Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| Pick Locks | 4 Soul | Pick Locks using lockpicks. Level of mastery determines the difficulty level of the lock that you can pick. You must roll a 1d6 with every use of this skill, with a 6 = broken lock pick. |
Level 1: Level 1 lock; 4 Soul Level 2: Level 2 lock; 8 Soul Level 3: Level 3 lock; 12 Soul Level 4: Level 4 lock; 16 Soul |
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| 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 |
| 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 |
| 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 |
| 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 |
| Store Master | N/A | Operate a store making Luck increased by 25% (Luck x 1.25) in shillings per game week. |
Level 1: Luck x 1.25 Level 2: Luck x 1.50 Level 3: Luck x 1.75 Level 4: Luck x 2 |
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| 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 |
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| Point Blank | 4 Soul | No need to roll to hit target if within 1 space of target. Total damage is increased by 10% per level of mastery. |
Level 1: 10%; 4 Soul Level 2: 20%; 8 Soul Level 3: 30%; 16 Soul Level 4: 40%; 20 Soul |
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| 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 | |||
| Sneak | 4 Endurance | Move about without being noticed once you've already hidden. -5 to enemy's perceive. |
Level 1: -5; 4 Endurance Level 2: -10; 8 Endurance Level 3: -15; 12 Endurance Level 4: -20; 16 Endurance |
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| 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 | |||
| 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 |
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| 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 | |||
| 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 |
| 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 |
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| 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 |
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| Pick Pocket | 2 Soul | Lift money or other bagged items from target without getting noticed. +5 to Luck Check. |
Level 1: +5; 2 Soul Level 2: +10; 4 Soul Level 3: +15; 6 Soul Level 4: +20; 8 Soul |
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| Mix Potions | N/A | Lets you mix a number of potions based on mastery to make a new combined potion. |
Level 1: Mix 2 potions Level 2: Mix 3 potions Level 3: Mix 4 potions Level 4: Mix 5 potions |
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| 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 |
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| 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 |
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| 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 |
| Design Improvement | N/A | Lets you improve blueprints based on level of mastery. |
Level 1: Level 1 improvement Level 2: Level 2 improvement Level 3: Level 3 improvement Level 4: Level 4 improvement |
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| 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 | |||
| Crafting | N/A | Lets you create weapons, armor, and other items based on level of mastery. |
Level 1: Level 1 crafting Level 2: Level 2 crafting Level 3: Level 3 crafting Level 4: Level 4 crafting |
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| Create Potions | N/A | Lets you create potions based on your level of mastery. |
Level 1: Level 1 potions Level 2: Level 2 potions Level 3: Level 3 potions Level 4: Level 4 potions |
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| 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 |
| Invention | N/A | Lets you create new designs from scratch. | N/A: only one level | |||
| 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 |
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| 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 |
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| Carving | N/A | Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. | N/A: only one level | |||
| 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 |
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| 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 |
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| 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 |
| Pin Target | 4 Power | 1 target within 1/2 movement range | 1d4 rounds | Normal Athletics | Jump onto target knocking target down. Hold target to the ground by being on top of target for the duration. Each round the target may make a hard athletics check to overpower you and escape your pin. | N/A |
| Split Kick | 4 Power | 1 target 1 space to the left and 1 target 1 space to the right | instant | Normal Athletics | Jump in the air, performing Focused Kick to both the left and right of you. | Focused Kick |
| 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 |
| Binding of the Natural Spirits | 4 Soul | touching range | instant | Normal Arcana | Inflict 1d4 poison or remove poison by touch. | Druid Speech |
| Mana Armor | 20 Soul | Increases your Magical Protection by your Runic Energy for 1d6 rounds. | N/A | |||
| Mortal Guard | N/A | Increases Vitality Save by 5 per level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Extra Arrow | 5 Endurance | Increases the shot by 1 arrow per level of mastery, losing 5 per arrow to your Hit Chance. So if you have and use Level 3 of this skill, you will shoot 4 arrows at once, but your hit chance will have a -20 penalty. |
Level 1: 1 extra arrow; 5 Endurance Level 2: 2 extra arrow; 10 Endurance Level 3: 3 extra arrow; 15 Endurance |
