Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| Familiar Growth | N/A | This skill allows you to spend character points into a familiar to boost their stats or skills. | N/A: only one level | |||
| 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 |
| 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 |
| Fly | 1 Power | self | 1 movement | Normal Acrobatics +1 | This skill allows for flyinng at 3 x movement rate. If you are carrying more than 75% of your weight limit then you cannot fly. | Must have wings |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Attention Lock | 8 Soul | 1 target | 1d6 +1 rounds | Impossible Intimidate | This skill forces you to be the target's only target for the duration. The target can only target you and is so focused on you that your allies get a +1 to their hit chances. | Frustrate |
| One Shot Kill | 8 Soul | This skill gives a 5% chance per level that the shot kills the target instantly. The chance is doubled if the target is not wearing armor. |
Level 1: 5%; 8 Soul Level 2: 10%; 16 Soul Level 3: 15%; 24 Soul Level 4: 20%; 32 Soul |
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| Creature Lore | N/A | This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. | N/A: only one level | |||
| Increased Critical | N/A | This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| 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 |
| 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 |
| 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 |
| Holy Ground | N/A | Those in a 3x3 area around you have chances for resistance increased by 15% against dark aligned attackers. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Unholy Ground | N/A | Those in a 3x3 area around you have chances for resistance increased by 15% against light aligned attackers. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| 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 |
| 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 |
| Energy Trade | N/A | Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. | N/A: only one level | |||
| Elemental Dominance | 5 Soul | Treat a target's element as if it was weak to your element for 1d4 rounds. | N/A | |||
| Trick Shot | 5 Soul | weapon range affecting 1 target | instant | Normal Deception -2 | Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Bow Drawing |
| Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Blind Throw |
| Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Blind Throw |
| Spell Slinger | 2 Soul | self | instant | Easy Arcana | Turns your spell into a fast spell, decreasing the target's evade by 2. | N/A |
| Stand Your Ground | 1 Power | self | 1d4 rounds | Easy Brace | Unable to be knocked down or moved when standing still. | N/A |
| 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 |
| Divination | N/A | Use of a spiritual pendulum or dowsing rods for finding things, people, locations, or answers to yes/no questions with 20% accuracy. |
Level 1: 20% Level 2: 40% Level 3: 60% Level 4: 80% |
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| Spirit Boards | 20 Soul | Use of spirit boards to invite spirits to communicate with. | N/A | |||
| Occult Guidance | 5 Soul | Use of tarot cards for answers to questions with 30% accuracy. |
Level 1: 30%; 5 Soul Level 2: 60%; 10 Soul Level 3: 90%; 15 Soul Level 4: 100%; 20 Soul |
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| Stealth | 4 Endurance | Use with Hide and Sneak. Attack without being noticed so that the enemy cannot defend or retaliate. -5 to enemy's perceive. |
Level 1: -5; 4 Endurance Level 2: -10; 8 Endurance Level 3: -15; 12 Endurance Level 4: -20; 16 Endurance |
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| Assassin | 5 Soul | Use with Stealth. 5% chance of instantly killing target when attacking with stealth. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
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| Chi Acrobatics | 5 Soul | Uses Chi to increase Agility by 10% for 1 day. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Disguise | N/A | Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
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| Familiar Counter | N/A | tamed creature | instant | Hard React | When attacked you can have your familiar counter attack for you. | Druid's Companion |
| 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 |
| Dwarven Tuck | N/A | 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 Defense and Spirit by 20% for the duration of the defensive round. |
Level 1: 20% Level 2: 40% Level 3: 60% Level 4: 80% |
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| One Hit Kills | 8 Soul | When using daggers, swords, or throwing weapons, Critical Hit - 10 kills target. |
Level 1: Critical Hit - 10; 8 Soul Level 2: Critical Hit - 5; 16 Soul Level 3: Critical Hit; 24 Soul Level 4: Critical Hit +5; 32 Soul |
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| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Rule of Karma | N/A | Witches spells are affected by the target's morality. If the spell is offensive, its damage dealt is increased by the target's opposite alignment points as a percentage. If the target has more dark points versus the witches light points or more chaos points versus the witches order points, or vice versa, you would add up any of those points and use them as a percentage to increase the spell damage. Likewise if the witch is trying to heal the target the matching alignment points will increase the healing while the opposite alignment points could decrease it. | N/A | |||
| Emotional Witch | N/A | Witches spells are affected by their emotional state. If a witch is angry their spells do 50% more damage. If a witch is worried, their healing spells do 50% more healing, and so forth. | N/A | |||
| 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 |
| 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 |
| Unnatural Speed | 2 Power | self | 1 hour | Easy Stamina | With this skill the plains elf can gain a bonus in movement. This skill grants a +1 to movement at base cost. But for every additional Power spent, you get another +1. | N/A |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Runic Tech Creation | N/A | 1 item | 1 day or longer | Hard Arcana | With this skill you can create new runic tech, including components to upgrade runic tech. | Runic Tech Upgrade and Invention |
| 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 |
| 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 |
| Runic Tech Upgrade | N/A | 1 item | 1 hour | Normal Arcane -2 | With this skill you can upgrade your runic tech using new and better components. | Runic Tech Combination and Design Improvement |
| 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 |
| Throw Empowerment | 1 Soul | self | 1d6 rounds | Easy Critical | With this skill you double your throw range and increase the thrown damage by 1d6 and decreases target's evade by 1d6. | N/A |
