Skills




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Dark Rage 25 Soul Double the effects of Rage Attack against enemies with a positive alignment. N/A
Battle Tango 25 Endurance Doubles move range, waltz around battlefield doing all skills in skill chain but you must return to your starting place. This means you can move about the battle field at double your battle movement range, hitting every target with your full skill chain of attacks, however you have to end your movement where you started your movement. N/A
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
Axe Berserk 10 Endurance Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your axe, no melee power added however.  Level 1: +5, 1d4, 10 Endurance
Level 2: +10, 2d4, 20 Endurance
Level 3: +15, 3d4, 30 Endurance
Level 4: +20, 4d4, 40 Endurance
Hammer Berserk 10 Endurance Dwarfs are masters of the hammer, and can use hammers and mallets better than most other races. As long as the Dwarf wields a hammer, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your hammer, no melee power added however.  Level 1: +5, 1d4, 10 Endurance
Level 2: +10, 2d4, 20 Endurance
Level 3: +15, 3d4, 30 Endurance
Level 4: +20, 4d4, 40 Endurance
Armor Hardening 5 Soul Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into a Flat defense or spirit rate of their choosing at a cost of 5 Soul per 1 defense or spirit point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. Level 1: 5 Soul to 1
Level 2: 5 Soul to 2
Level 3: 5 Soul to 3
Level 4: 5 Soul to 4
That only counts as 1! 5 Endurance Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no melee power added.  N/A: only one level
For the Clan 5 Endurance Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a reaction check with a 10 point bonus, or 20 point bonus by spending 10 SA. If the roll is a succeess, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. N/A: only one level
Dwarven Forge 2 Soul 1 weapon permanent effect Normal Insight Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some.  A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange armor spirit for armor defense or armor defense for armor spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It  takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points be a dwarf
Dwarven Forge 5 Soul and 2 Endurance Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some.  A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange spirit for defense or defense for spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It  takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points N/A: only one level
Dwarven Prospector N/A Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf's runic energy. N/A: only one level
Low Light Vision N/A Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. N/A: only one level
Blood Empowering 2 Soul Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem.  N/A: only one level
Dwarven Runes N/A Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. N/A: only one level
Dwarven Will 10 Soul Dwarves claim to be of strong will, ones who will not be tricked or ensnared so easily. When a dwarf is fighting for self control, the dwarf gets +15 to Will for a Will Check. This can be used anytime a will check is needed. Level 1: 15; 10 Soul
Level 2: 30; 20 Soul
Level 3: 45; 30 Soul
Level 4: 50; 40 Soul
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
Mana Shield 20 Soul Empowers your shield with your Runic Energy against magic attacks for 1d6 rounds. N/A
Enchanting 6 Soul 1 ally 1 day Hard Arcana Enchant your ally with your runic element. Your ally will get a +1 to arcana and a +1d4 to runic power. Your ally will also gain your elemental bonuses to defense and offense, but none of the weaknesses.  Casting Strike
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 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
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
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
Chi Drain 15 Soul Generates a 3x3 space aura using your chi energy that drains any within the aura's Vitality by 20% of your Runic Energy. The drained Vitality is returned to you. The aura lasts for 1d4 rounds. Level 1: 20%; 15 Soul
Level 2: 40%; 30 Soul
Level 3: 60%; 45 Soul
Level 4: 80%; 60 Soul
Chi Guard 8 Soul Generates a 3x3 space aura using your chi energy that increases the defense of any in that area by 20% of your Runic Energy for 1d4 rounds. Level 1: 20%; 8 Soul
Level 2: 40%; 16 Soul
Level 3: 60%; 24 Soul
Level 4: 80%; 32 Soul
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
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
Extra Attack 8 Power self instant Impossible React Get a full extra attack that you can use, including using skills. Powered Blow
Quick Shot 5 Power self instant Normal React -2 Get an extra shot with no skills used.  Bow Drawing
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
Glamour 1 Soul self 1 hour Normal Influence Gives the illusion of good aura and a +2 to Influence and Charm for 1 hour. N/A
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
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
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
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
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
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
Magic Study N/A Grants +1d4 in Character Points per level of mastery for casting or attempting to cast spells. This only works for magic spells, not skills.  Level 1: 1d4
Level 2: 2d4
Level 3: 3d4
Level 4: 4d4
Spirit Guard 10 Soul Grants +5 to save checks for 1 day to self. If you are a follower of Kymara or Spector, increase this by 1d4. Level 1: +5; 10 Soul
Level 2: +10; 20 Soul
Level 3: +15; 30 Soul
Level 4: +20; 40 Soul
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
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
Runic Profession N/A Grants elemental construct a profession to learn skills from. N/A
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
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...
