Skills




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Invoked Spirit N/A Allows you to use your moral points as a bonus against targets of an opposite alignment. This can be an opposite if either of your alignments. For example, If you are lawful good, you could use this against a target who is chaotic good since chaotic is the opposite of lawful. If both alignments are opposite of yours, such as you being lawful good and the target being chaotic evil, then you will apply this skill's effect twice. The moral points you add is a combination of all moral points, and it does not decrease your moral points. N/A
Spell Necessity N/A Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality.  N/A: only one level
Use Potion as Defense N/A self instant Easy React Allows you to use potion as a defense action. N/A
Creature Transformation 20 Soul Allows you to transform into your bonded creature for 1d6 rounds (battle) or 1 hour (out of battle). N/A
Magic Break N/A Allows you to throw up to 25% of Soul per level to break a spell lock or trap. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%
Vitality Empowerment 2 Soul self 1d6 rounds Normal Defense Allows you to temporarily increase your Vitality by your secondary Gen Dice. N/A
Side Step 10 Endurance Allows you to step to left or right at half battle movement rate for each dodged attack. N/A
Roll Evasion 20 Endurance Allows you to slide and/or roll to behind the attacker when the attack is dodged. N/A
Magic Sense N/A a room or 100x100 square foot area instant Easy Arcana Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area.  N/A
Magic Sense N/A self instant Easy Arcana Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. N/A
Use Others as Shield N/A self and any nearby target instant Normal React Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. N/A
Quick Cast 8 Soul Allows you to quickly cast an additional instant or 1 round cast spell with no runic energy added. Level 1: 1 extra cast; 8 Soul
Level 2: 2 extra casts; 16 Soul
Level 3: 3 extra casts; 24 Soul
Level 4: 4 extra casts; 32 Soul
Stealth Opportunity 2 Soul self instant Normal Stealth Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Silent Hit and Hide
Battle Waltz 10 Endurance Allows you to move with your dance, affecting a 3x3 area along your movement path. N/A: only one level
Hide In Plain Sight 2 Soul self instant Normal Stealth -2 Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. Hide
Animal Magicks N/A Allows you to learn and master skills and spells that your bonded creature would have. N/A
Enchantment Soul Spent 1 item in hand instant Hard Arcana Allows you to imbue materials that have already received elemental imbuing with a spell effect. Charges are double to the Soul spent. If you spend 10 Soul it has 20 charges. You can use this skill on an enchanted item to increase or replenish its charges. Elemental Imbuing
Enchantment N/A Allows you to imbue elemental materials with spell effect, charges dependent upon level of mastery. Level 1: 25 charges
Level 2: 50 charges
Level 3: 75 charges
Level 4: 100 charges
Identify Curse 10 Soul Allows you to identify any curse and its properties by sight. N/A
Elemental Imbuing 20 Soul Allows you to give material the element of spell stored in rune stone at the cost of the rune stone. N/A
Elemental Imbuing 4 Soul 1 item in hand instant Normal Arcana -2 Allows you to give material the element of a spell stored in a rune stone at the cost of that rune stone. Arcane Materials
Create Novice Potions N/A self instant Normal Insight Allows you to create novice potions. Create Basic Potions
Create Novice Arcane Potions 6 Soul self instant Normal Arcana -2 Allows you to create novice arcane potions. Create Basic Arcane Potions and Create Novice Potions
Create Better Potions N/A self instant Normal Insight -2 Allows you to create better potions Create Novice Potions
Create Better Arcane Potions 8 Soul self instant Hard Arcana Allows you to create better arcane potions. Create Novice Arcane Potions and Create Better Potions
Create Basic Potions N/A self instant Easy Insight Allows you to create basic potions. N/A
Basic Crafting N/A self 1 hour Easy Insight Allows you to create basic items. N/A
Create Basic Arcane Potions 4 Soul self instant Normal Arcana Allows you to create basic arcane potions Create Basic Potions
Elemental Awakening 10 Soul self 1 day depends on level Allows you to create and awaken an elemental representative of your element.