| Extra Attack | 5 Endurance | With this skill you get one extra martial arts attack. That extra strike is only 1/2 melee power. |
Level 1: 1 extra attack; 5 Endurance Level 2: 2 extra attacks; 10 Endurance Level 3: 3 extra attacks; 15 Endurance Level 4: 4 extra attacks; 20 Endurance |
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| Extra Strike | 8 Power | self | instant | Hard React | With this skill you get one extra strike with your weapon. | Rage |
| Extra Throw | 5 Endurance | With this skill you get one extra toss with your weapon. That extra strike does not include any throw power. |
Level 1: 1 extra toss; 5 Endurance Level 2: 2 extra tosses; 10 Endurance Level 3: 3 extra tosses; 15 Endurance Level 4: 4 extra tosses; 20 Endurance |
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| Dragon Lore | N/A | With this skill you have knowledge of dragons and their customs. | N/A: only one level | |||
| 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 |
| Inflict Daze or Stun | N/A | With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target. |
Level 1: 10% / 5% Level 2: 20% / 10% Level 3: 30% / 15% Level 4: 40% / 20% |
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| Other Sight | 10 Soul | Wood Elves are at one with nature. The wood elf can use his or her connection with nature and natural creatures to see through their eyes. The wood elf relaxes for a moment, going into a meditative state, searching for any natural, non-hostile creature. Once found, the wood elf can see through its eyes to see what it sees for up to ten minutes. This can only work on natural creatures such as birds, horses, rats, bats, and the like - nothing that can be considered unnatural, hostile, or found in the bestairy. | N/A: only one level | |||
| Silent Hunter | N/A | Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. | N/A: only one level | |||
| Dogma Over Faith | N/A | Worshipers of opposing gods are seen as opposing alignment even if this is not true. | N/A | |||
| Horsemanship | N/A | x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. | N/A: only one level | |||
| 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 |
| 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 |
| 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 |
| 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 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 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 |
| Material Identify | N/A | 1 item in sight | instant | Easy Perceive | You can identify what a material is and its properties. | N/A |
| 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 |
| 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 |
| Remove Curse | 6 Soul | 1 item in touching range | instant | Hard Arcana | You can remove 1 curse from a cursed item. | Hexing |
| Purify Object | 6 Soul | touching range | instant | Normal Arcana -2 | You can remove a curse from an object. A fail curses you. | Revoke Curse |
| Revoke Curse | 4 Soul | touching range | instant | Normal Arcana | You can remove the curse from a person. A critical fail curses you. | Identify Curse |
| Runic Tech Repair | N/A | 1 item | 1 hour or more | Normal Arcana | You can repair runic tech as long as you have what you need to repair it with. | Repair ability and Arcane Crafting ability |
| 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 |
| 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 Swap | 8 Soul | self and familiar | instant | Hard Nature -2 | You can swap places with your familiar. | Familiar Sight |
| 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 |
| 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 |
| 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 |
| 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 |
| Shield Wall | self | self and any affected allies | 1d4 rounds | Normal Defense | You hold your shield in front of you and duck behind it, making the shield like a wall. While behind the shield wall you cannot move, however any attacks that target you must first get past the shield wall. This increases your Physical and Magical Armor by 2, making it harder to hit you. If any of your allies use this with you and are next to you, a more secure wall is formed further increasing Physical and Magical armor by 1 for everyone involved. | Shield equipped |
| 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 |
| Self Certainty | N/A | You set your own alignment based on your own religious views. | N/A | |||
| Familiar Transform | 10 Soul | self | 1d10 rounds | Impossible Nature | You transform into a carbon copy of your familiar, having your familiar's stats and skills as well as your skills. | Familiar Swap |
| 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 |
| 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 |
| Detection Sense | 2 Soul | self | 1 hour | Normal Perceive | You will know that someone or something has detected your presence. This prevents you from being ambushed. | Cover Tracks |
| Nature's Nurturing | 4 Soul | self | 1 day | Normal Nature | You will regain 1d4 Vitality, Soul, and Power every hour or every round in battle as long as you are in a natural place. | 3 ranger skills and 2 ranger abilities |
| 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 |
| Cursed Knight | N/A | Your attacks are permanently increased by your morality dark points + 10% as a percentage. So if you have 5 dark points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Blessed Knight | N/A | Your attacks are permanently increased by your morality light points + 10% as a percentage. So if you have 5 light points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Dogma Certainty | N/A | Your church sets your alignment, not society. | N/A | |||
| Spirit's Shield | 20 Soul | Your shield is enhanced by your spirit allowing you to double the effects of Blessed Aura. |
N/A |
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| Soul's Shield | 20 Soul | Your shield is enhanced by your spirit allowing you to double the effects of Cursed Aura. | N/A | |||
| 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 |
| 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 |
| Druid Speech | 10 Soul | Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. |
Level 1: 20%, 10% chance; 10 Soul Level 2: 40%, 20% chance; 20 Soul Level 3: 60%, 30% chance; 30 Soul Level 4: 80%; 40% chance; 40 Soul |
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| 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 |
| 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 |
| Soul's Weapon | 20 Soul | Your weapon is enhanced by your soul allowing you to double the effects of Cursed Knight. | N/A | |||
| Spirit's Weapon | 20 Soul | Your weapon is enhanced by your spirit allowing you to double the effects of Blessed Knight. | N/A | |||
| Disarm Chance | 5 Endurance | 10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Runic Sonata | 10 Soul |
Adds runic elemental effect to Sickening Tones.