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| Bow Drawing | 10 Endurance | Increases the range of your bow by 1d6. Also increases your hit chance by 5 and damage by 1d6. |
Level 1: 1d6, 5, 1d6; 10 Endurance Level 2: 2d6, 10, 2d6; 20 Endurance Level 3: 3d6, 15, 3d6; 30 Endurance Level 4: 4d6, 20, 4d6; 40 Endurance |
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| Musical Instruments | 5 Soul | Increases the effects of singing or dancing by your runic energy. | N/A: only one level | |||
| Enhanced Weapon Poisoning | 10 Soul | Increases the effects of potions applied to weapons by 15% per level of mastery. |
Level 1: 15%; 10 Soul Level 2: 30%; 20 Soul Level 3: 45%; 30 Soul Level 4: 60%; 40 Soul |
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| 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 |
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| 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 |
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| 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 |
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| 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 |
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| +1d10 Damage | 2 Endurance | Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. |
Level 1: 1d10; 2 Endurance Level 2: 2d10; 4 Endurance Level 3: 3d10; 6 Endurance Level 4: 4d10; 8 Endurance |
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| 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 |
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| Long Gun Proficiency | N/A | Increases the attack value of your long gun by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Bow & Arrow Proficiency | N/A | Increases the attack value of your bow or crossbow by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| Potion Administration | N/A | Increases potion's effects when using it by 25%. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
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| Extra Piercing | 5 Endurance | Increases Piercing Rate by 5. |
Level 1: +5; 5 Endurance Level 2: +10; 10 Endurance Level 3: +15; 15 Endurance Level 4: +20; 20 Endurance |
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| Alla Breve Aria | 4 Endurance | Increases movement rates by 20% for those immediately around you (1x1 space area) for 1 hour. |
Level 1: 20%; 4 Endurance Level 2: 40%; 8 Endurance Level 3: 60%; 12 Endurance Level 4: 80%; 16 Endurance |
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| Runic Targeting | N/A | Increases Hit Targeting by 10% per level against elements you are strong against. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Magical Hit Empowerment | 10 Soul | Increases Hit Chance by 10% of Mental for 1d6 rounds. |
Level 1: 10%; 10 Soul Level 2: 20%; 20 Soul Level 3: 30%; 30 Soul Level 4: 40%; 40 Soul |
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| 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 |
| 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 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 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 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 |
| Projectile Proficiency | N/A | self | instant | Normal Crit | Increases Focus by 1 and projectile weapon damage by 1. | Must equip projectile weapon |
| 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 |
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| Chi Defense | 5 Soul | Increases defense by 10% of Runic Energy for that instance. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Plausible Deniability | 4 Soul | self | 1 hour | Normal Deception | Increases Deception by 2 to make it easier to deceive others. | Fast Talk skill |
| Runic Critical | N/A | Increases Critical Hit damage by Runic Energy + 1d20 against element you are strong against. |
Level 1: +1d20 Level 2: +2d20 Level 3: +3d20 Level 4: +4d20 |
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| 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 |
| 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 |
| 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 |
| Study Session | N/A | Increase your End of Session bonus by 1d20 per level of mastery. |
Level 1: 1d20 Level 2: 2d20 Level 3: 3d20 Level 4: 4d20 |
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| 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 |
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| World Move Empowerment | 5 Endurance | Increase World Move Rate by 10% of Speed for 1 day. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Carry | 1 Power | self | 1 hour | Normal Athletics | Increase weight limit by 50% for 1 hour. | N/A |
| Vitality Empowerment | 2 Soul | self | 1d6 rounds | Easy Focus | Increase Vitality by 1d10. | N/A |
| Vitality Empowerment | 5 Endurance | Increase Vitality by 10% of Strength for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Vitality Empowerment | 5 Endurance | Increase Vitality by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Vitality Empowerment | 5 Endurance | Increase Vitality by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Vitality Empowerment | 5 Soul | Increase Vitality by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Throw Power Empowerment | 5 Endurance | Increase Throw Power by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Space Saving | N/A | Increase the storage space by 15% per level of mastery. This increases the space that your storage devices can hold, whether it be bag, belt, or pocket. This is not for liquid storage, only for dry storage. Basically, you have learned how to pak things tighter and make more use of the available space that you can store more. |