Hard Arcana: Runic Elemental
Impossible Arcana: Runic Construct
Impossible Arcana -3: Runic Avatar
Soul Empowerment
Create Advanced Potions N/A self instant Hard Insight Allows you to create advanced potions. Create Better Potions
Novice Runic Crafting 6 Soul self 8 hours Hard Arcana Allows you to craft novice runic items Basic Runic Crafting and Better Crafting
Novice Crafting N/A self 3 hours Normal Insight Allows you to craft novice items. Basic Crafting
Better Runic Crafting 8 Soul self 12 hours Hard Arcana -2 Allows you to craft better runic items. Novice Runic Crafting and Advanced Crafting
Better Crafting N/A self 6 hours Normal Insight -2 Allows you to craft better items. Novice Crafting
Basic Runic Crafting 4 Soul self 3 hours Normal Arcana -2 Allows you to craft basic runic items. Arcane Materials and Novice Crafting
Advanced Runic Crafting 10 Soul self 16 hours Impossible Arcana Allows you to craft advanced runic items. Better Runic Crafting
Advanced Crafting N/A self 10 hours Hard Insight Allows you to craft advanced items. Better Crafting
Revoke Curse 5 Soul Allows you to break curses on people, not objects. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse.  Level 1: lift Level 1 Curse; 5 Soul
Level 2: lift Level 2 Curse; 10 Soul
Level 3: lift Level 3 Curse; 15 Soul
Level 4: lift Level 4 Curse; 20 Soul
Purify Object 5 Soul Allows you to break curses on objects, not people. Level of curse that you can break depends on level of mastery of this skill. It is up to the GM to determine how powerful of a curse it is in a level 1 to level 4 system, which should be decided upon when using Identify Curse. Please understand, for some epic cursed objects, this skill will not work. Level 1: lift Level 1 Curse; 5 Soul
Level 2: lift Level 2 Curse; 10 Soul
Level 3: lift Level 3 Curse; 15 Soul
Level 4: lift Level 4 Curse; 20 Soul
Thief Shot N/A Allows using Thief and Assassin skills with Hunter skills. N/A
Potion Craft N/A Allows use of alchemical potions for spell crafting, giving the spells the effects from the potions. N/A
Sorcery N/A Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery.  N/A: only one level
Blend 10 Soul Allows the wood elf to blend in with natural environments, giving targets a -15 penalty to their perception to find you. Level 1: -15; 10 Soul
Level 2: -30; 20 Soul
Level 3: -45; 30 Soul
Level 4: -60; 40 Soul
Shadow Walk 2 Soul movement rate instant Normal Focus Allows the user to disappear into and navigate the area through the shadows at normal movement rates, and reappear from the shadows when their movement is complete. N/A
Magic Ink 8 Soul Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. N/A: only one level
Dual Guns Proficiency N/A Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. N/A: only one level
Magical Components 5 Soul Allows for improving the effects of ingredients for sorcery by 10% of Runic Energy. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Witch Runes 4 Soul Allows for doing different things with special runes. Witch Runes are special runes written with ylem ink and an alchemical ingredient or two. The ink can be mixed with up to 3 ingredients. The runes written hold a spell that is 1/2 as powerful as being cast, however once read the spell will take effect - no matter how many times it has been read or how long ago it was written. If the runes are still readable, the spell effect and half power will take place. The effect will be empowered by the ingredients containing the ingredients effects as well in the spell. These spells will not require a casting speed, just a reading speed which can be determined by the GM based on the complexities of the spell and what is going on. Furthermore this spell will not cost any stat points. Level 1: Read Witch Runes; 4 Soul
Level 2: Write Witch Runes; 8 Soul
Level 3: Empower Witch Runes; 12 Soul
Critical Chance 10 Endurance Allows for critical hits with a crossbow and long guns. Without this skill, crossbows or long guns wouldn't have the ability to make critical hits. The critical hit damage of a crossbow or long gun will be double ammo damage.  N/A: only one level
Runic Block 5 Soul Allows for block value using shields to be used to block magic. N/A: only one level