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N/A: only one level | |||
| Runic Shuffle | 10 Soul |
Adds runic elemental effect to Tap Dance.
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N/A: only one level | |||
| Conversion | 5 Soul |
The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points. Neutral Alignment |
Level 1: 5 Soul = 2 moral points Level 2: 5 Soul = 4 moral points Level 3: 5 Soul = 6 moral points Level 4: 5 Soul = 8 moral points |
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| Armor Proficiency | N/A |
+1 to Evade, +1 to Defense and Spirit per level of mastery when wearing the armor type you are proficient in. This skill also grants the ability to different armor types if you are proficient in them. The armor types are:
Each armor type is its own skill. |
Level 1: +1 Level 2: +2 Level 3: +3 Level 4: +4; removes any profession armor handicap |
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| Iron Will | 15 Soul |
+10 to Will and an extra +5 to Influence per level of mastery for 1 day. Neutral Alignment |
Level 1: +10, +5; 15 Soul Level 2: +20, +10; 30 Soul Level 3: +30, +15; 45 Soul Level 4: +40, +20; 60 Soul |
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| Reviving Hands | 10 Soul |
15% chance to revive the recently incapacitated by touch. The target must have greater than -10 Vitality left and this skill must be used within 3 rounds of incapacitation to work. If used against the undead, including spirits, there is a 15% chance that the undead target will cease movement, basically being dead again. Increase chance by 5% of a priest of Nikolai. Light Alignment |
Level 1: 15%; 10 Soul Level 2: 25%: 20 Soul Level 3: 35%; 30 Soul Level 4: 45%; 40 Soul |
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| Maddening Temptation | 20 Soul |
Component Cost: 1 Snake Grass and 2 Black Lichen With this summon you call upon the lord of the shadow realm, Joasri, for help. The great trickster responds by whispering into the minds of all but the arcessomancer, asking for a sacrifice of 50 HP, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 100 Vitality. If they refuse, the will continue to attack themselves and hallucinate for the next 3 rounds (4 rounds total). Allies can be spared if the arcessomancer spends double the stat and component costs. |
N/A | |||
| Whispers of the Dark | 10 Soul |
Component Cost: 2 Black Rose Petals With this summon you call out into the spirit realm, begging any who might be listening for aid. Voices begin to whisper to everyone on the battlefield, telling them things that could either increase or decrease their attacking power. The arcessomancer will get an increase of 50% to melee, throw, bow power and runic energy regardless. Everyone else must make a luck check, with the allies of the arcessomancer getting a 20 point bonus. If they succeed at the luck check, they get the same 50% bonus to their melee, throw, bow power and runic energy. If they fail, their melee, throw, bow power and runic energy is cut in half. Once the summon's duration of 1d4 rounds ends, all returns to normal. |
N/A | |||
| The White Firmament | 30 Soul |
Component Cost: 2 Moon Flowers, 1 Chaos Hydra Tongue, 1 Bog Dragon Tongue, and 2 vials of Bog Dragon's Blood The beings of light from the realm of light descend upon the battlefield. They whisper into everyone's ears except the arcessomancer. Allies must make a will check while enemies must also make a will check but have your runic energy as a penalty. If they succeed, nothing happens. If they fail, their soul gladly leaves their body and they are dead. |
N/A | |||
| Wind's Reckoning | 30 Soul |
Component Cost: 2 Moon Flowers, 1 Chaos Hydra Tongue With this powerful summon you call upon the power of the 4 Winds to stop your enemies. Everyone who is not a worshiper of the winds, including the arcessomancer, must roll a 1d6. Rolling a 5 or 6 freezes the target in place for 1d3 rounds, making the target unable to move or act. Rolling a 3 or 4 damages the target by 8d% magic damage. Rolling anything else spares the target. If anyone is a worshiper of the winds, they are immediately spared. |
N/A | |||
| The All Seeing | 30 Soul |
Component Cost: 4 Zodo's Eye Orchid, 2 Pig's Heart, 1 Dragon's Eye, and 2 vials of Magma Dragon's Blood With this mighty summon you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This summon's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the arcessomancer a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the arcessomancer. It will further cause great fear in every target, decreasing all of their attacks by half and making them avoid the arcessomancer at any cost. |
N/A | |||
| Ancestral Empowerment | 10 Soul |
Component Cost: 1 Arrow Root and 1 Blue Grass With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. You are given a +10 bonus to your skill, spell, and stat checks, -10 penalty if you have angered your ancestors. Once the summon's duration of 1d8 rounds is done, you return to normal. |
N/A | |||
| Realm Traveler | 20 Soul |