Spirit Blessing 20 Soul Grants self and allies 20% greater negative vitality range for 1d6 rounds. Level 1: 20%; 20 Soul
Level 2: 40%; 40 Soul
Level 3: 60%; 60 Soul
Level 4: 80%; 80 Soul
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
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
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.
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
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
Awareness First Aid 10 Soul Heal 1d6 Awareness with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
Fatigue First Aid 10 Soul Heal 1d6 Fatigue with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
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
Chi Heal 4 Soul self instant Normal Focus -2 Heal your Vitality by your Focus trait. Chi Defense
Advanced First Aid 20 Soul Heals broken bones, impalement, and other serious conditions with First Aid. N/A: only one level
Natural Healing N/A Heals self by runic energy increased by 10% every round or hour that you are in the sunlight. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
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
Staggering Hit 2 Power weapon range affecting 1 target instant Easy Critical Hit dazes the target for 1 round. N/A
Assasination Hit 8 Soul weapon range affecting 1 target instant Impossible Critical Hit kills target instantly Stunning Hit
Red Smile 8 Soul Hit Target -20 to slice target's throat causing death. Critical hit removes the penalty but not the bonuses. Ineffective against targets with neck protection. Level 1: Hit Target -20; 8 Soul
Level 2: Hit Target -10; 16 Soul
Level 3: Hit Target; 24 Soul
Level 4: Hit Target +10; 32 Soul
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
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
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
Identify Animal 2 Soul 1 target in sight instant Normal Nature Identify animal, beast type, and vitality.  Animal Talk
Appraisal 5 Soul Identify the value of an item by sight. N/A: only one level
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
Last Dwarf Standing N/A If the dwarf is the last one alive, the dwarf will get a bonus of 10 to his or her save check, and come back with 10% Vitality instead of just 1 Vitality. If the dwarf isn't the last one alive, the dwarf gets a second free savecheck. Save will always bring the shield dwarf back with 10% Vitality instead of 1 Vitality. Level 1: 10
Level 2: 20
Level 3: 30
Level 4: 40
Dogma N/A If the enemy targets you, the enemy must make a will check at 15% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 85 or less. If they enemy's will is 25, the enemy must roll 22 or less. The penalty is doubled if the person is a servant of Taal. N/A: only one level
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
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
Acid Amplification 5 Soul Increase acid's effects by 15%. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Chi Arcobatics 2 Soul self 1d6 rounds Normal Focus Increase Acrobatics by Focus. Meditation
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
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
Inner Chi 2 Soul self 1d6 rounds Normal Focus Increase all of your damage you deal by your focus score. Meditation
Power Blast 6 Soul Increase area of effect by 1 space per 6 Soul spent. Level 1: 1 space per 6 Soul
Level 2: 2 spaces per 6 Soul
Level 3: 3 spaces per 6 Soul
Level 4: 4 spaces per 6 Soul
Bash Defense N/A self instant Easy Defense Increase armor's defense by 2 against bashing attacks. N/A
Pierce Defense N/A self instant Easy Defense Increase armor's defense by 2 against Piercing attacks. N/A
Slash Defense N/A self instant Easy Defense Increase armor's defense by 2 against slashing attacks. N/A
Revolver Proficiency N/A Increase attack value by 10% for revolvers. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Rifle Proficiency N/A Increase attack value by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
Bow Drawing 3 Power self instant Normal Athletics Increase bow range by 1d6, increase focus by 1 and damage by +1. Aiming
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
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
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
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
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
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
Defense Proficiency N/A Increase Defense while in Defensive Stance by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Defense with is 10, this skill will make it 11.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
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
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
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
Agile Evasion 5 Soul Increase Evade by 10% of Agility for 1d4 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
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
Focus Empowerment 5 Endurance Increase Focus by 10% of Mental for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Martial Conditioning N/A Increase Fortitude by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
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%
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%
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
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
Influence Empowerment 5 Soul Increase Influence by 10% of Will for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Initiative Empowerment 5 Soul Increase Initiative by 10% of Speed for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Powered Hit N/A Increase Melee Power at a cost of 4 Endurance for +1 to Melee Power for that instance. Level 1: 4 Endurance = +1 Melee Power