Critical Shot N/A Allows for a Luck Chance +5 per level of mastery to add ammo attack value twice. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Stat Targeting N/A Allows for 10% of your attack to go against the target's Soul or Endurance per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Frustrate 4 Soul any enemy targets within a 3x3 space area 1d4 rounds Hard Intimidate All targets in the affected area must make a hard mental balance check. If they fail they will be berserk for 1d4 rounds, and you can be their only target for the next round. Anger
Elemental Potions N/A All potions you use or create are increased by your runic energy. N/A
Runic Potion Empowerment N/A All potions you use or create are increased by your runic energy as a percentage. N/A
Elemental Creations N/A All items you use or create are increased by your Runic Energy. N/A
Runic Item Empowerment N/A All items you use or create are increased by your mental as a percentage. N/A
Sly Intimidation N/A self instant Hard Deception Adds your Deception score to your Intimidate score, making it easier to intimidate your target.  Sly Deception
Sly Deception N/A self instant Normal Deception Adds your deception score to your deception score making it easier to deceive your target.  Sly Persuasion
Sly Persuasion N/A self instant Easy Deception Adds your Deception score to Persuade to make it easier to persuade the target. N/A
Weapon Dance 5 Endurance Adds weapon attack to Tap Dance, hitting those around you. Do full weapon damage to all targets, ally or enemy, including melee power. This skill can only be used with melee weapons or punching or kicking.  N/A: only one level
Aura of Lust N/A Adds seduction effect to singing or dancing, affecting a 3x3 area around you. N/A: only one level
Soul Moves 4 Soul Adds Runic Energy as Vitality damage to affected targets of Tap Dance. N/A: only one level
Purifying Tones 5 Soul Adds poison, nausea, and sickness removal to Relaxing Tones. N/A: only one level
Restoring Tones 4 Soul Adds 1d8 Soul restore to Relaxing Tones. Level 1: 1d8; 4 Soul
Level 2: 2d8; 8 Soul
Level 3: 3d8; 12 Soul
Level 4: 4d8; 16 Soul
Healing Tones 4 Soul adds 1d10 Vitality restore to Relaxing Tones. Level 1: 1d10; 4 Soul
Level 2: 2d10; 8 Soul
Level 3: 3d10; 12 Soul
Level 4: 4d10; 16 Soul
False Love 8 Soul Adds 10% chance per affected target that they will kill themselves should you fall in battle.  Level 1: 10%; 8 Soul
Level 2: 20%; 16 Soul
Level 3: 30%; 24 Soul
Level 4: 40%; 32 Soul
Aria of Blood 4 Soul Add to Sickening Tones and Damaging Shrill. Add Runic Energy to damage. Returns 10% to self and allies to heal Vitality. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 12 Soul
Level 4: 40%; 16 Soul
Inner Chi 5 Soul Add Runic Energy to Attack. Adds runic energy once per level of mastery. Level 1: Runic Energy + Attack; 5 Soul
Level 2: Runic Energy x 2 + Attack; 10 Soul
Level 3: Runic Energy x 3 + Attack; 15 Soul
Level 4: Runic Energy x 4 + Attack; 20 Soul
Spector's Waltz 5 Soul Add 5% chance of instant death to all targets affected by Tap Dance. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Death's Opera 5 Soul Add 5% chance of instant death to all targets affected by Sickening Tones. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Aura Weapon 2 Soul Absorbs 20% of damage dealt to restore Vitality. Level 1: 20%; 2 Soul
Level 2: 40%; 4 Soul
Level 3: 60%; 6 Soul
Level 4: 80%; 8 Soul
Aura Vacuum 2 Soul Absorbs 20% of damage dealt to restore Vitality. Level 1: 20%; 2 Soul
Level 2: 40%; 4 Soul
Level 3: 60%; 8 Soul
Level 4: 80%; 10 Soul
Damage Absorb 5 Endurance Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal.  Level 1: 5%; 5 Endurance
Level 2: 10%; 10 Endurance
Level 3: 15%; 15 Endurance
Level 4: 20%; 20 Endurance
Magic Absorb 5 Soul Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power.  Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Treat Visual Instability 5 Soul Able treat up to 3 levels of visual impairment without meds. Level 1: Visual Instability; 5 Soul
Level 2: Visual Distortion; 10 Soul
Level 3: Blindness; 15 Soul
Occult Guidance 3 Soul self instant Normal Insight Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you.  Divination
Vehicle Repair N/A Able to use repair skills on simple vehicles. N/A: only one level
Mech Suit Repair N/A Able to use repair skills on mech suits N/A: only one level