Component Cost: 1 Black Lichen and 2 Purple Haze Lilies With this summon you call out to Nikolai for aide. He arrives upon the battlefield, ready and willing to help the arcessomancer, but is ever confused about who is the enemy. Each round of the summon he will approach a random single target and ask for 20 Soul. If the target agrees, the target will be left alone for that round. If the target refuses, Nikolai will attack the target, doing 4d% magical damage to the target instantly. After 1d6 rounds Nikolai will disappear. |
N/A | |||
| Otherwordly Magic | 5 Soul |
Component Cost: 1 Black Rose Petal With this summon you call upon the magic of the other realms of existence to empower your own magic. With this your magic spells immediately become non-elemental and they do 25% more damage or have a 25% greater healing effect. Basically it is like your magic has become strong against every element, even your own. This removes the negatives against elements you are weak against and removes the chances of immunity. Once the summon's duration of 1d6 rounds is over, your magic returns to normal. |
N/A | |||
| Haunting of the Lost | 5 Soul |
Component Cost: 1 Bog Beacon Mushroom With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This decreases their melee power by ½ for 1d4 rounds. |
N/A | |||
| Ancestral Blessing | 5 Soul |
Component Cost: 1 Faded Hope Willow Leaf With this summon you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing your Melee, Bow, Throw Powers and Fortitude by 25% temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that. |
N/A | |||
| Nature's Nuturing | 5 Soul |
Component Cost: 1 Fairy's Stool Mushroom With this summon you call upon the spirit of mother nature, Ova, to aide you and your friends in battle. She does so by steadily and slowly restoring your lost life. This provides a small regenerative effect that restores 4 Vitality per round for you and you allies for 1d10 rounds. The effect is stackable. |
N/A | |||
| Solara's Empowerment | 5 Soul |
Component Cost: 1 Fire Lichen With this summon you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also have your melee, and throw bonuses increased by 25% for the duration of the summon. If you are not a worshiper of the winds, there is a 30% chance that she will not answer your summon. Those with a dark alignment are ignored. The effects last for 1d4 rounds. |
N/A | |||
| Nature's Wrath | 20 Soul |
Component Cost: 1 Morning Glory and 1 Sun Flower With this summon you call upon the spirit of mother nature, Ova, to smite your enemies. She does so by calling up a great tornado. All enemy targets must make a strength check with the arcessomancer's runic soul as a penalty. If the targets fail, they are wiped clean from the battlefield and the area. If they succeed, they will take the arcessomancer's Runic Energy x 20 magic damage. |
N/A | |||
| Season's Warrior | 25 Soul |
Component Cost: 1 Morning Glory, 1 Sun Flower, and 1 Moon Flower With this summon you call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d20 non-stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 30% of any physical or magical damage. Tyria increases your reflexes increasing your evade and react stats by 25%. If you are a worshiper of the winds, all the bonuses are increased by 50%. After 1d6 rounds you return to normal. |
N/A | |||
| Arcane Recreation | 5 Soul |
Component Cost: 1 Purple Haze Lily and ½ pound Falgaa Bird Meat With this summon you call upon the power of creation to make things new again. With each use of this summon, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this summon will be required. |
N/A | |||
| Realm Reaching | 10 Soul |
Component Cost: 1 Specter Daisy and 1 vial Black Maple Sap With this summon you attempt to call forth a power from the Shadow Realm to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear into the Shadow Realm and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your total melee damage is divided among all of the enemy targets but the shock of seeing your hand come out of no where has a 30% chance of dazing each enemy target for a round. There is a 10% chance that you and your allies will be dazed for a round from shock as well. |
N/A | |||
| Eros's Curse | 15 Soul |
Component Cost: 1 vial Black Viper Blood and 1 Viper Grass With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. If you are of a light alignment, there is a 30% chance he might ignore you and a 5% chance he might affect you or any of your light alignment allies with the power of this summon as well. Otherwise if you are light alignment you will receive 1 dark morality point. This summon lasts for 1d6 rounds. |
N/A | |||
| Soul of Legend | 15 Soul |
Component Cost: 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip With this summon you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have light moral points. This holy power causes you to do 25% more damage against those with dark moral points and double damage against the undead and demons. This summon works for anyone as long as they have at least one light moral point, alignment classification doesn't matter. The increased damage works against anyone with any dark moral points, even if they are neutral. The arcessomancer will have his or her light moral points increase by one with each use of this summon, for a maximum gain of 5. After 1d4 rounds the weapons return to normal. |
N/A | |||
| Soul of Forsaken | 15 Soul |