Level 1: 15% increase in storage space. Level 2: 30% increase in storage space. Level 3: 45% increase in storage space. Level 4: 60% increase in storage space. |
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| Mark Up Value | N/A | Increase the sell value of an item by 1d20 as a percentage. |
Level 1: 1d20% Level 2: 2d20% Level 3: 3d20% Level 4: 4d20% |
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| 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 |
| 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 |
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| Runic Defense | N/A | Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
| 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 | |||
| Speed Empowerment | N/A | Increase Speed by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| 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 |
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| Ninja Speed | N/A | Increase Speed and React by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Soul Empowerment | N/A | self | 1d6 rounds | Hard Arcana | Increase Soul by 1d20. | Magic Break |
| Soul Empowerment | 5 Endurance | Increase Soul by 10% of Mental for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Runic Speed Empowerment | 5 Endurance | Increase Runic Speed by 1 for 1d6 rounds. |
Level 1: +1; 5 Endurance Level 2: +2; 10 Endurance Level 3: +3; 15 Endurance Level 4: +4; 20 Endurance |
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| Runic Rifle Soul Empower | 20 Soul | Increase runic rifle damage by Soul as a percentage. | N/A | |||
| 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% |
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| Resistance Empowerment | 5 Endurance | Increase Resistance by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Endure | N/A | Increase Resist by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Increase Resell Value | N/A | Increase resell value at 10% greater than purchase price. |
Level 1: 10% greater resell value Level 2: 20% greater resell value Level 3: 30% greater resell value Level 4: 40% greater resell value |
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| React Empowerment | N/A | Increase React by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| React Empowerment | 5 Endurance | Increase React by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| 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 |
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| Power Empowerment | 5 Endurance | Increase Power by 10% of Strength for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Power Empowerment | 5 Endurance | Increase Power by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| 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 |
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| Perceive Empowerment | 5 Soul | Increase Perceive by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| 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) |
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| Melee Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Martial Arts Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Melee Empowerment | 5 Endurance | Increase Melee Power by 10% of Strength for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| 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 |
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| Initiative Empowerment | 5 Soul | Increase Initiative by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Influence Empowerment | 5 Soul | Increase Influence by 10% of Will for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Targeted Throw | N/A | Increase Hit Targeting by 5 with each level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Hit Targeting Empowerment | 5 Endurance | Increase Hit Targeting by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Spell Slinger | N/A | Increase Hit Chance of spell by 10% per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Hit Chance Empowerment | N/A | Increase Hit Chance by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Martial Conditioning | N/A | Increase Fortitude by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| 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 |
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| Evade Empowerment | 5 Endurance | Increase Evade by 10% of Luck for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| 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 |
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| Ninja Reflexes | N/A | Increase Evade and Agility by 5 permanently as a modifier. However you cannot wear any armor. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Endurance Empowerment | 5 Soul | Increase Endurance by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Detect Empowerment | 5 Soul | Increase Detect by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
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| Detect Empowerment | 5 Endurance | Increase Detect by 10% of Luck for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| 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% |
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| 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 Empowerment | 5 Endurance | Increase defense by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Bullet Defense | N/A | Increase defense by +2 against piercing "bullet" attack from guns. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
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| Phantom Hunter | 3 Soul | Increase damage done against spirits by 25% per level of mastery. |
