Skills




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Novice Chopping Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases chopping damage by 1d4. 1d4 bleeding out damage per round until healed.  Basic Chopping Proficiency
Novice Piercing Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed.  Basic Piercing Proficiency
Novice Slashing Proficiency N/A self 1d6 rounds Normal Critical -2 Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed.  Basic Slashing Proficiency
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
Dwarven Armor Empowerment Soul Spent any armor touched 1d6 rounds Normal Arcana

Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into Defense at a cost of 3 Soul per 1 defense. The effect lasts for 1d6 rounds and this ability cannot be used again until the effect wears off. 

be a dwarf
Stand Your Ground 2 Power self 1d6 rounds Easy Brace

Unable to be knocked down or moved when standing still.

N/A
Vitality Empowerment 2 Soul self 1d6 rounds Normal Defense Allows you to temporarily increase your Vitality by your secondary Gen Dice. N/A
Nature's Armor 6 Soul self 1d6 rounds Normal Nature -2 Your armor is hardened by nature, giving you a +2 to Physical and Magical Armor and armor Defense. Nature's Nurturing
Nature's Blessing 8 Soul self 1d6 rounds Hard Nature You gain a +1 to all stat and trait checks.  Nature's Armor
Nature's Wrath 10 Soul self 1d6 rounds Impossible Nature You gain a bonus of +1d8 to your Offensive Power and Bow Power and you will counter attack every physical attack if the attack is in range.  Nature's Blessing
Chi Arcobatics 2 Soul self 1d6 rounds Normal Focus Increase Acrobatics by Focus. Meditation
Chi Defense 2 Soul self 1d6 rounds Normal Focus Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only. Meditation
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
Empathic Combat N/A self 1d6 rounds Normal Focus This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. Must have the Empathy talent
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
Increased Offense N/A self 1d6 rounds Easy Focus Increase your Offensive Power by 1d6 N/A
Inner Chi 2 Soul self 1d6 rounds Normal Focus Increase all of your damage you deal by your focus score. Meditation
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
Vitality Empowerment 2 Soul self 1d6 rounds Easy Focus Increase Vitality by 1d10. N/A
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
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
Mana Shield 6 Soul self 1d6 rounds Hard Arcana You create a shield of pure arcana. It has a block value that is your Arcana + 1d4. You can use normal blocking skills with it.  Mana Weapon
Mana 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
Soul Empowerment N/A self 1d6 rounds Hard Arcana Increase Soul by 1d20. Magic Break
Basic Runic Crafting 4 Soul self 3 hours Normal Arcana -2 Allows you to craft basic runic items. Arcane Materials and Novice Crafting
Novice Crafting N/A self 3 hours Normal Insight Allows you to craft novice items. Basic Crafting
Better Crafting N/A self 6 hours Normal Insight -2 Allows you to craft better items. Novice Crafting
Novice Runic Crafting 6 Soul self 8 hours Hard Arcana Allows you to craft novice runic items Basic Runic Crafting and Better Crafting
Trade N/A 1 item or service instant Normal Persuade +2 This skill allows you to trade items or services for items or services of equal or lesser value. N/A
Shape Shifting 2 Soul self instant Focus Check depending on difficulty

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

This does require a Focus check...

  • Same size and shape: Normal Focus Check
  • Same size different shape: Normal Focus -2 Check
  • Different size same shape: Normal Focus -3 Check
  • Different size and shape: Hard Focus Check
N/A
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
Magic Sense N/A self instant Easy Arcana Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. N/A
Shadow Walk 2 Soul movement rate instant Normal Focus Allows the user to disappear into and navigate the area through the shadows at normal movement rates, and reappear from the shadows when their movement is complete. N/A
Item Combination N/A self instant Easy Insight

Lets you combine a number of items to make a new item:

  • 2 Items: Easy Insight Check
  • 3 Items: Normal Insight Check
  • 4 Items: Hard Insight Check
  • 5 Items: Impossible Insight Check
N/A
Animal Talk N/A self instant Easy Nature Able to communicate with animals and understand them. N/A
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
Projectile Proficiency N/A self instant Normal Crit Increases Focus by 1 and projectile weapon damage by 1. Must equip projectile weapon
Affect Reality 2 Soul self instant Normal Arcana This skill allows the spirit elf to affect the physical world while in spirit form. Using this skill will allow the spirit elf to open doors and chests, set and disarm traps, cause physical damage, and anything else as if physical. However, any physical damages will be halved. N/A
Keen Sight Soul Spent self instant Normal Insight Plains Elves have amazing sight when they focus. They can see a mile away under the right conditions. With this skill, the plains elf can spend Soul to improve both their Perceive or their Evade Penalty to targets at a cost of 2 Soul for 1 bonus point.

N/A

Navigation N/A self instant Easy Perceive Can find where you are and nearest town based on what you see. N/A
Hide 1 Soul self instant Normal Stealth +2 Hide behind objects or in shadows giving the enemy a penalty of -2 to Perceive to find you. N/A
Battle Mage N/A self instant Normal Arcana +1 You can absorb 10% of the spell damage and use it to restore your Soul. N/A
Cat Leap 2 Power self instant Normal Acrobatics Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is half your movement range and to leap across is half your movement range. With this skill, you can jump up or across double your movement range. N/A
Joint Attack N/A weapon or movement range instant Normal React +1 Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill and can use melee, throw, or ranged attacks. Offensive and Bow Power does apply as does a crit chance.  N/A
Distraction 1 Soul any within a 3x3 space area instant Normal Perform +1 Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast.  N/A
Relentless Mockery 2 Soul 1 target within 6 spaces instant Normal Intimidate The goblin will mock endlessly any one hearing target that is within 6 spaces. The hearing target must make a normal mental balance check. If the target fails, the target will receive loss of self status effect for 1d6 rounds. N/A
Tricky Goblin N/A self instant Normal React -1 If the goblin is next to another ally or enemy target when the goblin succeeds with this skill, the goblin will duck behind that target and that target will get hit instead. Penalties or bonuses may apply to the luck check depending upon the situation and the goblin must be able to easily reach the target he or she wishes to duck behind with 1/2 movement.  N/A
Angerian Embrace Amount of stat given or 2 Soul touching range instant Normal Arcana -1 The skill allows the angerian to embrace the target. Doing so, the angerian can give the target Vitality, Soul, or Power from its own stats. Or, the angerian can take 2d4 of Vitality, Soul, or Power from the target to replenish his or her stats. N/A
Spore Release 1 Soul a 1x1 space area around the namaran instant Normal Critical Anytime a namaran is hit with a physical hit, the namaran can make release a cloud of toxic spores. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability. N/A
Extra Strike 8 Power self instant Hard React With this skill you get one extra strike with your weapon.  Rage
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
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
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
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
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
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
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
Basic Attack 2 Power 1 target in weapon range instant Easy Athletics Perform a basic attack skill with your weapon, increasing weapon damage by +1d4. N/A
Basic Swordplay 2 Power self instant Easy Stealth Fancy and quick sword moves that are harder to detect. Increase Focus by 1 and aplly focus as a penalty to target's evade.  N/A
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
Berserker's Rampage 10 Power weapon's range affecting up to one target per attack instant Impossible React This skill allows you to do quick and rapid hits with your weapon. You get 1d8 + 1 attacks, and can hit one target or spread your attacks to any targets you can reach with your weapon. You do not get to add offensive power to the attack, nor do you get to crit.  Extra Strike
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
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
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
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Staggering Hit 2 Power weapon range affecting 1 target instant Easy Critical Hit dazes the target for 1 round. N/A
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
Twin Dragon 8 Power weapon's range affecting 1-2 targets instant Hard React Whip skill that has you snapping your whip out hard and fast twice, allowing you to hit one target twice or two separate targets. Both attacks damages are increased by 1d6. Both have critical chances. Both have offensive power added.  Choke Hold
Twin Moon Attack 10 Power weapon range affecting all targets around you instant Impossible Athletics Swing your weapon around you twice, hitting every target around you in range twice.  Full Moon Attack
Wrist Snap 2 Power weapon range affecting 1 target instant Easy Acrobatics Basic whip attack skill that adds an additional 1d4 to the attack. Must equip whip
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
Guard 2 Power any ally in move range instant Easy React This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked. N/A
Runic Tech Combination 1 Soul self instant Easy Arcana