Level 2: 4 Endurance = +2 Melee Power
Level 3: 4 Endurance = +4 Melee Power
Level 4: 4 Endurance = +8 Melee Power
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
Melee Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Martial Arts Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
2-Handed Proficiency N/A Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value.  Level 1: 25% (x1.25)
Level 2: 50% (x1.5)
Level 3: 75% (x1.75)
Level 4: 100% (x2)
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
Poison Amplification 5 Soul Increase poison's effects by 15%. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
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
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
Agile Reaction 8 Soul Increase React by 10% of Agility for 1d4 rounds. Level 1: 10%; 8 Soul
Level 2: 20%; 16 Soul
Level 3: 30%; 24 Soul
Level 4: 40%; 32 Soul
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%
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
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
Endure N/A Increase Resist by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
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
Magic Proficiency N/A Increase Runic Energy by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Runic Energy is 10, this skill will make it 11.   Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Runic Rifle Soul Empower 20 Soul Increase runic rifle damage by Soul as a percentage. N/A
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
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
Soul Empowerment N/A self 1d6 rounds Hard Arcana Increase Soul by 1d20. Magic Break
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
Agile Speed 12 Soul Increase Speed by 10% of Agility for 1d4 rounds. Level 1: 10%; 12 Soul
Level 2: 20%; 24 Soul
Level 3: 30%; 36 Soul
Level 4: 40%; 48 Soul
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%
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
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
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%
Runic Amplification 1 Soul Increase the charge attack value by 10%. Level 1: 10%; 1 Soul
Level 2: 20%; 2 Soul
Level 3: 30%; 3 Soul
Level 4: 40%; 4 Soul
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 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
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%
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.
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
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
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
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
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
Vitality Empowerment 2 Soul self 1d6 rounds Easy Focus Increase Vitality by 1d10. N/A
Carry 1 Power self 1 hour Normal Athletics Increase weight limit by 50% for 1 hour. N/A
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
Study Habits N/A Increase your Character Point Rate by +0.15 per level of mastery. Level 1: Character Point Rate +0.15
Level 2: Character Point Rate +0.3
Level 3: Character Point Rate +0.45
Level 4: Character Point Rate +0.6
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
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
Increased Offense N/A self 1d6 rounds Easy Focus Increase your Offensive Power by 1d6 N/A
Increased Offense N/A self 1d6 rounds Easy Focus Increase your Offensive Power by 1d6 N/A
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
Power Rush 4 Soul self 1d6 rounds Normal Focus Increase your Power by 1d6. Increased Offense
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
Plausible Deniability 4 Soul self 1 hour Normal Deception Increases Deception by 2 to make it easier to deceive others. Fast Talk skill
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
Elemental Focus 5 Soul Increases elemental effects of self and all allies who share same element or mirroed element by 20% for 1d6 rounds. Mirrored element are as follows: Earth : Life; Air : Death; Water : Time; Fire : Space. Level 1: 20%; 5 Soul
Level 2: 40%; 10 Soul
Level 3: 60%; 15 Soul
Level 4: 80%; 20 Soul
Projectile Proficiency N/A self instant Normal Crit Increases Focus by 1 and projectile weapon damage by 1. Must equip projectile weapon
Advanced Bashing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and bashing damage by 1d8. Dazes target for 1d4 rounds following stun. Stuns target for 1 round. Novice Bashing Proficiency
Advanced Bludgeoning Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and bludgeoning damage by 1d6. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1 round. 1d4 wound damage per round until cured. Novice Bludgeoning Proficiency
Advanced Chopping Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and chopping damage by 1d6. 1d6 bleeding out damage per round until healed.  Novice Chopping Proficiency
Advanced Piercing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed.  Novice Piercing Proficiency
Advanced Slashing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and slashing damage by 1d6. Causes 1d4 wound damage per round until healed. If unarmored causes 1 bleeding out damage until healed.  Novice Slashing Proficiency
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
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%
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
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
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%
Elemental Protection 5 Soul Increases spirit of self and all allies who share same element or mirrored element by 20% for 1d6 rounds. Level 1: 20%; 5 Soul