Level 1: 25%; 3 Soul Level 2: 50%; 6 Soul Level 3: 75%; 9 Soul Level 4: 100%; 12 Soul |
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| 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 |
| Empower Chi | 5 Soul | Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
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| Bow Drawing | 3 Power | self | instant | Normal Athletics | Increase bow range by 1d6, increase focus by 1 and damage by +1. | Aiming |
| Bow Empowerment | 5 Endurance | Increase Bow Power by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Runic Rifle Proficiency | N/A | Increase attack value by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Revolver Proficiency | N/A | Increase attack value by 10% for revolvers. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Slash Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against slashing attacks. | N/A |
| Pierce Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against Piercing attacks. | N/A |
| Bash Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against bashing attacks. | N/A |
| 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 |
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| Inner Chi | 2 Soul | self | 1d6 rounds | Normal Focus | Increase all of your damage you deal by your focus score. | Meditation |
| Agility Empowerment | 5 Endurance | Increase Agility by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Adventure Empowerment | 5 Endurance | Increase Adventurer Actions by 10% of Speed for 1d10 hours. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
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| Chi Arcobatics | 2 Soul | self | 1d6 rounds | Normal Focus | Increase Acrobatics by Focus. | Meditation |
| 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 |
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| 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 | |||
| 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 |
| 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 | |||
| 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 |
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| 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 |
| Appraisal | 5 Soul | Identify the value of an item by sight. | N/A: only one level | |||
| Identify Animal | 2 Soul | 1 target in sight | instant | Normal Nature | Identify animal, beast type, and vitality. | Animal Talk |
| 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 |
| 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 |
| 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 |
| 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 |
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| Assasination Hit | 8 Soul | weapon range affecting 1 target | instant | Impossible Critical | Hit kills target instantly | Stunning Hit |
| Staggering Hit | 2 Power | weapon range affecting 1 target | instant | Easy Critical | Hit dazes the target for 1 round. | 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 |
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| 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 |
| 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% |
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| Advanced First Aid | 20 Soul | Heals broken bones, impalement, and other serious conditions with First Aid. | N/A: only one level | |||
| Chi Heal | 4 Soul | self | instant | Normal Focus -2 | Heal your Vitality by your Focus trait. | Chi Defense |
| First Aid | 5 Soul | Heal wounds and restore 1d8 Vitality. |
Level 1: 1d8; 5 Soul Level 2: 2d8; 10 Soul Level 3: 3d8; 15 Soul Level 4: 4d8; 20 Soul |
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| Fatigue First Aid | 10 Soul | Heal 1d6 Fatigue with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| Awareness First Aid | 10 Soul | Heal 1d6 Awareness with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
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| Power First Aid | 15 Soul | Heal 1d10 Power with First Aid. |
Level 1: 1d10; 15 Soul Level 2: 2d10; 30 Soul Level 3: 3d10; 45 Soul Level 4: 4d10; 60 Soul |
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| 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 | |||
| Lore | 5 Soul | Grants you knowledge of the basic lore of the area. With this skill you can know the basic history and folk tales of the area, granting you the knowledge a common citizen of the area would have. This could be useful for helping you to blend in as someone who lives there, or to give you some idea of what kind of dangers and rewards you might expect to find. | N/A - there's only 1 level. | |||
| Racial Lore | 5 Soul | Grants you knowledge of races you encounter and their customs. This skill won't teach you their language, but it will make you aware of how the race typically reacts with outsiders and their customs and beliefs, which could help you not to get on their bad side. | N/A: only one level | |||
| Trap Knowledge | 5 Soul | Grants you knowledge of how traps work, giving you a +10 to Luck to disarm them. Because of this skill you understand traps better, this makes it more likely that you can disarm them without any issues thus the bonus. You still need to play out how you do so. |
Level 1: +10 to Luck to disarm traps safely; 5 Soul Level 2: +20 to Luck to disarm traps safely; 10 Soul Level 3: +30 to Luck to disarm traps safely; 15 Soul Level 4: +40 to Luck to disarm traps safely; 20 Soul |
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| 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 |
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| Kymara’s Solo | 6 Soul | Grants everyone in a 3x3 space around you a 1d20 modifier to Vitality and a +5 modifier to Vitality Save for 1 hour. |