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

  • 2 Items: Easy Arcana
  • 3 Items: Normal Arcana
  • 4 Items: Hard Arcana
  • 5 Items: Impossible Arcana
N/A
Runic Absorbtion Soul Spent self instant Easy Arcana The rune dwarf can absorb some of the magic that gets past his or her armor. The rune dwarf does this by spending Soul. For every 1 soul spent, 10% of the spell damage can be absorbed, up to 70%. That absorbed damage is then converted into extra runic power at a 2 absorbed damage equals 1 runic power rate, which will be used with the next spell the dwarf casts, or will disappear at the end of battle, which ever comes first.  Be a rune dwarf.
Dwaven Tuck N/A self instant Easy Defense When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Armor Defense and Armor Spirit by 20% for the duration of the defensive round. be a dwarf
Blood Empowering Spent Vitality self instant Easy Endure With this skill the rune elf can empower his or her spell with their very life force. For every 1 Vitality spent, the damaging or healing power of the spell increases by 1.  be a dwarf
Anger 2 Soul any enemy targets within a 3x3 space area instant Normal Intimidate This skill is Taunt as an area affect. All enemy targets in the area of affect must make a normal focus check or they will have no choice but to attack you their next round.  Taunt
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
Bash Defense N/A self instant Easy Defense Increase armor's defense by 2 against bashing attacks. N/A
Block or Parry 1 Power self instant Easy Defense Block or parry an attack with your weapon or shield, subtracting the weapon's damage value by your block or parry value. If your block or parry value is greater, you take no damage. N/A
Brace Others 2 Power 1 ally within movement range instant Normal Brace This skill allows you to brace your ally that you can reach should your ally receive an attack that would move them or knock them down. With this skill you add your brace score +1 to your ally's brace score, making it easier for them to succeed on their brace check.  Stand Your Ground
Chop Defense N/A self instant Easy Defense  Increase armor's defense by 2 against chopping attacks. N/A
Combo Guard 2 Power self instant Hard Defense You use this skill with the Guard skill. This allows you to use your skills to aid in guarding your friends. You have the first skill for free, and can make normal react checks for each additional skill you wish to use.  Guard
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
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
Deflect Hit 2 Power self instant Normal React - 2 This skill is used with Block or Parry. If you successfully use Block or Parry, you can use this skill to deflect the hit away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the hit is deflected to that target. Otherwise, you simply take no damage. Block or Parry
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
Distraction 1 Soul any within a 3x3 space area instant Normal Perform +1 Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast.  N/A
Guard 1 Power movement range affecting 1 ally instant Easy React This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked.  N/A
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
Mortal Guard 8 Soul self instant Impossible Defense This skill allows you to ignore instant death attacks. Knock Down Defense
Pierce Defense N/A self instant Easy Defense Increase armor's defense by 2 against Piercing attacks. N/A
Poison or Sickness Defense 2 Soul self instant Easy Defense This skill allows you to not be affected by the poison or sickness status effects. N/A
Runic Block 2 Soul self instant Normal Arcana -1 With this skill you can block a spell with your shield. If the spell damage is equal to or less than your shield's block value, you take no damage. Otherwise you will decrease the spell damage by the shield's block value. Runic Defense
Runic Defense 1 Soul self instant Easy Arcana -2 With this skill you can defend against a magical attack. You add your arcana score to your armor's defense.  N/A
Runic Guard 2 Soul 1 ally within movement range instant Hard Defense With this skill you can defend an ally against a magical attack. You can use Combo Guard with this skill.  Guard and Runic Defense
Slash Defense N/A self instant Easy Defense Increase armor's defense by 2 against slashing attacks. N/A
Taunt N/A 1 target instant Easy Intimidate This skill forces the target to make a normal Focus or otherwise it must attack you its next round.   N/A
Use Others as Shield N/A self and any nearby target instant Normal React Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. N/A
Use Potion as Defense N/A self instant Easy React Allows you to use potion as a defense action. N/A
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
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