Advanced Vehicle Repair N/A Able to use repair skills on Advanced vehicles. N/A: only one level
Airship Repair N/A Able to use repair skill to repair airships. N/A: only one level
Mech Suit Operation N/A Able to use mech suits N/A: only one level
Use Potion as Defense N/A Able to use a potion in defensive stance. N/A: only one level
Use Potion as Spell N/A Able to use a potion as a magic action. N/A
Use Medicine As Defense N/A Able to use a medicine in defensive stance. N/A: only one level
Treat Radiation 15 Soul Able to treat up to 4 levels of radiation poisoning without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul
Treat Poison 8 Soul Able to treat up to 4 levels of poison without meds. Level 1: 1d4 Poisons; 8 Soul
Level 2: 1d6 Poisons; 16 Soul
Level 3: 1d8 Poisons; 24 Soul
Level 4: 1d10 Poisons; 32 Soul
Treat Psychosis 15 Soul Able to treat up to 4 levels of mental issues without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul
Treat Burns 12 Soul Able to treat up to 4 levels of burns without meds Level 1: 1d4; 12 Soul
Level 2: 1d6; 24 Soul
Level 3: 1d8; 36 Soul
Level 4: 1d10; 48 Soul
Familiar Sync 10 Soul Able to sync with your natural familiar and have certain benefits depending upon level of mastery.  Level 1: Familiar's Sight; 10 Soul
Level 2: Become one with familiar; 20 Soul
Level 3: Switch places on map with familiar; 30 Soul
Level 4: Transform into familiar for 1 hour; 40 Soul
Electronic Locks N/A Able to set electronic locks. Use with lock picking to crack electronic locks. Level 1: level 1 electronic locks
Level 2: level 2 electronic locks
Level 3: level 3 electronic locks
Level 4: level 4 electronic locks
Ninja Run 4 Soul self instant Hard Focus Able to run up a wall or across a body of water for that movement instance. Inner Chi
Resuscitation 20 Soul Able to restore target to consciousness using First Aid as long as Vitality remains above -10. N/A: only one level
Money Laundering N/A Able to reprocess stolen money as legal money. N/A
Double Movement 10 Endurance Able to move twice a round. N/A: only one level
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Vehicle Operation N/A Able to drive and operate simple vehicles. N/A: only one level
Airship Operation N/A Able to drive and operate airships. N/A: only one level
Advanced Vehicle Operation N/A Able to drive and operate advanced vehicles. N/A: only one level
Double Support 5 Endurance Able to do 2 supportive actions instead of 1. N/A
Biometric Locks N/A Able to disable or set biometric locks, must be used with Lock Picking and Electronic Locks. Level 1: level 1 biometric locks
Level 2: level 2 biometric locks
Level 3: level 3 biometric locks
Level 4: level 4 biometric locks
Runic Tech Creation N/A Able to create new kinds of runic technology. N/A: only one level
Vehicle Upgrade N/A Able to craft upgrades for vehicle based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Mech Suit Upgrade N/A Able to craft upgrades for mech suits based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Runic Tech Upgrade N/A Able to craft upgrades for existing runic technology based on level of mastery. Level 1: Level 1 upgrades
Level 2: Level 2 upgrades
Level 3: Level 3 upgrades
Level 4: Level 4 upgrades
Runic Tech Crafting N/A Able to craft runic technology from blueprints per level of mastery. Level 1: Level 1 crafting
Level 2: Level 2 crafting
Level 3: Level 3 crafting
Level 4: Level 4 crafting
Animal Talk N/A self instant Easy Nature Able to communicate with animals and understand them. N/A
Runic Tech Combination N/A Able to combine similar runic technologies to make a new and improved technology. N/A: only one level
Double Attack 25 Endurance Able to attack twice a round. N/A: only one level
Blind Shot 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Blind Throw 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Blind Throw 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Runic Mage Empowerment N/A Able to apply runic mage skill effects to potion or item effect values. N/A
Occult Aid 4 Soul self 1 day Hard Insight A spirit guide will assist you by giving you a +1d4 to all of your checks. However at the end of the day you have to make an easy spiritual balance check. If you fail you will be possessed while you sleep and will not know what you did during the night.  Occult Guidance