Component Cost: 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid With this summon you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 25% more damage against those with light moral points and double damage against those who are worshipers of El Anon. This summon works for anyone as long as they have at least one dark moral point, alignment classification doesn't matter. The increased damage works against anyone with any light moral points, even if they are neutral. The arcessomancer will have his or her dark moral points increase by one with each use of this summon, for a maximum increase of 5. After 1d4 rounds the weapons return to normal. |
N/A | |||
| Zephyr's Enchantment | 10 Soul |
Component Cost: 1 Yellow Cap Mushroom With this summon you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyone of a neutral or positive alignment's battle movement, giving those of a dark alignment a decrease by half if they are in your party. It also grants everyone in the party an additional attack action regardless of alignment. If you are a worshiper of the winds, you will also get an additional move action. After 1d4 rounds, you all return to normal. |
N/A | |||
| Answers The Divine | 30 Soul |
Component Cost: 10 Kymara's Tear Tulips and 5 Morning Glories You summon the divine god or goddess that you worship and that being appears on the battlefield. The god or goddess will grant you one wish that will only last the duration of the battle and then disappears. The wish can be anything but will disappear once the battle is over. |
N/A | |||
| Nature's Armor | 10 Soul |
Component Cost: 2 Almonds With this summon you call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a defense and spirit of 15 The armor falls off and disappears after 1d4 rounds. |
N/A | |||
| Black Flame | 20 Soul |
Component Cost: 2 Black Rose Petals and 1 Fire Lichen With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 15d12 non-elemental magic damage increased by your runic energy. If you are a worshiper of Zodo, you get an additional 3d20 and an increase of 25% to your runic energy. You can use this as a support attack skills, spells, and actions for the next 1d8 rounds. This summon will increase your dark moral points by 1 for a maximum increase of 5. |
N/A | |||
| Ancient Summoning | 25 Soul |
Component Cost: 2 Dragon's Eyes and 3 vials of Bog Imp's Blood With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack 4d% damage per hit. The spiritual flame will do 3d% + 20 magic damage. Once the summon's duration is over, the ancient beast will disappear. |
N/A | |||
| Cataclysm's Call | 30 Soul |
Component Cost: 2 Dragon's Eyes, 2 Chaos Hyrda Claws, 1 Chaos Hydra Heart, and 1 Chaos Hydra Scale With this powerful summon you call upon all of the spirits whose lives were lost through cataclysm. All at once the terrible and frightful energy of all those lost during a terrible global tragedy rushes the battlefield. Roll 1d6. The number rolled is how many 1d6's each enemy target must roll, rolling 6 on one is instant death. If no 6's are rolled, total the number rolled and multiply your Runic Energy against that for damage that cannot be protected against dealt to that target's HP. |
N/A | |||
| Cries of the Damned | 15 Soul |
Component Cost: 2 Ghost Orchids and 1 Skull Cap Mushroom With this summon you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the arcessomancer, causing all to need to make will checks. Those who fail to make will checks will be stunned for the first round and be inflicted with fear for the duration of the summon. The arcessomancer can help his or her allies to avoid this fate by spending an extra 20 Soul per ally they wish to protect. This summon lasts for 1d4 rounds. |
N/A | |||
| Spiritual Host | 20 Soul |
Component Cost: 2 Kymara Tear Tulips and 2 vials of Manna Rose Nectar With this summon you call upon the holy realm, inviting your body as a vessel for a holy being to use. A holy seraphim being takes possession, doubling your Vitality, Soul, Endurance, and Power. Your runic energy is also increased by 50% and your attacks do an extra 50% more damage to anything of a dark alignment. You are also immune to any status effects, positive or negative. The possession lasts for 1d8 rounds. |
N/A | |||
| Angelic Summoning | 25 Soul |
Component Cost: 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood With this mighty summon you call upon holy seraphim to come and assist you and your allies in battle. A powerful seraphim comes forth to fight along side you and your allies. Each round the seraphim will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack deals 6d% damage. The holy light will do 5d% magic damage to normal targets or 8d% magic damage to the undead or targets with dark alignment. OAfter 1d8 rounds the seraphim will disappear. If you are not of a light alignment the summon will not work. |
N/A | |||
| Tyra's Blessing | 20 Soul |
Component Cost: 2 Manna Rose Petals With this summon you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2, regardless of alignment. If you are a worshiper of the winds, she grants you an addition attack and defense action. Because Tyria is neutral, she takes some pitty on the enemies, doubling their battle movement rates, tripling them if they worship the winds. Once the duration of the summon is over, all returns to normal. |