Level 1: 1d20; 6 Soul Level 2: 2d20; 12 Soul Level 3: 3d20; 18 Soul Level 4: 4d20; 24 Soul *Saving Grace modifier doesn't increase... |
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| Cantata For Battle | 5 Soul | Grants everyone in a 3x3 space area around you +1d10 to Melee, Bow, Throw and Runic Energy for 1d6 rounds. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
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| Runic Profession | N/A | Grants elemental construct a profession to learn skills from. | N/A | |||
| A Concert for Zodo | 8 Soul | Grants anyone in a 4x4 space area around you a 1d6 Soul and Runic Energy. It also grants runic elemental dominance against any other target, even if the other target is of the same element. If both targets have this effects, the dominance cancels out. The effects last for 1d6 rounds. |
Level 1: 1d6; 8 Soul Level 2: 2d6; 16 Soul Level 3: 3d6; 24 Soul Level 4: 4d6; 32 Soul |
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| Norvus’s Performance | 5 Soul | Grants anyone in 3x3 space area around you +2 to Defense and Spirit for 1d6 rounds. |
Level 1: +2; 5 Soul Level 2: +4; 10 Soul Level 3: +6; 15 Soul Level 4: +8; 20 Soul |
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| 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 |
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| 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 |
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| Mana Weapon | 10 Soul | Gives your weapon an edge with your elemental properties, adding Runic Energy + 1d20 to attack. |
Level 1: 1d20; 10 Soul Level 2: 2d20; 20 Soul Level 3: 3d20; 30 Soul Level 4: 4d20; 40 Soul |
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| Dragon Kinship | 20 Soul | Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. |
Level 1: Dragon Speech; 20 Soul Level 2: Luck Chance for Aid; 40 Soul Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul |
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| Inner Knowledge | 15 Soul | Gives you a +10 to Mental per level of mastery for the day. |
Level 1: +10; 15 Soul Level 2: +20; 30 Soul Level 3: +30; 45 Soul Level 4: +40; 60 Soul |
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| Ignore Traps | 10 Soul | Gives you a +10 to Luck that traps won't work on you. Let's say you accidentally set off a trap. With this skill, you have a chance that the trap simply won't work. You got lucky and ignored the trap. This skill takes effect over Trap Setting, so even if someone used Trap Setting with this skill you could still have the trap not work against you. |
Level 1: +10 to Luck; 10 Soul Level 2: +20 to Luck; 20 Soul Level 3: +30 to Luck; 30 Soul Level 4: +40 to Luck; 40 Soul |
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| Skill Focus | 15 Soul | Gives you a +10 chance to successfully perform your skill. If this means making a stat check, you will have a +10 bonus to making that stat check, for example. |
Level 1: +10; 15 Soul Level 2: +20; 30 Soul Level 3: +30; 45 Soul Level 4: +40; 60 Soul |
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| Trap Setting | 5 Soul | Gives you +10 to Luck that your trap will work. Just because you set a trap doesn't mean that it will work or that the target will be caught by it. With this skill, you increase your odds that the trap will function as intended and that the target will be affected or caught by it. This is largely used out of battle, as you wouldn't have time to set a trap in battle, however, if you set the trap before battle and the trap is in the battle field, this skill's effect still plays out. You need to have the materials for the trap at hand, design the trap, and describe it and your intended effects. |
Level 1: +10 to Luck; 5 Soul Level 2: +20 to Luck; 10 Soul Level 3: +30 to Luck; 15 Soul Level 4: +40 to Luck; 20 Soul |
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| 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 |
| Bare Defense | 5 Endurance | Gives 1d12 as defense when defending. |
Level 1: 1d12; 5 Endurance Level 2: 2d12; 10 Endurance Level 3: 3d12; 15 Endurance Level 4: 4d12; 20 Endurance |
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| Quick Shot | 5 Power | self | instant | Normal React -2 | Get an extra shot with no skills used. | Bow Drawing |
| Extra Attack | 8 Power | self | instant | Impossible React | Get a full extra attack that you can use, including using skills. | Powered Blow |
| 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 | |||
| Item Rationing | N/A | Get +1 extra use from a single potion per level of mastery. |
Level 1: +1 use Level 2: +2 uses Level 3: +3 uses Level 4: +4 uses |
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| 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 |
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| 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 |
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| 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 |
| Block or Parry Chance | 5 Endurance | First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less. |
Level 1: 20, 5 Endurance Level 2: 40, 10 Endurance Level 3: 60, 15 Endurance Level 4: 80, 20 Endurance |
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| 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 |
| 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 |
| Enchanting | 6 Soul | 1 ally | 1 day | Hard Arcana | Enchant your ally with your runic element. Your ally will get a +1 to arcana and a +1d4 to runic power. Your ally will also gain your elemental bonuses to defense and offense, but none of the weaknesses. | Casting Strike |