Divine Protection 10 Soul A holy spirit protects self and all allies for a total of 1d% damage. Level 1: 1d%; 10 Soul
Level 2: 2d%: 20 Soul
Level 3: 3d%; 30 Soul
Level 4: 4d%; 40 Soul
Focused Punch 2 Power 1 space in front affecting 1 target instant Easy Focus A forward punch dealing 1d4 + Focus + Offensive Power damage. N/A
Focused Kick 2 Power 1 space in front affecting 1 target instant Easy Focus A forward kick dealing 1d6 + Focus + Offensive Power damage. N/A
Haymaker 8 Power 1 space in front affecting 1 target instant Impossible Athletics A focused punch straight to the target's head. Increases damage of the attack by 1d4. Stuns the target for 1 round. A critical hit causes the target to also be dazed for the following 1d4 rounds.  Uppercut
Eye Gouger 4 Power 1 space in front affecting 1 target instant Normal Hit Chance A directed hit to one of the target's eyes with 2 fingers which deals 1d3 damage but also causes visual instability for 1d4 rounds. A critical hit will cause blindness for 1d4 rounds followed by visual instability for 1d4 rounds. Focused Punch
Uppercut 6 Power 1 space in front affecting 1 target instant Hard Athletics A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round.  Eye Gouger
Demonic Protection 10 Soul A demon of Xodod protects you and allies from 4d20 damage and counters half damage. Level 1: 4d20; 10 Soul
Level 2: 8d20; 20 Soul
Level 3: 12d20; 30 Soul
Level 4: 16d20; 40 Soul
Relaxing Tones 4 Soul 80% chance to restore 1d10 Endurance to all in a 3x3 area around you. Level 1: 70%, 1d10; 4 Soul
Level 2: 60%, 2d10; 8 Soul
Level 3: 50%, 3d10; 12 Soul
Level 4: 40%, 4d10; 16 Soul
Quick Evasion 6 Endurance 5% chance to completely evade an attack, even if the attacker successfully rolled their Hit Chance to hit you. Level 1: 5%; 6 Endurance
Level 2: 10%; 12 Endurance
Level 3: 15%; 18 Endurance
Level 4: 20%; 24 Endurance
Break Chance 8 Endurance 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. Level 1: 5%; 8 Endurance
Level 2: 10%; 16 Endurance
Level 3: 15%; 24 Endurance
Level 4: 20%; 32 Endurance
Mortal Shot 10 Soul 5% chance per level of shot killing target. Level 1: 5%; 10 Soul
Level 2: 10%; 20 Soul
Level 3: 15%; 30 Soul
Level 4: 20%; 40 Soul
Control Defense N/A 5% chance of immunity to possession or control per level of mastery. Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%
Benevolent Blade 6 Soul 5 penalty to target Will Check to attack everytime target is hit by you with this effect. This effects the target for the target's round to attack. Level 1: 2 penalty; 6 Soul
Level 2: 4 penalty; 12 Soul
Level 3: 6 penalty; 18 Soul
Level 4: 8 penalty; 24 Soul
Sickening Tones 4 Soul 40% chance to decrease targets in a 3x3 area around you move by half and potential damage by 10%. Allies or enemies.  Level 1: 40%; 4 Soul
Level 2: 50%; 8 Soul
Level 3: 60%; 12 Soul
Level 4: 70%; 16 Soul
Tap Dance 4 Endurance 35% chance to inflict confusion on those in a 3x3 area around you, ally or enemy. Level 1: 35%; 4 Endurance
Level 2: 45%; 8 Endurance
Level 3: 55%; 12 Endurance
Level 4: 65%; 16 Endurance
Lullaby 4 Soul 30% chance to put targets in a 3x3 area around you to sleep, friend or foe. Level 1: 30%; 4 Soul
Level 2: 40%; 8 Soul
Level 3: 50%; 12 Soul
Level 4: 60%; 16 Soul
Radiation Survival N/A 20% of Resistance to not be affected by radiation, increased by 10 per level of mastery Level 1: 20%
Level 2: 30%
Level 3: 40%
Level 4: 50%
Binding of the Natural Spirits 10 Soul 20% chance to inflict 1d10 poison or remove poison by touch. Level 1: 20% chance, 1d10, 10 Soul
Level 2: 40% chance, 2d10, 20 Soul
Level 3: 60% chance, 3d10, 30 Soul
Level 4: 80% chance, 4d10, 40 Soul
Hired Goons 10 Soul 1d6 thugs will join the battle on your side, dealing 2d20 melee damage each for that instance. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
Haggle N/A 1d10 as a percentage discount when buying items or services. 1d12 as a percentage increase in selling costs. Level 1: 1d10% buying; 1d12% selling
Level 2: 2d10% buying; 2d12% selling
Level 3: 3d10% buying; 3d12% selling
Level 4: 4d10% buying; 4d12% selling