N/A | |||
| Nature's Blessing | 15 Soul |
Component Cost: 2 Spotted Mold and 1 Faded Hope Willow Leaf With this summon you call upon the power of Ova to bless you and your friends. She responds by giving you all a regeneration effect on your Soul, Endurance, and Power of 5 per round, which does stack if called upon again. The summon lasts for 1d10 rounds. |
N/A | |||
| Trickster's Gambit | 30 Soul |
Component Cost: 2 Spotted Mold and 1 Faded Hope Willow Leaf With this summon you call upon the power of the lord of shadows, Joasri, in your moment of need. Joasri leaves it all to chance, coating everyone on the battlefield with his power. Everyone including you must roll a 1d6. Whoever rolls anything except 5 or 6 will have their Vitality fully restored and their Soul and Endurance restored by 30% of their max Soul and Endurance. Whoever rolls 5 or 6 though are instantly killed. This affects everyone, allies, enemies, and yourself. |
N/A | |||
| Flood of Light | 25 Soul |
Component Cost: 2 Sun Flowers and 3 Morning Glories With this mighty summon you call upon the Light Realm for assistance. Brilliant white light floods the battlefield. All enemies are dealt 2d% damage and are blinded for 1d6 rounds. The arcessomancer and his or her allies are unharmed. |
N/A | |||
| Xodod's Gift | 25 Soul |
Component Cost: 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood With this summon you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 3d%. After 1d6 rounds your weapon returns to normal. |
N/A | |||
| Light's Providence | 15 Soul |
Component Cost: 3 Almonds With this summon you call for help to withstand possession and mind alteration, and that is what you gain. During the rest of the battle, you cannot be controlled. |
N/A | |||
| Riddles in the Light | 10 Soul |
Component Cost: 3 Bog Beacon Mushrooms With this summon you call upon the powers of the light realm for aide. The light responds, granting all of your allies a boost of double their melee power, throw power, bow power, and runic energy if you agree to sacrifice half of your melee, bow, throw powers, and runic energy. Those who are of a positive alignment, including enemies, will get a bonus of 20% to all main stats for the summon's duration. Once the summon's duration of 1d6 rounds is up, all return to normal. |
N/A | |||
| Norvus & Ova | 30 Soul |
Component Cost: 3 Dragon's Eyes and 3 vials of Bog Imp's Blood With this you summon the god of the earth Norvus and the goddess of nature Ova. They join the battle, after each allies turn either Norvus or Ova will act. Norvus will repeat any attack increased by 20%. Ova will repeat any supportive action or spell increased by 20%. At the end of 1d6 rounds both will attack the enemies making them all roll for an instant death check (1d6 with 6 = death). |
N/A | |||
| Ancestral Rage | 15 Soul |
Component Cost: 3 Fire Lichen With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 3d% increased by your Runic Energy magical damage to every enemy target. If you are a vigilant observer of your ancestors and they are proud of you, your Runic Energy will be doubled for this attack. |
N/A | |||
| Ancestral Protection | 20 Soul |
Component Cost: 3 Imp Skulls With this summon you call forth the spirit of your ancestors to protect you and your friends. For 1d6 rounds, all physical damage dealt to you and your friends is reduced by 30% and it is redirected back at the attacker so that the attacker receives half the damage it causes. |
N/A | |||
| Ectoplasmal Flood | 25 Soul |
Component Cost: 4 vials of Ectoplasm With this summon you call upon the spiritual realm for help in battle. The spirit realm opens up and a wave of ectoplasm rolls across the battlefield, doing instantly 2d% + 4d20 magic damage to all enemy targets and poisoning them for 1d20 Vitality poison damage. You and your allies are safely enclosed in spiritual bubbles until the flood is gone. |
N/A | |||
| Mighty Hurricane | 25 Soul |
Components Cost: 2 Moon Flowers and 3 Bog Beacon Mushrooms A terrible, screaming, miniature hurricane roars its way onto the battlefield and batters it with high winds, heavy rain, and a massive flood. It deals 5d% damage to all enemies. Allies and arcessomancer are protected. |
N/A | |||
| Chi Element | 15 Soul |
A 3x3 space aura around the user that causes effects based on the user's element.
|
Level 1: Fire 10, Earth 20%, Air 15%, Water 10, Life 15%, Death 1d20, Time 15%, Space 10%; 15 Soul Level 2: Fire 20, Earth 40%, Air 30%, Water 20, Life 30%, Death 2d20, Time 30%, Space 20%; 30 Soul Level 3: Fire 30, Earth 60%, Air 45%, Water 30, Life 45%, Death 3d20, Time 45%, Space 30%; 45 Soul Level 4: Fire 40, Earth 70%, Air 60%, Water 40, Life 60%, Death 4d20, Time 60%, Space 40%; 60 Soul |
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| Energy Enrichment | N/A |
Able to spend stat points into potions to increase their effect.
|
Level 1: 2 stat restore in potion Level 2: 4 stat restore in potion Level 3: 6 stat restore in potion Level 4: 8 stat restore in potion |
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| Elemental Awakening | 10 Soul |
Allows you to create and awaken an elemental representative of your element.