| Mana Shield | 20 Soul | Empowers your shield with your Runic Energy against magic attacks for 1d6 rounds. | N/A | |||
| Tracking | N/A | Easily find and follow tracks up to 2 days old per level of mastery. |
Level 1: 2 days Level 2: 4 days Level 3: 6 days Level 4: 8 days |
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| 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 |
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| 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 | |||
| 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 | |||
| 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 | |||
| 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 | |||
| 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 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 |
| For the Clan | 5 Endurance | Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a reaction check with a 10 point bonus, or 20 point bonus by spending 10 SA. If the roll is a succeess, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. | N/A: only one level | |||
| That only counts as 1! | 5 Endurance | Dwarven warriors love combat and are very competitive. If they see their friend get a kill, and the dwarf is in attacking range without moving of another target, the dwarf will immediately make a basic attack with no melee power added. | N/A: only one level | |||
| 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 |
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| 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 |
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| 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 |
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| 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 |
| 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 | |||
| Dark Rage | 25 Soul | Double the effects of Rage Attack against enemies with a positive alignment. | N/A | |||
| Holy Rage | 25 Soul | Double the effects of Rage Attack against enemies of a negative alignment. | N/A | |||
| Targeting | 25 Soul | Double the effects of Hit Targeting Empowerment. | N/A | |||
| Wall Clinging | 2 Endurance | Deztunians can cling to walls and ceilings, allowing them to scale walls and walk on ceilings almost as effortless as walking. | N/A: only one level | |||
| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Lucky Throw | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the thrown attack. | Throw Empowerment |
| Lucky Shot | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the shot. | Bow Empowerment |
| Steady Hand | 5 Endurance | Decreases target's evade by 5 when using revolvers. |
Level 1: -5; 5 Endurance Level 2: -10; 10 Endurance Level 3: -15; 15 Endurance Level 4: -20; 20 Endurance |
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| Master Slashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed. | Advanced Slashing Proficiency |
| Master Piercing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed. | Advanced Piercing Proficiency |
| Master Chopping Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and chopping damage by 1d8. 1d8 bleeding out damage per round until healed. 10% chance of amputation if striking a limb. | Advanced Chopping Proficiency |
| Master Bludgeoning Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bludgeoning damage by 1d8. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1d3 rounds. 1d6 wound damage per round until cured. | Advanced Bludgeoning Proficiency |
| Master Bashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bashing damage by 1d10. Dazes target for 1d4 rounds following stun. Stuns target for 1d3 rounds. 20% chance to break bone of location hit. | Advanced Bashing Proficiency |
| Novice Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed. | Basic Slashing Proficiency |
| Basic Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases slashing damage by 1. | Must equip a slashing weapon. |
| Novice Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed. | Basic Piercing Proficiency |
| Basic Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases piercing damage by 1. | Must have a piercing weapon equipped. |
| Novice Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases chopping damage by 1d4. 1d4 bleeding out damage per round until healed. | Basic Chopping Proficiency |
| Basic Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases chopping damage by 1. | Must equip axe or chopping weapon. |
| Novice Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bludgeoning damage by 1d4. Dazes target for 1d4 rounds. Critical knocks target to the ground. 10% chance to knock air out of target rendering target stunned for 1 round. | Basic Bludgeoning Proficiency |
| Novice Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bashing damage by 1d6. Dazes target for 1d4 rounds. | Basic Bashing Proficiency |
| Basic Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bludgeoning damage by 1. | Must have a bludgeoning weapon equipped. |
| Basic Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bashing damage by 1. | Must equip a bashing weapon. |
| Trained Endurance | N/A | Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
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| Rationing | N/A | Decrease skill or spell stat costs by 15% per level of mastery. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Trick Hit | N/A | Deceive your target to hit decreasing target's evade by 5. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
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| Rage Attack (monk) | 8 Power | 1 space in front affecting 1 target | instant | Impossible Critical | Deal 1d6 focused punches on the one target. No critical attacks allowed. | Powered Blow |
