Spell Necessity | N/A | Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality. | N/A: only one level | |||
| Spell Slinger | N/A | Increase Hit Chance of spell by 10% per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| 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 |
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| Advanced First Aid | 20 Soul | Heals broken bones, impalement, and other serious conditions with First Aid. | N/A: only one level | |||
| 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 |
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| 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 |
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| Create Potions | N/A | Lets you create potions based on your level of mastery. |
Level 1: Level 1 potions Level 2: Level 2 potions Level 3: Level 3 potions Level 4: Level 4 potions |
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| Diagnose | N/A | +5 to Mental Check to determine status condition so you can provide the right care. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Equip Potion | N/A | This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion. | N/A: only one level | |||
| Fast Potion | N/A | Can use +1 potion per level of mastery as a support move. |
Level 1: +1 potions Level 2: +2 potions Level 3: +3 potions Level 4: +4 potions |
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| Fatigue First Aid | 10 Soul | Heal 1d6 Fatigue with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| First Aid | 5 Soul | Heal wounds and restore 1d8 Vitality. |
Level 1: 1d8; 5 Soul Level 2: 2d8; 10 Soul Level 3: 3d8; 15 Soul Level 4: 4d8; 20 Soul |
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| Item Rationing | N/A | Get +1 extra use from a single potion per level of mastery. |
Level 1: +1 use Level 2: +2 uses Level 3: +3 uses Level 4: +4 uses |
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| Mix Potions | N/A | Lets you mix a number of potions based on mastery to make a new combined potion. |
Level 1: Mix 2 potions Level 2: Mix 3 potions Level 3: Mix 4 potions Level 4: Mix 5 potions |
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| 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 |
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| Potion Administration | N/A | Increases potion's effects when using it by 25%. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
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| 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 |
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| Resuscitation | 20 Soul | Able to restore target to consciousness using First Aid as long as Vitality remains above -10. | N/A: only one level | |||
| 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 |
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| 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 |
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| 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 |
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| 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 |
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| Use Potion as Defense | N/A | Able to use a potion in defensive stance. | N/A: only one level | |||
| Inner Knowledge | 15 Soul | Gives you a +10 to Mental per level of mastery for the day. |
Level 1: +10; 15 Soul Level 2: +20; 30 Soul Level 3: +30; 45 Soul Level 4: +40; 60 Soul |
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| Linguistics | 5 Soul | + 10 to Mental to understand, speak, and learn new languages. Each use of this skill gives you a 10% mastery of a new language. You can use this skill on a language until it gets to 100% mastered. |
Level 1: +10 Mental; 5 Soul Level 2: +20 Mental; 10 Soul Level 3: +30 Mental; 15 Soul Level 4: +40 Mental; 20 Soul |
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| 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 |
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| Study Session | N/A | Increase your End of Session bonus by 1d20 per level of mastery. |
Level 1: 1d20 Level 2: 2d20 Level 3: 3d20 Level 4: 4d20 |
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| 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 |
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| Avian Kinship | N/A | Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. | N/A: only one level | |||
| 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 |
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| Creature Bonding | 10 Soul | Bond tamed creature to make creature a permanent companion. Limit of 2. | N/A: only one level | |||
| Dragon Kinship | 20 Soul | Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. |
Level 1: Dragon Speech; 20 Soul Level 2: Luck Chance for Aid; 40 Soul Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul |
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| Dragon Lore | N/A | With this skill you have knowledge of dragons and their customs. | 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 |