Trade Status Effect or Benefit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the negative status effect meant for you in your place or to give you the positive status effect meant for it. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Trade Death 10 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the death blow in your place. Level 1: 15%; 10 Soul
Level 2: 30%; 20 Soul
Level 3: 45%; 30 Soul
Level 4: 60%; 40 Soul
Trade Hit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the attack dealt to your character in your place. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Coercion 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to pay you for protection at an amount that is equal to the target's health. You do not have to provide this protection once it is paid for. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Protection 10 Soul 15% chance to convince 1d6 of the enemy targets to protect you and fight for you for 1d6 rounds. Level 1: 15%; 1d6; 10 Soul
Level 2: 30%; 2d6; 20 Soul
Level 3: 45%; 3d6; 30 Soul
Level 4: 60%; 4d6; 40 Soul
Alchemical Immunity N/A 15% chance to be immune to the potion used against you. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Poison or Sickness Defense N/A 15% chance of immunity to poison or sickness per level of mastery. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Staggering Spell 4 Soul 10% per level of mastery to daze the hit target for 1 round. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 12 Soul
Level 4: 40%; 16 Soul
Magical Vampirism 5 Soul 10% of spell damage done to the target's Vitality returns to the user to restore the user's Vitality. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Survive Bullet 8 Endurance 10% chance to reduce gun shot damage by 10% of your Fortitude. Level 1: 10% chance, 10% , 8 Endurance
Level 2: 20% chance, 20% , 16 Endurance
Level 3: 30% chance, 30% , 24 Endurance
Level 4: 40% chance, 40% , 32 Endurance
Joasri’s Dance 6 Endurance 10% chance to effect those in a 3x3 area around you causing them to have to make luck checks for their spells to work intended for the next 1d6 rounds. This will not affect those who fell asleep to lullaby. Level 1: 10%; 6 Endurance
Level 2: 20%; 12 Endurance
Level 3: 30%; 18 Endurance
Level 4: 40%; 24 Endurance
Deflect Hit Chance 5 Endurance 10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Deflect 1-Target Spell 5 Soul 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Backwards Waltz 5 Endurance 10% chance to cause targets in a 3x3 area around you to move opposite than intended for 1d6 rounds. This will 100% affect those who fell asleep to Lullaby when they wake up for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Shuddering Blade 6 Soul 10% chance to cause Fear with each hit. Level 1: 10%; 6 Soul
Level 2: 20%; 12 Soul
Level 3: 30%; 18 Soul
Level 4: 40%; 24 Soul
Sure Hit 10 Soul 10% chance that you will hit regardless of the target's evade, per level of mastery. Level 1: 10%; 10 Soul
Level 2: 20%; 20 Soul
Level 3: 30%; 30 Soul
Level 4: 40%; 40 Soul
Taunt N/A 10% chance that the targeted enemy attacker will target you only. The enemy has to be able to see and hear you. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Potion Recall N/A 10% chance that the potion you just used refills automatically. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Knock Down Defense N/A 10% chance of immunity to knock down per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Daze or Stun Defense N/A 10% chance of immunity to daze or stun per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Swindle 5 Soul 10% bonus to Luck to fool or trick someone.  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
Attack & Retreat 10 Endurance -10 to target's React check allowing you to attack with stealth and then move. Level 1: -10; 10 Endurance
Level 2: -20; 20 Endurance
Level 3: -30; 30 Endurance
Level 4: -40; 40 Endurance