| Staggering Shot | 5 Power | weapon range affecting 1 target | instant | Normal Critical -2 | Dazes the target for 1d4 rounds. | Bow Drawing |
| Shadow Warrior | N/A | Darkness is an ally to the dark elf. Whenever they are fighting in dark environments or at night, they receive a +5 to Melee Power, Throw Power, and Bow Power. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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| Dagger Berserk | 10 Endurance | Dark Elves are masters of the dagger, and can use daggers better than most other races. As long as the dark elf wields a dagger, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra attacks with your dagger, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
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| Shadow Hide | N/A | Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them. | N/A: only one level | |||
| Inflict Wounds - Revolvers | N/A | Critical Hits inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6 Level 2: 2d6 Level 3: 3d6 Level 4: 4d6 |
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| Inflict Wounds - Long Guns | N/A | Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. |
Level 1: 1d12 Level 2: 2d12 Level 3: 3d12 Level 4: 4d12 |
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| Sleeper Hit (thief) | 4 Soul | weapon range affecting 1 target | instant | Normal Critical | Critical hit puts target to sleep until awakened. | Silent Hit |
| Casting Out Strike | N/A | Critical Hit instantly frees target of possession. | N/A | |||
| Sleeper Strike | 15 Soul | Critical Hit inflicts Sleep on target. | N/A | |||
| Create Magical Totem | 10 Soul | Create a magical totem. This ability allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. | N/A: only one level | |||
| Compound Magic | 25 Soul | Combine 2 spells, using only the casting speed of the slowest spell (the spell with the highest casting speed). | N/A | |||
| Spirit Barrier | 10 Soul | Coats allies with spirit energy giving +5 Spirit for 1d4 rounds. This skill only works on allies, not yourself. It works on all allies. If you are a follower of Zodo, increase spirit by 1d6. |
Level 1: +5; 10 Soul Level 2: +10; 20 Soul Level 3: +15; 30 Soul Level 4: +20; 40 Soul |
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| Seduction | 1 Soul | 1 target within 6 spaces | 1d6 rounds | Normal Charm | Charm chance to seduce target to fight for you and defend you. | N/A |
| Demonic Transformation | 40 Soul | Changes you into a terrigying demon allowing double use of all dark knight skills and double attacks for 1d6 rounds. | N/A | |||
| Splitting Magic | 4 Soul | self | instant | Hard Arcana | Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them. | Piercing Spell |
| Spell Bomb | 10 Soul | Changes a single target spell into a spell that affects all surrounding spaces around the target. | N/A: only one level | |||
| Natural Familiar | 30 Soul | Change 1 bonded creature into a spiritually linked creature that you can control. You can only have 1 natural familiar. | N/A: only one level | |||
| Voice Training | N/A | Causes your singing skills to cost 25% less Soul to use. | N/A: only one level | |||
| Dance Training | N/A | Causes your dancing skills to cost 25% less Endurance to use. | N/A: only one level | |||
| Seduced Haggle | 5 Soul | Causes the skill Haggle to always be successful against seduced targets. | N/A: only one level | |||
| Piercing Spell | 4 Soul | Causes spells to pierce 5% per level beyond spirit and affect Vitality. |
Level 1: 5%; 4 Soul Level 2: 10%; 8 Soul Level 3: 15%; 12 Soul Level 4: 20%; 16 Soul |
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| Magic Grace | N/A | Causes spells that affect everyone in an area to not harm allies or benefit enemies. | N/A: only one level | |||
| Inciteful Energy | 30 Soul | Causes all within a 3x3 space area around you to be berserked, the area lasts for 1d4 rounds. | N/A | |||
| Splitting Magic | 4 Soul | Causes a single target spell to split to an additional nearby target spell (within 5 spaces) per level of mastery. |
Level 1: +1 target; 4 Soul Level 2: +2 target; 8 Soul Level 3: +3 target; 12 Soul Level 4: +4 target; 16 Soul |
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| Cat Leap | 2 Power | self | instant | Normal Acrobatics | Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is half your movement range and to leap across is half your movement range. With this skill, you can jump up or across double your movement range. | N/A |
| Casting Strike | 4 Soul | 1 ally | 1d6 rounds | Normal Arcana | Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast. | Spell Slinger |
| Joint Attack | N/A | weapon or movement range | instant | Normal React +1 | Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill and can use melee, throw, or ranged attacks. Offensive and Bow Power does apply as does a crit chance. | N/A |
| Fast Potion | N/A | Can use +1 potion per level of mastery as a support move. |
Level 1: +1 potions Level 2: +2 potions Level 3: +3 potions Level 4: +4 potions |
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| Fast Use | N/A | Can use +1 medicine per level of mastery as a support move. |
Level 1: +1 medicine Level 2: +2 medicine Level 3: +3 medicine Level 4: +4 medicine |
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| Breath Holding | 5 Endurance | Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery. |
Level 1: 1d4; 5 Endurance Level 2: 2d4; 10 Endurance Level 3: 3d4; 15 Endurance Level 4: 4d4; 20 Endurance |
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| Navigation | N/A | self | instant | Easy Perceive | Can find where you are and nearest town based on what you see. | N/A |