Level 2: 40%; 10 Soul
Level 3: 60%; 15 Soul
Level 4: 80%; 20 Soul
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%
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%
Better Companion N/A Increases the companion benefits by 20% if they have a numerical value or performs the benefit 1 extra time if they do not have a numerical value. Level 1: 20% or +1
Level 2: 40% or +2
Level 3: 60% or +3
Level 4: 80% or +4
+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
Combat Empowerment 5 Soul Increases the damage of offensive skills by 20% for 1d10 rounds for self or 1 ally. Level 1: 20%; 1d10; 5 Soul
Level 2: 40%; 2d10; 10 Soul
Level 3: 60%; 3d10; 15 Soul
Level 4: 80%; 4d10; 20 Soul
Sustain Empowerment 5 Soul Increases the duration of any buff for self or allies by +1d3 per level. Level 1: 1d3+1; 5 Soul
Level 2: 2d3+1; 10 Soul
Level 3: 3d3+1; 15 Soul
Level 4: 4d3+1; 20 Soul
Defensive Empowerment 5 Soul Increases the effectiveness of defensive skills by 20% for 1d10 rounds for self or 1 ally. Level 1: 20%; 1d10; 5 Soul
Level 2: 40%; 2d10; 10 Soul
Level 3: 60%; 3d10; 15 Soul
Level 4: 80%; 4d10; 20 Soul
Runic Empowerment 5 Soul Increases the effectiveness of magic by 20% for 1d10 rounds for self or 1 ally. Level 1: 20%; 1d10; 5 Soul
Level 2: 40%; 2d10; 10 Soul
Level 3: 60%; 3d10; 15 Soul
Level 4: 80%; 4d10; 20 Soul
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
Musical Instruments 5 Soul Increases the effects of singing or dancing by your runic energy. N/A: only one level
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
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
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
Mana Armor 20 Soul Increases your Magical Protection by your Runic Energy for 1d6 rounds. N/A
Binding of the Natural Spirits 4 Soul touching range instant Normal Arcana Inflict 1d4 poison or remove poison by touch. Druid Speech
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
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
Pin Target 4 Power 1 target within 1/2 movement range 1d4 rounds Normal Athletics Jump onto target knocking target down. Hold target to the ground by being on top of target for the duration. Each round the target may make a hard athletics check to overpower you and escape your pin.  N/A
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
Learn Curse N/A Learn how to do curses from cursed objects based on complexity. Once you learn the curse, you can perform the curse yourself albeit following any rules for doing so as given by your GM. Level 1: learn level 1 curse
Level 2: learn level 2 curse
Level 3: learn level 3 curse
Level 4: learn level 4 curse
Arcane Crafting N/A Lets you add spell components to your items to make magical items based on level of mastery. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity
Carving N/A Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. N/A: only one level
Create Arcane Potions N/A Lets you combine spell components into your potions to make magical potions. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity
Create Medicines N/A Lets you create medicines based on your level of mastery. Level 1: Level 1 medicines
Level 2: Level 2 medicines
Level 3: Level 3 medicines
Level 4: Level 4 medicines
Invention N/A Lets you create new designs from scratch. N/A: only one level
Invention N/A 1 item 1 day or longer Normal Insight -2 Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval. Design Improvement and Novice Crafting
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
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
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
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
Design Improvement N/A 1 item 1 hour Normal Insight Lets you improve blueprints. Each improvement is a skill check and must get approval. Item Combination and Basic Crafting
Arcane Materials N/A Lets you increase one value of material at a rate of +1 per 10 character points. Level 1: +1 per 10 character points
Level 2: +2 per 10 character points
Level 3: +3 per 10 character points
Level 4: +4 per 10 character points
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
Mix Compounds N/A Lets you mix a number of potions based on mastery to make a new combined potion. Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions
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
Counterfeiting N/A Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40
Forgery N/A Make convincing false signatures. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40
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
Dogma Crusade N/A Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god always receive critical damage and effects. N/A
Dogma Defense 10 Soul Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god cannot cause critical damage and effects for 1d4 rounds. Level 1: 1d4; 10 Soul
Level 2: 2d4; 20 Soul
Level 3: 3d4; 30 Soul
Level 4: 4d4; 40 Soul
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
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
Forced Illusion 25 Endurance Move so fast that you seem to split in 2, giving you double use of all actions for that 1 round. This means you can attack twice, move twice, do supportive actions twice, and be able to cast 2 spells or have double your runic speed to cause a spell to cast faster. N/A
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
Quick Endurance 2 Soul Occasionally the Dwarf will need a boost of extra Endurance The Dwarf can get that by using this ability. Using this ability the Dwarf can exchange Soul for Endurance at a cost of 2 Soul per 1 Endurance. Level 1: 2 Soul = 1 Endurance
Level 2: 2 Soul = 2 Endurance
Level 3: 2 Soul = 3 Endurance