|
Level 1: Runic Elemental; 10 Soul Level 2: Runic Construct; 20 Soul Level 3: Runic Avatar; 30 Soul |
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| Exorcise | 10 Soul |
Allows you to free people from possessions by using your Will with a +10 bonus. If you are a priest of Kymara, increase your bonus with your Runic Soul. Light Alignment |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| Point Market | N/A |
Buy or sell character points in point markets. Buy 1 character point for 50 shillings. Sell 1 character point for 25 shillings. The worth of character points increases per level, so at level 4 you would get to buy 4 character points for 50 shillings or sell 0.25 character points for 25 shillings. You can use Haggle with this skill. Please Note: You will not gain extra character points for using this skill.You will however gain the extra character points for using Haggle. |
Level 1: Buy 1 cp for 50 shillings, sell 1 cp for 25 shillings Level 2: Buy 2 cp for 50 shillings, sell 0.75 cp for 25 shillings (1 cp for 31.25) Level 3: Buy 3 cp for 50 shillings, sell 0.5 cp for 25 shillings (1 cp for 37.50) Level 4: But 4 cp for 50 shillings, sell 0.25 cp for 25 shillings (1 cp for 43.75) |
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| Sense Alignment | 5 Soul |
Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment. Neutral Alignment |
N/A: only one level | |||
| Sense Emotion | 5 Soul |
Can sense emotion of target within 10 feet of you. If a priest of Taal double the range, sense intent as well. Neutral Alignment |
N/A: only one level | |||
| Detect Lies | 5 Soul |
Can tell if someone is lying to you by making a Perceive check with a +10 to Perceive. Neutral Alignment |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
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| Elemental Status Effect | 20 Soul |
Causes a status effect based on your runic element when you crit.
|
N/A | |||
| Curse of Tongues | 40 Soul |
Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds. Neutral Alignment |
N/A: only one level | |||
| Negative Energy | 5 Soul |
Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds. If you are a priest of Joasri increase the penalty by 1d4. Dark Alignment |
Level 1: -5; 5 Soul; 2 rounds Level 2: -10; 10 Soul; 4 rounds Level 3: -15; 15 Soul; 6 rounds Level 4: -20; 20 Soul; 8 rounds |
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| Misreading the Scriptures | 10 Soul |
Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round. A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4. Dark Alignment |
Level 1: -5; 10 Soul Level 2: -10; 20 Soul Level 3: -15; 30 Soul Level 4: -20; 40 Soul |
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| Fear | 10 Soul |
Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Energy as a penalty to their will check. Dark Alignment |
N/A: only one level | |||
| Spirit Armor | 10 Soul |
Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds. If a priest of Zodo increase spirit by 1d6. Neutral Alignment |
Level 1: +5; 10 Soul Level 2: +10; 20 Soul Level 3: +15; 30 Soul Level 4: +20; 40 Soul |
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| Rune Stone Theory | N/A |
Create rune stones and use rune stones more effectively, including applying effects before mastery. Basically, with this skill you can do the following:
|
N/A: only one level | |||
| Special Weapon Damage | N/A |
Critical Hit automatically inflicts special weapon damage based on the weapon attack type. Special Weapon Damages:
Weapons may also have special weapon damages listed that can apply here. |
Increase dice rolls by 1 for inflicted status effects per level. For example, level 2 slashing will cause 2d6 bleeding damage and level 3 piercing will cause 3d4 bleeding damage and 3d10 wound damage. | |||
| Religious Might | N/A |
Damage done against opposite alignment targets doubled and always crit. Either Light Alignment or Dark Alignment - cannot be neutral |
N/A: only one level | |||
| Elemental Cannon | 5 Soul |
Different effects depending upon runic element.
|
Level 1: +10, 10%; 5 Soul Level 2: +20, 20%; 10 Soul Level 3: +30, 30%; 15 Soul Level 4: +40, 40%; 20 Soul |
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| 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 |
| 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 |
| Holy Hands | 25 Soul |
Either remove the effects of poison by touch or cause 1d6 Vitality poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8. Neutral Alignment |
N/A: only one level | |||
| Spiritual Glow | 4 Soul |
Gives the target a -5 Will penalty against you when you are using Glamour. Neutral Alignment |
Level 1: -5; 4 Soul Level 2: -10; 8 Soul Level 3: -15; 12 Soul Level 4: -20; 16 Soul |
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| Spiritual Communication | 2 Soul |
Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous. Neutral Alignment |
N/A: only one level | |||
| Positive Energy | 5 Soul |
Grants self and those in 3x3 area +5 to any skill roll or stat check while in the area of effect. The area of effect lasts for 1 round. If you are a priest of Nikolai increase the bonus by 1d4. Light Alignment |
Level 1: +5; 5 Soul; 1 round Level 2: +10; 10 Soul; 2 rounds Level 3: +15; 15 Soul; 3 rounds Level 4: +20; 20 Soul; 4 rounds |
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| Gift of Tongues | 40 Soul |
Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. Double the duration if you are a priest of the Four Winds. Light Alignment |
N/A: only one level | |||
| Religious Sanctuary | 10 Soul |
Grants self and those in a 3x3 area +10 to Will against possession, fear, and rage for 1d4 rounds. If you are a priest of Kymara, increase the bonus by 1d6 and the area of effect by 1. Neutral Alignment |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
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| Reading the Scriptures | 30 Soul |
Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds. Double duration and area of effect if you are a priest of Kymara. Light Alignment |
N/A: only one level | |||
| Inner Peace | N/A |
Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you. Neutral Alignment |
N/A: only one level | |||
| Weapon Mastery | 4 Endurance |
Increase attack value, hit chance, and critical by 10% with chosen weapon. The Weapon Types are:
Each attack type is its on skill and you would have to level up each one individually. |
Level 1: 10%; 4 Endurance Level 2: 20%; 8 Endurance Level 3: 30%; 12 Endurance Level 4: 40%; 16 Endurance |