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| Familiar Growth | N/A | This skill allows you to spend character points into a familiar to boost their stats or skills. | N/A: only one level | |||
| Familiar Sync | 10 Soul | Able to sync with your natural familiar and have certain benefits depending upon level of mastery. |
Level 1: Familiar's Sight; 10 Soul Level 2: Become one with familiar; 20 Soul Level 3: Switch places on map with familiar; 30 Soul Level 4: Transform into familiar for 1 hour; 40 Soul |
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| 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 | |||
| Crafting | N/A | Lets you create weapons, armor, and other items based on level of mastery. |
Level 1: Level 1 crafting Level 2: Level 2 crafting Level 3: Level 3 crafting Level 4: Level 4 crafting |
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| Design Improvement | N/A | Lets you improve blueprints based on level of mastery. |
Level 1: Level 1 improvement Level 2: Level 2 improvement Level 3: Level 3 improvement Level 4: Level 4 improvement |
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| Identify Weak Points | 5 Soul | See weak points in target's armor increasing damage dealt by 10%. This can be combined with any attack skill chain. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Invention | N/A | Lets you create new designs from scratch. | N/A: only one level | |||
| Material Identify | 5 Soul | +10 to Perceive to identify a material and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| 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 |
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| Trained Endurance | N/A | Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| 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 |
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| 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 |
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| Aura of Lust | N/A | Adds seduction effect to singing or dancing, affecting a 3x3 area around you. | N/A: only one level | |||
| 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 |
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| Battle Waltz | 10 Endurance | Allows you to move with your dance, affecting a 3x3 area along your movement path. | N/A: only one level | |||
| 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 |
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| 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 | |||
| 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 |
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| Dance Training | N/A | Causes your dancing skills to cost 25% less Endurance to use. | N/A: only one level | |||
| 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 |
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| False Love | 8 Soul | Adds 10% chance per affected target that they will kill themselves should you fall in battle. |
Level 1: 10%; 8 Soul Level 2: 20%; 16 Soul Level 3: 30%; 24 Soul Level 4: 40%; 32 Soul |
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| Healing Tones | 4 Soul | adds 1d10 Vitality restore to Relaxing Tones. |
Level 1: 1d10; 4 Soul Level 2: 2d10; 8 Soul Level 3: 3d10; 12 Soul Level 4: 4d10; 16 Soul |
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| Joasri’s Dance | 6 Endurance | 10% chance to effect those in a 3x3 area around you causing them to have to make luck checks for their spells to work intended for the next 1d6 rounds. This will not affect those who fell asleep to lullaby. |
Level 1: 10%; 6 Endurance Level 2: 20%; 12 Endurance Level 3: 30%; 18 Endurance Level 4: 40%; 24 Endurance |
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| Kymara’s Solo | 6 Soul | Grants everyone in a 3x3 space around you a 1d20 modifier to Vitality and a +5 modifier to Vitality Save for 1 hour. |
Level 1: 1d20; 6 Soul Level 2: 2d20; 12 Soul Level 3: 3d20; 18 Soul Level 4: 4d20; 24 Soul *Saving Grace modifier doesn't increase... |
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| Lullaby | 4 Soul | 30% chance to put targets in a 3x3 area around you to sleep, friend or foe. |
Level 1: 30%; 4 Soul Level 2: 40%; 8 Soul Level 3: 50%; 12 Soul Level 4: 60%; 16 Soul |
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| 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 |
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| Purifying Tones | 5 Soul | Adds poison, nausea, and sickness removal to Relaxing Tones. | N/A: only one level | |||
| 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 |
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| 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 |
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| Runic Shuffle | 10 Soul |
Adds runic elemental effect to Tap Dance.
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N/A: only one level | |||
| Runic Sonata | 10 Soul |
Adds runic elemental effect to Sickening Tones.