Binding of the Natural Spirits 4 Soul touching range instant Normal Arcana Inflict 1d4 poison or remove poison by touch. Druid Speech
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
Bow Drawing 3 Power self instant Normal Athletics Increase bow range by 1d6, increase focus by 1 and damage by +1. Aiming
Druid Speech 2 Soul a 3x3 space area around you instant Easy Arcana Your speech reduces the movement rate by 1/2 for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. N/A
Extra Arrow 8 Soul self instant Hard Athletics Shoot 2 arrows at the same time. Quick Shot
Familiar Counter N/A tamed creature instant Hard React When attacked you can have your familiar counter attack for you.  Druid's Companion
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
Identify Animal 2 Soul 1 target in sight instant Normal Nature Identify animal, beast type, and vitality.  Animal Talk
Identify Curse N/A 1 target in sight instant Easy Insight You can tell if something or someone is cursed and know what the curse is.  N/A
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
Mortal Shot 10 Soul weapon range affecting 1 target instant Hard Critical -1 Roll a 1d6 with your shot, a 6 = instant death of target. Sniper Shot
One Hit Toss 10 Soul throw range affecting 1 target instant Hard Critical -1 Roll a 1d6 with your throwing attack, a 6 = instant death of target. Precise Throw
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
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
Quick Shot 5 Power self instant Normal React -2 Get an extra shot with no skills used.  Bow Drawing
Revoke Curse 4 Soul touching range instant Normal Arcana You can remove the curse from a person. A critical fail curses you.  Identify Curse
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
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
Staggering Shot 5 Power weapon range affecting 1 target instant Normal Critical -2 Dazes the target for 1d4 rounds.  Bow Drawing
Throwing Blitz 10 Soul throw range affecting at least 1 target per thrown weapon instant Hard React Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target.  Precise Throw
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
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
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
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
Extra Attack 8 Power self instant Impossible React Get a full extra attack that you can use, including using skills. Powered Blow
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
Figure 8 10 Power a 1x1 space around you affecting all targets in those spaces instant Impossible Acrobatics Perform a complex move with your nunchucks hitting all spaces around you once. Each hit has a chance for critical damage. Each hit gets offensive power.  Switch Hit Punch
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
Focused Kick 2 Power 1 space in front affecting 1 target instant Easy Focus A forward kick dealing 1d6 + Focus + Offensive Power damage. N/A
Focused Punch 2 Power 1 space in front affecting 1 target instant Easy Focus A forward punch dealing 1d4 + Focus + Offensive Power damage. N/A
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
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
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
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Powered Hit 1/2 Vitality 1 space in front affecting 1 target instant Normal Focus Pour all of yourself into your hit, increasing your damage by your secondary vitality gen dice.  Vitality Empowerment
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
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
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
Switch Hit 2 Power 1 space in front affecting 1 target instant Easy Athletics Hit target with a basic attack using nunchucks, quickly switching hands, decreasing target's evade by 2 and increasing the damage you deal by 1. Equip Nunchucks
Switch Hit Punch 8 Power 1 space in front affecting 1 target instant Hard Athletics Perform an empowered Switch Hit attack, increasing its attack power by 1d4, followed by a punch. The switch hit with your nunchucks gets its own offensive power and the punch is simply an additional offensive power.  Left Right Smash
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
Assasination Hit 8 Soul weapon range affecting 1 target instant Impossible Critical Hit kills target instantly Stunning Hit
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
Cover Tracks N/A area as you walk instant Easy Deception You are able to cover your tracks so that you cannot be followed.  N/A
Disarm Magic Trap 4 Soul 1 trapped area near you instant Normal Arcana You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. Disarm Trap
Disarm Traps 2 Soul 1 trapped area near you instant Easy Luck You can safely disarm most normal traps. N/A