Level 4: 2 Soul = 4 Endurance
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
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
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
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
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
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
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

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
Telekinesis 5 Soul Powers of the mind that are unique to Xodians. Level 1: Mind SpeakSpeak into the mind of another that you know for a minute, no matter the distance; 5 Soul
Level 2: Mind SearchAble to find out the location of another that you know no matter the distance; 10 Soul
Level 3: Mind ControlAble to make Influence Check to control another person that you know, no matter the distance, target gets to make an opposing will check to remain in control; 15 Soul
Level 4: Mind PossessionAble to leave your body and possess another person that you know for 1d4 hours or rounds, no matter the distance, the target can make a will check with the difference in the target's and your will being the penalty or bonus; 20 Soul
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
Benevolent Aura 6 Soul Produces a 2x2 aura around you that causes enemies in the affected area to require a will check with a 10 penalty to attack you and grants allies in the affected area a +10 to their will. Level 1: +10; 6 Soul
Level 2: +20; 12 Soul
Level 3: +30; 18 Soul
Level 4: +40; 24 Soul
Shuddering Aura 6 Soul Produces a 2x2 aura around you that causes enemies in the affected area to require a will check with a 10 penalty to attack you and grants allies in the affected area a +10 to their will. Level 1: +10; 6 Soul
Level 2: +20; 12 Soul
Level 3: +30; 18 Soul
Level 4: +40; 24 Soul
Chi Aura 15 Soul Produces a 3x3 space aura that gives the effects of Gift of Tongues to allies and Curse of Tongues to enemies, increased by x 1.25. You can only give the effect of the skill if you already have the skill. Level 1: x 1.25; 15 Soul
Level 2: x 1.5; 30 Soul
Level 3: x 1.75; 45 Soul
Level 4: x 2; 60 Soul
Chi Energy Field N/A Produces a 4x4 space aura around you that increases spent stat by x 1.3 and divides it among all targets in the area. This is an instant skill, the amount of stat points spent is up to the user as is the type and can be Vitality, Soul, or Endurance, however those points come from the user's current stat points. Level 1: x 1.3
Level 2: x 1.6
Level 3: x 1.9
Level 4: x 2.2
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
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%
Meditation N/A self 1 hour N/A Recover secondary gen dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2. N/A
Invisibility 15 Soul Reduces enemies perceive by 30% when trying to detect you for 1d4 rounds. Level 1: 30%; 15 Soul
Level 2: 60%; 30 Soul
Level 3: 90%; 45 Soul
Level 4: 120%; 60 Soul
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%
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
Magic Mirror 10 Soul self instant Impossible Arcana Reflects 1d% percentage of the spell back at the spell caster. Soul Empowerment
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
Systems Repair 10 Soul Repair computer systems and networks by 25% per level of mastery. Level 1: 25%; 10 SA
Level 2: 50%; 20 SA
Level 3: 75%; 30 SA
Level 4: 100%; 40 SA
Electronics Repair 10 Soul Repair electronics by 25% per level of mastery. Level 1: 25%; 10 Soul
Level 2: 50%; 20 Soul
Level 3: 75%; 30 Soul
Level 4: 100%; 40 Soul
Resell for Cost N/A Resell item not damaged at purchase price. N/A: only one level
Demonic Grace 15 Soul Resist, Agility, Save, and Defense stats increased by 10% for 1d6 rounds. Level 1: 10%; 15 Soul
Level 2: 20%; 30 Soul
Level 3: 30%; 45 Soul
Level 4: 40%; 60 Soul
Chi Energy 6 Soul self instant Hard Focus Restore Power by Focus trait. Chi Heal
Spirit Energy 15 Soul Restores self and those in a 3x3 area (ally and enemy) with 5 Vitality, Soul, and Endurance. The effect lasts for 1d4 rounds. If you are a follower of Kymara, Nikolai, or Zodo, increase the restoration by 1d6. Level 1: +5; 15 Soul
Level 2: +10; 30 Soul
Level 3: +15; 45 Soul
Level 4: +20; 60 Soul
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
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
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
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
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
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
Piercing Blast 5 Soul Runic Rifle blast ignores 15% of armor. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
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
Blessed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more dark morality points than light morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Cursed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more light morality points than dark morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
Rip Off 25 Soul Sell any item for double what it is worth. N/A
Sell Damaged Item 20 Soul Sell damaged item as if it was not damaged. You can use this skill with the Resell for Cost skill and Increase Resell Value skill for a skill chain.  N/A
Extra Arrow 8 Soul self instant Hard Athletics Shoot 2 arrows at the same time. Quick Shot
Spell Cannon 5 Soul Shoot spell that casts upon impact as long as spell is Runic Casting Speed 1 or less. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. Level 1: Runic Casting Speed 1 or less; 5 Soul
Level 2: Runic Casting Speed 2 or less; 10 Soul
Level 3: Runic Casting Speed 3 or less; 15 Soul
Level 4: Runic Casting Speed 4 or less; 20 Soul
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