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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 | |||
| 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 |
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| Soul Moves | 4 Soul | Adds Runic Energy as Vitality damage to affected targets of Tap Dance. | 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 |
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| 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 |
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| Tone & Rhythm | N/A | Able to hold a beat and sing or play instruments. | N/A: only one level | |||
| Voice Training | N/A | Causes your singing skills to cost 25% less Soul to use. | N/A: only one level | |||
| 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 | |||
| Appraisal | 5 Soul | Identify the value of an item by sight. | N/A: only one level | |||
| Disregard Tax | N/A | Automatically reduces the costs of all items by 20%. | N/A: only one level | |||
| Energy Trade | N/A | Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. | N/A: only one level | |||
| Identification | 15 Soul | +10 to Perceive to identify what an object is by sight and all of its properties. |
Level 1: +10 to Perceive; 15 Soul Level 2: +20 to Perceive; 30 Soul Level 3: +30 to Perceive; 45 Soul Level 4: +40 to Perceive; 60 Soul |
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| Identify Forgery or Counterfeit | 10 Soul | +10 to Perceive to identify if something is a forgery or counterfeit. |
Level 1: +10 to Perceive; 10 Soul Level 2: +20 to Perceive; 20 Soul Level 3: +30 to Perceive; 30 Soul Level 4: +40 to Perceive; 40 Soul |
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| Increase Resell Value | N/A | Increase resell value at 10% greater than purchase price. |
Level 1: 10% greater resell value Level 2: 20% greater resell value Level 3: 30% greater resell value Level 4: 40% greater resell value |
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| Increased Spoils | N/A |
Increase the end of session character point reward, found treasures, and any money found by 20%. Please Note: You will not gain extra character points for using this skill. |
Level 1: 20% increase Level 2: 40% increase Level 3: 60% increase Level 4: 80% increase |
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| Mark Up Value | N/A | Increase the sell value of an item by 1d20 as a percentage. |
Level 1: 1d20% Level 2: 2d20% Level 3: 3d20% Level 4: 4d20% |
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| Point Market | N/A |
Buy or sell character points in point markets. Buy 1 character point for 50 shillings. Sell 1 character point for 25 shillings. The worth of character points increases per level, so at level 4 you would get to buy 4 character points for 50 shillings or sell 0.25 character points for 25 shillings. You can use Haggle with this skill. Please Note: You will not gain extra character points for using this skill.You will however gain the extra character points for using Haggle. |
Level 1: Buy 1 cp for 50 shillings, sell 1 cp for 25 shillings Level 2: Buy 2 cp for 50 shillings, sell 0.75 cp for 25 shillings (1 cp for 31.25) Level 3: Buy 3 cp for 50 shillings, sell 0.5 cp for 25 shillings (1 cp for 37.50) Level 4: But 4 cp for 50 shillings, sell 0.25 cp for 25 shillings (1 cp for 43.75) |
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| Resell for Cost | N/A | Resell item not damaged at purchase price. | N/A: only one level | |||
| Store Master | N/A | Operate a store making Luck increased by 25% (Luck x 1.25) in shillings per game week. |
Level 1: Luck x 1.25 Level 2: Luck x 1.50 Level 3: Luck x 1.75 Level 4: Luck x 2 |
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| Wholesale | N/A | Reduces the total price by 20% if bought 10 or more items. |
Level 1: 20% Level 2: 40% Level 3: 60 % Level 4: 80% |
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| 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 | |||
| 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 |
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| 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 | |||
| 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 |
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| Exorcise | 10 Soul |
Allows you to free people from possessions by using your Will with a +10 bonus. If you are a priest of Kymara, increase your bonus with your Runic Soul. Light Alignment |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| 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 | |||
| 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 | |||
| 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 | |||
| Inner Peace | N/A |
Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you. Neutral Alignment |
N/A: only one level | |||
| Iron Will | 15 Soul |
+10 to Will and an extra +5 to Influence per level of mastery for 1 day. Neutral Alignment |
Level 1: +10, +5; 15 Soul Level 2: +20, +10; 30 Soul Level 3: +30, +15; 45 Soul Level 4: +40, +20; 60 Soul |
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| Laying Hands | 5 Soul |
You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai. Healing the target only is considered Light Alignment Healing and Harming is considered Neutral Alignment |
Level 1: 1d6; 5 Soul Level 2: 2d6; 10 Soul Level 3: 3d6; 15 Soul Level 4: 4d6; 20 Soul |
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| Misreading the Scriptures | 10 Soul |
Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round. A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4. Dark Alignment |
Level 1: -5; 10 Soul Level 2: -10; 20 Soul Level 3: -15; 30 Soul Level 4: -20; 40 Soul |
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| Negative Energy | 5 Soul |
Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds. If you are a priest of Joasri increase the penalty by 1d4. Dark Alignment |
Level 1: -5; 5 Soul; 2 rounds Level 2: -10; 10 Soul; 4 rounds Level 3: -15; 15 Soul; 6 rounds Level 4: -20; 20 Soul; 8 rounds |
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| 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 |
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| 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 | |||
| 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 | |||