Fast Talk (thief) 2 Soul 1 target instant Easy Deception You can talk your way out of most situations. Different penalties apply depending upon circumstances. With this skill your words confuse the target unless the target makes a Normal Mental Balance check, allowing you to convince the target to leave you be.  N/A
Hide In Plain Sight 2 Soul self instant Normal Stealth -2 Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. Hide
Lucky Throw 3 Soul self instant Normal Luck Decreases target's Evade by Luck score for the thrown attack. Throw Empowerment
One Hit Toss 10 Soul throw range affecting 1 target instant Hard Critical -1 Roll a 1d6 with your throwing attack, a 6 = instant death of target. Precise Throw
Pick Locks N/A touching range instant Luck difficulty depending upon lock You can pick locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Luck check difficulty being the same as the lock level. N/A
Pick Magic Locks Soul cost depends on lock level touching range instant Arcana difficulty depending on lock You can pick magic locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Arcana check difficulty being the same as the lock level. 
Easy Magic Lock: Easy Arcana and 2 Soul
Normal Magic Lock: Normal Arcana and 4 Soul
Hard Magic Lock: Hard Arcana and 6 Soul
Impossible Magic Lock: Impossible Arcana and 8 Soul
Pick Locks
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
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
Silent Hit 2 Soul self instant Easy Deception This skill allows you to attack and not be detected. This gives the target a -5 to evade. N/A
Sleeper Hit (thief) 4 Soul weapon range affecting 1 target instant Normal Critical Critical hit puts target to sleep until awakened. Silent Hit
Sly Deception N/A self instant Normal Deception Adds your deception score to your deception score making it easier to deceive your target.  Sly Persuasion
Sly Intimidation N/A self instant Hard Deception Adds your Deception score to your Intimidate score, making it easier to intimidate your target.  Sly Deception
Sly Persuasion N/A self instant Easy Deception Adds your Deception score to Persuade to make it easier to persuade the target. N/A
Stealth Opportunity 2 Soul self instant Normal Stealth Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Silent Hit and Hide
Stunning Hit 6 Soul weapon range affecting 1 target instant Hard Critical Attack stuns target for 1 round. Sleeper Hit
Throwing Blitz 10 Soul throw range affecting at least 1 target per thrown weapon instant Hard React Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target.  Precise Throw
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
Battle Mage N/A self instant Normal Arcana +1 You can absorb 10% of the spell damage and use it to restore your Soul. N/A
Hexing 4 Soul 1 item in hand instant Normal Arcana With this skill you can apply any curse that you have learned to an item, cursing said item. Learn Curse
Learn Curse 2 Soul self instant Easy Arcana With this skill you can learn one curse of a cursed object. You must first experience the curse.  N/A
Magic Absorb 20% of damage as Soul self instant Normal Focus You can absorb the damage of the spell that would affect your vitality to be released with Magic Redirect skill. You must release the spell damage before the end of battle or it will fade away. The absorbed damage will not affect your Vitality, instead 20% of it will go against your Soul for each round that you hold on to it.  Battle Mage
Magic Break Spent Soul 1 target instant Normal Arcana With this skill you throw Soul at any ongoing magic, be it an enchantment, lock, or door, with the intent to break it. Every 2 Soul decreases the spell's energy by 1. Once it is reduced to 0 it is broken. Magic Sense
Magic Counter cost of spell self instant Normal React You can counter attack a target that has attacked you, whether it be by melee, range, or spell, with an attack spell of your own. You must be able to cast that spell instantly.  Battle Mage
Magic Mirror 10 Soul self instant Impossible Arcana Reflects 1d% percentage of the spell back at the spell caster. Soul Empowerment
Magic Redirect N/A target of spell instant Normal Focus You can add all of the absorbed spell damage you gained using Magic Absorb into your one target offensive spell.  Magic Absorb
Magic Sense N/A a room or 100x100 square foot area instant Easy Arcana Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area.  N/A
Magical Thought 8 Soul self instant Impossible Insight With this skill you can wish for an effect to happen when spell casting. You must voice your wish and the GM could apply different penalties depending upon your wish.  Soul Empowerment
Magical Vampirism N/A self instant Normal Arcana With this skill 10% of the spell damage you cause can be used to restore your Vitality. Battle Mage
Occult Guidance 3 Soul self instant Normal Insight Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you.  Divination