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%
Assassination Blitz 15 Endurance Speed Check -10 to attack and attempt to kill all targets in move range using One Hit Kill. Penalty for speed check doubles per target (an additional -10 that is doubled per each additional target). Level 1: Speed Check -10; 15 Endurance
Level 2: Speed Check -5; 30 Endurance
Level 3: Speed Check; 45 Endurance
Level 4: Speed Check +5; 60 Endurance
Power Augmentation N/A Spend character points to increase total power of skill or spell for that instance, as a percentage. If you spent 10 character points into that skill or spell when using it with this skill, you would increase its point value by 10%. N/A
Occult Aid N/A Spirit Guide assists you with Save Checks improving them by 20% for that instance. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
Occult Empowerment N/A Spirit Guides assist you with spells increasing the effects of the spell you are wanting to cast by 15%. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Occult Empowerment 5 Soul self 1 day Hard Insight Spirit guides empower your spells increasing your runic power by 1d20. However you must roll a 1d20 with all of your spell castings and if you roll a 1 it will do the opposite effect. Occult Aid
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
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
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
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
Distraction 1 Soul any within a 3x3 space area instant Normal Perform +1 Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast.  N/A
Distraction 1 Soul any within a 3x3 space area instant Normal Perform +1 Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast.  N/A
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
Battle Rage 3 Power self 1d4 rounds Normal Critical The cathar can go into a battle rage that increases all melee damages by an additional offensive power. However the cathar will be dazed for a time that is equal to the time spent in rage. So if the cathar is in battle rage for 3 rounds, the cathar will be dazed for the following 3 rounds. N/A
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
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.
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
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
Shadow Spy 2 Soul a 100x100 square area around the xodian The xodian can enter into a meditative state and for 10 minutes peer through the shadows to scope the area around him or her. N/A
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
Equip Medicine N/A This allows you to always have a medicine in hand as long as you have enough of that medicine without having to waste your support action to get another medicine.  N/A: only one level
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
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
Extra Aimed Shot 8 Soul This skill allows for using the next shot with no hit chance loss, as long as you have a Rate of Fire that is greater than 1 with that gun. Level 1: 1 extra shot not hit chance loss; 8 Soul
Level 2: 2 extra shots not hit chance loss; 16 Soul
Level 3: 3 extra shots not hit chance loss; 24 Soul
Level 4: 4 extra shots not hit chance loss; 32 Soul
Magical Thought 5 Soul This skill allows for wish manifestation within spell casting. Basically, the more skilled you are with this skill, the more likely it is that the spell will do something that reflects your wishes. If you want the healing spell to remove poison, for example, with this it is possible. If you want the healing spell to revive the incapacitated, it could happen. Want the basic fire spell to erupt and do double damage, possible with this. The GM can impose any penalties on top of the likelyhood of the wish happening. Level 1: 10% chance; 5 Soul
Level 2: 20% chance; 10 Soul
Level 3: 30% chance; 15 Soul
Level 4: 40% chance; 20 Soul
Empathic Combat N/A self 1d6 rounds Normal Focus This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. Must have the Empathy talent
Empathic Combat N/A self 1d6 rounds Normal Focus This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. Must have the Empathy talent
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
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
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
Apply Curse 25 Soul This skill allows you to apply any curses you have learned onto objects. Objects must be able to be held or equipped in some fashion. N/A
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
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
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
Guard 2 Power any ally in move range instant Easy React This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked. N/A
Guard 1 Power movement range affecting 1 ally instant Easy React This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked.  N/A
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
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
Mortal Guard 8 Soul self instant Impossible Defense This skill allows you to ignore instant death attacks. Knock Down Defense
Elemental Weapon 4 Soul self 1d6 rounds Normal Arcana This skill allows you to imbue your attacks with your runic element. This allows you to add your runic power to your attacks. However runic elemental strengths and weaknesses apply, giving the target a chance to be immune to your attack if the target's element is strong against yours, or giving you the added damage if your element is strong against the target's.  Basic Attack
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
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