| Religious Might | N/A |
Damage done against opposite alignment targets doubled and always crit. Either Light Alignment or Dark Alignment - cannot be neutral |
N/A: only one level | |||
| 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 |
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| Reviving Hands | 10 Soul |
15% chance to revive the recently incapacitated by touch. The target must have greater than -10 Vitality left and this skill must be used within 3 rounds of incapacitation to work. If used against the undead, including spirits, there is a 15% chance that the undead target will cease movement, basically being dead again. Increase chance by 5% of a priest of Nikolai. Light Alignment |
Level 1: 15%; 10 Soul Level 2: 25%: 20 Soul Level 3: 35%; 30 Soul Level 4: 45%; 40 Soul |
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| 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 | |||
| 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 |
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| Spiritual Communication | 2 Soul |
Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous. Neutral Alignment |
N/A: only one level | |||
| Spiritual Glow | 4 Soul |
Gives the target a -5 Will penalty against you when you are using Glamour. Neutral Alignment |
Level 1: -5; 4 Soul Level 2: -10; 8 Soul Level 3: -15; 12 Soul Level 4: -20; 16 Soul |
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| Summoning | 45 Soul |
This powerful skill allows you to summon forth a spiritual being. Depending upon your Will check, the summoning can vary.
Neutral Alignment |
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 |
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| 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 |
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| Horsemanship | N/A | x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. | N/A: only one level | |||
| Ignore Traps | 10 Soul | Gives you a +10 to Luck that traps won't work on you. Let's say you accidentally set off a trap. With this skill, you have a chance that the trap simply won't work. You got lucky and ignored the trap. This skill takes effect over Trap Setting, so even if someone used Trap Setting with this skill you could still have the trap not work against you. |
Level 1: +10 to Luck; 10 Soul Level 2: +20 to Luck; 20 Soul Level 3: +30 to Luck; 30 Soul Level 4: +40 to Luck; 40 Soul |
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| 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 | |||
| Radiation Survival | N/A | 20% of Resistance to not be affected by radiation, increased by 10 per level of mastery |
Level 1: 20% Level 2: 30% Level 3: 40% Level 4: 50% |
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| Space Saving | N/A | Increase the storage space by 15% per level of mastery. This increases the space that your storage devices can hold, whether it be bag, belt, or pocket. This is not for liquid storage, only for dry storage. Basically, you have learned how to pak things tighter and make more use of the available space that you can store more. |
Level 1: 15% increase in storage space. Level 2: 30% increase in storage space. Level 3: 45% increase in storage space. Level 4: 60% increase in storage space. |
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| Survival Skills | N/A | Have the skills to make camp fires, purify water, and make basic shelter. Basically, you have the basic knowledge to survive in the wilds. This is very helpful if you do not have enough clean water, rations, and a tent. With this skill you can make a lean-to or other basic shelter that would provide the same benefits of a tent, be able to drink water from around you without worry (unless it is very acidic or toxic), forage for food, and well, make a fire for warmth, security, and cooking. | N/A: only one level | |||
| 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 |
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| 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 |
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| Double Attack | 25 Endurance | Able to attack twice a round. | N/A: only one level | |||
| Double Movement | 10 Endurance | Able to move twice a round. | N/A: only one level | |||
| Double Support | 5 Endurance | Able to do 2 supportive actions instead of 1. | N/A | |||
| Enhanced Weapon Poisoning | 10 Soul | Increases the effects of potions applied to weapons by 15% per level of mastery. |
Level 1: 15%; 10 Soul Level 2: 30%; 20 Soul Level 3: 45%; 30 Soul Level 4: 60%; 40 Soul |
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| Hit Chance Empowerment | N/A | Increase Hit Chance by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Ninja Reflexes | N/A | Increase Evade and Agility by 5 permanently as a modifier. However you cannot wear any armor. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Ninja Run | 6 Endurance | Run up walls or over water a distance of 1d6 per level of mastery. |
Level 1: 1d6; 6 Endurance Level 2: 2d6; 12 Endurance Level 3: 3d6; 18 Endurance Level 4: 4d6; 24 Endurance |
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| Ninja Speed | N/A | Increase Speed and React by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| React Empowerment | N/A | Increase React by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Sleeper Strike | 15 Soul | Critical Hit inflicts Sleep on target. | N/A | |||
| Speed Empowerment | N/A | Increase Speed by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Stat Targeting | N/A | Allows for 10% of your attack to go against the target's Soul or Endurance per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| 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 |
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| Weapon Mastery | 4 Endurance |
Increase attack value, hit chance, and critical by 10% with chosen weapon. The Weapon Types are:
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 |
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| 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 |
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| 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 |
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| Elemental Status Effect | 20 Soul |
Causes a status effect based on your runic element when you crit.