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
Remove Curse 6 Soul 1 item in touching range instant Hard Arcana You can remove 1 curse from a cursed item. Hexing
Spell Aid 2 Soul 1 ally instant Normal React If an ally is casting a spell, you can aide that ally in their spell casting. Doing so you increase their Arcana by 1d4 and Runic Power by your Arcana for that cast.  Battle Mage
Spell Bomb 8 Soul self instant Impossible Arcana Makes the spell affect a 3x3 area. Any target in the area will get hit by the same spell and receive the same spell damage. Splitting Magic
Spell Slinger 2 Soul self instant Easy Arcana Turns your spell into a fast spell, decreasing the target's evade by 2. N/A
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
Arcane Materials Spent Soul 1 item in hand instant Normal Arcana You can increase one value of a material at a rate of +1 for every 4 Soul spent. Material Identify
Create Advanced Potions N/A self instant Hard Insight Allows you to create advanced potions. Create Better Potions
Create Basic Arcane Potions 4 Soul self instant Normal Arcana Allows you to create basic arcane potions Create Basic Potions
Create Basic Potions N/A self instant Easy Insight Allows you to create basic potions. N/A
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
Create Better Potions N/A self instant Normal Insight -2 Allows you to create better potions Create Novice Potions
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
Create Novice Potions N/A self instant Normal Insight Allows you to create novice 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
Enchantment Soul Spent 1 item in hand instant Hard Arcana Allows you to imbue materials that have already received elemental imbuing with a spell effect. Charges are double to the Soul spent. If you spend 10 Soul it has 20 charges. You can use this skill on an enchanted item to increase or replenish its charges. Elemental Imbuing
Material Identify N/A 1 item in sight instant Easy Perceive You can identify what a material is and its properties. N/A
Creature Bonding N/A tamed creature permanent Hard Influence This skill allows you to bond with the creature you tamed in battle, allowing you to keep that creature as your familiar after battle. The number of creatures you can bond with is equal to your Nature score. So if you have a Nature of 3, you can bond with 3 creatures. You can only have one creature or familiar out with you at a time, and can swap between them at will as a support action.  Druid's Companion
Dwarven Forge 2 Soul 1 weapon permanent effect Normal Insight Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some.  A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange armor spirit for armor defense or armor defense for armor spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It  takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points be a dwarf
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
Affect Form 2 Soul self until changed back Normal Arcana This skill allows the spirit elf to drop their physical form and become spiritual. Their physical form will disappear, and any clothing, weaponry, armor, or packs on them not enchanted to their element will drop to the floor. The spirit elf will then be a spirit, like any other spirit or wraith, and thus able to move about without any physical restrictions. However, each round (in battle) or each hour (out of battle) that the spirit elf remains in spirit form the spirit elf must make a mental check, with a penalty of 10 that increases by 10 for each round or hour after that, as well as spend 20% of their max Endurance. Skilled Concentration will cut the Endurance cost in half, and decrease the penalty by 5. Should Endurance drop to 0 or the spirit elf fail a mental check, the spirit elf will need to make 1 save check, and should that fail the spirit elf will be dead, only able to be restored by Miracle Summoning or Resurrection. When the spirit elf is ready to regain physical form, the spirit elf needs to use this skill again. The spirit elf cannot affect the physical world in this form. N/A
Limb Transformation 2 Soul self until changed back Easy Arcana -2 With this skill the talusian can change his or her limbs into things such as wings or fins or the like. They can even change the length and height up to double or half the original size.  N/A
Minor Physical Alterations 1 soul self until changed back Easy Arcana With this skill the talusian can alter his or her face, eye color, skin color, hair color, and hair length.  N/A
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
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
Set Trap N/A area in front of you until trap is sprung Easy Stealth You can set traps. You will need to design your trap and have the needed materials. N/A
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