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| Martial Attack Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Attack Type Proficiency - Thief | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each attack type is its on skill and you would have to level up each one individually. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Attack Type Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each attack type is its on skill and you would have to level up each one individually. Just because you have an attack type slashing at level 3 you won't also have piercing at level 3. When you acquire piercing it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Weapon Proficiency | N/A |
Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:
Each weapon type is its own skill and must be acquired and leveled up separately. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Weapon Proficiency | N/A |
Increase the attack value of your chosen weapon type by 10% per level. The Weapon Types are:
Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Increased Spoils | N/A |
Increase the end of session character point reward, found treasures, and any money found by 20%. Please Note: You will not gain extra character points for using this skill. |
Level 1: 20% increase Level 2: 40% increase Level 3: 60% increase Level 4: 80% increase |
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| Martial Weapon Proficiency | N/A |
Increases the attack value of your martial arts weapon by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. The Martial Arts Weapons are:
Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Item Combination | N/A | self | instant | Easy Insight |
Lets you combine a number of items to make a new item:
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N/A |
| Intimidation | 5 Soul |
Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour. Neutral Alignment |
Level 1: +3, -3; 5 Soul Level 2: +6, -6; 10 Soul Level 3: +9, -9; 15 Soul Level 4: +12, -12; 20 Soul |
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| Sigil Identify | 10 Soul |
Recognize and understand the meaning of a sigil and to what deity or religion it belongs to. Neutral Alignment |
N/A: only one level | |||
| Calming Aura | 10 Soul |
Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA. Neutral Alignment |
N/A: only one level | |||
| Warped Space | 30 Soul |
Removes the use of 2 random action types from all targets that are in a 3x3 space area around you. This area of effect lasts for 1d3 rounds and those targets suffer the loss of 2 random action types each round they are in that area, with the action types being chosen by a 1d4 rolled twice each round.
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N/A | |||
| Prayer | 45 Soul |
The effects of this skill depend largely upon your character's deity. This can only be used once a battle. Arameas: targets with negative alignments will receive Runic Energy Vitality damage. Targets with positive alignments will restore Vitality, Soul, and Endurance by Runic Energy. Those with neutral alignments are ignored. Light Alignment El Anon: You and your allies armor and weapons restored, enemies dazed for 1d6 rounds and you and allies will not have to roll to hit for 1d6 rounds. Neutral Alignment Joasri: The great trickster responds by whispering into the minds of all but the priest, asking for a sacrifice of 100 vitality, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 200 vitality. If they refuse, the will continue to attack themselves and hallucinate for two more rounds. Dark Alignment Kymara: You and your allies Vitality, Soul, and Endurance is restored by 1.5 x your runic energy, any possessions, negative status effects, and mind control is removed as well. Ky'Yurei may (with luck check) embody the priest's weapon doubling its attack power and causing instant death to anyone of a negative alignment for 1d6 rounds. Light Alignment Nikolai: Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 12d% damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The priest and his or her allies are unharmed. Light Alignment Norvus: Spiritual energy washes over you increasing your Strength and Fortitude by your runic energy temporarily for 1d6 rounds. Neutral Alignment Ova: You call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a Defense and Spirit of 1d% for 1d6 rounds. Neutral Alignment Spector: You call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely. Any other number is multiplied by 1d20 (per target) and dealt against them as vitality damage. Neutral Alignment The Four Winds: You call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d10 stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes letting you make a second attack action. This all lasts for 1d6 rounds. Neutral Alignment Zodo: Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d%. Once the duration of the summon is over, your weapon returns to normal. This lasts for 1d6 rounds. Dark Alignment Taal: All enemy targets must roll a 1d6. If the target rolls a 6, the target falls instantly asleep, and is unable to awaken for a for 1d6 rounds, no matter what happens to the target. Light Alignment |
N/A: only one level | |||
| 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...
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N/A |
| Summoning | 45 Soul |
This powerful skill allows you to summon forth a spiritual being. Depending upon your Will check, the summoning can vary.
Neutral Alignment |
N/A: only one level | |||
| 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:
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N/A |
| Stand Your Ground | 2 Power | self | 1d6 rounds | Easy Brace |
Unable to be knocked down or moved when standing still. |
N/A |
| Laying Hands | 5 Soul |
You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai. Healing the target only is considered Light Alignment Healing and Harming is considered Neutral Alignment |
Level 1: 1d6; 5 Soul Level 2: 2d6; 10 Soul Level 3: 3d6; 15 Soul Level 4: 4d6; 20 Soul |
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| Inflict Wounds - Bow | N/A | Critical hit with bow & arrow or crossbow inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6+1 Level 2: 2d6+1 Level 3: 3d6+1 Level 4: 4d6+1 |
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| Darkness Sprint | N/A |
Dark Elves are masters at moving quickly in the darkness. Their movements are increased in dark environments. If they sprint when in dark environments, their movements are doubled. World: + 1d10 at night Battle: +4 in darkness or at night Adventure Actions: +5 if no light |
Level 1:
Level 2:
Level 3:
Level 4:
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| Chop Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against chopping attacks. | N/A |