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N/A | |||
| Elemental Wave | 4 Soul | Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. |
Level 1: 1 space on both sides; 4 Soul Level 2: 2 spaces on both sides; 8 Soul Level 3: 3 spaces on both sides; 12 Soul Level 4: 4 spaces on both sides; 16 Soul |
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| 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 |
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| Magical Vampirism | 5 Soul | 10% of spell damage done to the target's Vitality returns to the user to restore the user's Vitality. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| 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 | |||
| Mana Weapon | 10 Soul | Gives your weapon an edge with your elemental properties, adding Runic Energy + 1d20 to attack. |
Level 1: 1d20; 10 Soul Level 2: 2d20; 20 Soul Level 3: 3d20; 30 Soul Level 4: 4d20; 40 Soul |
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| Runic Critical | N/A | Increases Critical Hit damage by Runic Energy + 1d20 against element you are strong against. |
Level 1: +1d20 Level 2: +2d20 Level 3: +3d20 Level 4: +4d20 |
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| Runic Targeting | N/A | Increases Hit Targeting by 10% per level against elements you are strong against. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| Anger | N/A | +5 to Influence to cause your attack to anger target so that target can only attack you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Attention Lock | N/A | +10 to Influence to cause all drawn enemies to stay locked onto you for 1d6 rounds. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
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| 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 |
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| Draw Attention | N/A | +10 to Influence to cause all enemies in 3x3 area to target only you for that round. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
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| Evasion Counter | N/A | +5 to React check to counter attack when you are attacked but not hit. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Frustrate | N/A | +5 to Luck to cause angered target to go into berserk for 1d4 rounds and only target you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Influence Empowerment | 5 Soul | Increase Influence by 10% of Will for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Initiative Empowerment | 5 Soul | Increase Initiative by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Light Armor Mastery | N/A | +2 to Evade, +1 to Defense per level of mastery. |
Level 1: +2, +1 Level 2: +4, +2 Level 3: +6, +3 Level 4: +8, +4 |
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| 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 |
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| Roll Counter | N/A | +10 to React Check to counter attack after performing a roll evasion. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
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| Roll Evasion | 20 Endurance | Allows you to slide and/or roll to behind the attacker when the attack is dodged. | N/A | |||
| Side Step | 10 Endurance | Allows you to step to left or right at half battle movement rate for each dodged attack. | N/A | |||
| Taunt | N/A | 10% chance that the targeted enemy attacker will target you only. The enemy has to be able to see and hear you. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Trick Hit | N/A | Deceive your target to hit decreasing target's evade by 5. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
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| 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 |
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| 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 |
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| 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 |
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| Revolver Proficiency | N/A | Increase attack value by 10% for revolvers. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| Bullet Defense | N/A | Increase defense by +2 against piercing "bullet" attack from guns. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
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| Critical Shot | N/A | Allows for a Luck Chance +5 per level of mastery to add ammo attack value twice. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| 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 |
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| 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 |
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| Inflict Wounds - Revolvers | N/A | Critical Hits inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6 Level 2: 2d6 Level 3: 3d6 Level 4: 4d6 |