| Casting Strike | 5 Soul | Can cast a spell with casting speed of 1 or less per level with your attack. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. |
Level 1: Runic Casting Speed 1 or less; 5 Soul Level 2: Runic Casting Speed 2 or less; 10 Soul Level 3: Runic Casting Speed 3 or less; 15 Soul Level 4: Runic Casting Speed 4 or less; 20 Soul |
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| Dual Wielding Proficiency | N/A | By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. |
Level 1: Add 1/2 Melee Power to 2nd Hand Level 2: Add full Melee Power to 2nd Hand |
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| Dual Fist / Throw Proficiency | N/A | By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands. |
Level 1: Add 1/2 Melee or Throw Power to 2nd Hand Level 2: Add full Melee or Throw Power to 2nd Hand |
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| Puck Shot | 6 Soul | weapon's range affecting 1-2 targets | instant | Normal Hit Chance, -2 for second target | Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon.The first target gets a normal evade chance, the second target gets an evade chance with a +2 bonus. If you hit, you succeed and your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets. | Blind Shot |
| Ricochet Projectile | 8 Soul | weapon's range affecting many targets | instant | Hard Hit Chance, penalties add per target | Bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. Your first target gets a normal evade chance, each additional target gets a +2 bonus to evade which is increased by 2 per target so that the third target has a +4, the fourth a +6, and so on. If you succeed your ammo will bounce off the first target and hit the second target. | Puck Shot |
| Creature Bonding | 10 Soul | Bond tamed creature to make creature a permanent companion. Limit of 2. | N/A: only one level | |||
| Block or Parry | 1 Power | self | instant | Easy Defense | Block or parry an attack with your weapon or shield, subtracting the weapon's damage value by your block or parry value. If your block or parry value is greater, you take no damage. | N/A |
| Avian Kinship | N/A | Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. | N/A: only one level | |||
| 2-Hit Combo | 4 Power | weapon's range affecting 1-2 targets | instant | Normal React Check | Before 2 basic attacks at the same time affecting 1 to 2 targets that are within your melee weapon range. | Basic Attack |
| Wrist Snap | 2 Power | weapon range affecting 1 target | instant | Easy Acrobatics | Basic whip attack skill that adds an additional 1d4 to the attack. | Must equip whip |
| Disregard Tax | N/A | Automatically reduces the costs of all items by 20%. | N/A: only one level | |||
| Fallen Knight | N/A | Attacks against those with more light morality points than dark morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Divine Knight | N/A | Attacks against those with more dark morality points than light morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
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| Stunning Hit | 6 Soul | weapon range affecting 1 target | instant | Hard Critical | Attack stuns target for 1 round. | Sleeper Hit |
| Elemental Wave | 4 Soul | Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. |
Level 1: 1 space on both sides; 4 Soul Level 2: 2 spaces on both sides; 8 Soul Level 3: 3 spaces on both sides; 12 Soul Level 4: 4 spaces on both sides; 16 Soul |
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| Rage Attack | 6 Power | 1 target in weapon range | instant | Normal Critical -2 | Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Must make a normal mental balance check afterwards to see if inflicted with rage. | Advanced Swordplay |
| Runic Carvings | N/A | Apply Rune Tattoo to elemental construct. | N/A | |||
| Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. | N/A: only one level | |||
| Pharmaceutical Application | N/A | Apply compound to weapon giving weapon its effects. | N/A: only one level | |||
| Runic Effect Blast | 25 Soul | Applies the effects of whatever is stored in the 2nd rune stone automatically to the attack, crit or not. | N/A | |||
| Chain Natural Healing | N/A | Applies Natural Healing to allies that are 1 space away. Chain healing to allies 1 space away from affected ally per level. Basically at level 1 any ally that is next to you will get natural healing as well, at level 2 any ally that is next to the affected ally will also get natural healing, and so forth. |
Level 1: ally 1 space from you Level 2: ally 1 space from affected ally of level 1 Level 3: ally 1 space from affected ally of level 2 Level 4: ally 1 space from affected ally of level 3 |
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| Spore Release | 1 Soul | a 1x1 space area around the namaran | instant | Normal Critical | Anytime a namaran is hit with a physical hit, the namaran can make release a cloud of toxic spores. The cloud covers the adjacent spaces next to the namaran and inflict the targets in the area with Sickness and Visual Instability. | N/A |
| Cursed Ground Tango | 25 Endurance | Anyone in a 3x3 space area around you will suffer your Runic Energy worth of Vitality damage with each space they move for 1d6 rounds. | N/A: only one level | |||
| Critical Chi | N/A | Any Critical Hit with an attack that uses Chi also adds double Runic Energy. | N/A: only one level | |||
| Damaging Shrill | 3 Soul | Also cause Runic Energy + 1d8 damage with Sickening Tones. |
Level 1: 1d8; 3 Soul Level 2: 2d8; 6 Soul Level 3: 3d8; 9 Soul Level 4: 4d8; 12 Soul |
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| Magical Counter | 10 Soul | Allows your counter attack action to be a spell cast. | N/A: only one level |