Play Dead 5 Soul -10 to enemy's perceive and detect to fake being dead. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Alignment 5 Soul -10 to enemy's perceive and detect to be of a different moral alignment. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Element 5 Soul -10 to enemy's perceive and detect to appear to be of a different element. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Injury 5 Soul -10 to enemy's detect and perceive to fake a serious injury. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Hide Motive 5 Soul -10 to enemy's Detect allowing you to better hide your motive. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Status Effect 5 Soul -10 to enemy perceive and detect to appear to have a status effect, positive or negative. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Strength 5 Soul -10 to enemy perceive and detect to appear stronger than you are. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Druid's Companion 4 Soul +5 to Will Check per level of mastery to temporarily tame a creature. You can only tame 1 creature per battle.

Level 1: +5; 4 SA; tame up to 1 creature
Level 2: +10; 8 SA; tame up to 2 creatures
Level 3: +15; 12 SA; tame up to 3 creatures
Level 4: +20; 16 SA; tame up to 4 creatures

The tame up to 2-4 creatures doesn't mean you can tame that many creatures with one use of the skill. Instead, you can use this skill to tame up to that many individual creatures over the course of the battle.

Keep Self N/A +5 to Will against fear, rage, or loss of self for 1 hour. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Reactive Guard N/A +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Evasion Counter N/A +5 to React check to counter attack when you are attacked but not hit. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Heightened Senses 5 Soul +5 to Perceive and Detect for 1d4 hours Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Hacking N/A +5 to Mental to hack programs and computers. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Programming N/A +5 to Mental per level to write working programs. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Reverse Engineering N/A +5 to Mental per level to reverse engineer a computer system to work for you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
AI Theory N/A +5 to Mental per level to program artificial intelligence protocols. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Robotics N/A +5 to Mental per level for using robots and androids. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Computer Use N/A +5 to Mental per level for using computers and computer like interfaces. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Tech Theory N/A +5 to Mental per level for understanding runic technology and their principles Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Tech Repair N/A +5 to Mental per level for repairing runic technology with repair skills. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Diagnose N/A +5 to Mental Check to determine status condition so you can provide the right care. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Blind Shot 3 Soul +5 to Luck to hit the target without rolling for hit chance. Basically, with this skill you can shoot and hit the target even if you can't clearly see the target. You can also hit the target even if your hit chance falls under the target's evade.  Level 1: +5; 3 Soul
Level 2: +10; 6 Soul
Level 3: +15; 9 Soul
Level 4: +20; 12 Soul
Frustrate N/A +5 to Luck to cause angered target to go into berserk for 1d4 rounds and only target you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Anger N/A +5 to Influence to cause your attack to anger target so that target can only attack you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Trickster 5 Soul +5 to Influence to cause target to think target's ally attacked him or her. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Precise Shot 5 Soul +5 to Hit Targeting per level. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Hunting N/A +5 to Hit Targeting per level of mastery against selected enemy type. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Area of Effect Defense N/A +5 to Defense and Spirit against explosions and other area of effect attacks. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Infallible Dogma N/A +20 to Will against any attempt to convert or alter religious belief. Level 1: +20
Level 2: +40
Level 3: +60
Level 4: +80
Breath Defense N/A +2 to spirit against breath attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Divination 2 Soul self 1 hour Easy Insight +2 to Insight when using tools of divination. N/A
Self Defense Techniques 5 Soul +2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds. Level 1: +2, 1d4 rounds; 5 Soul
Level 2: +4, 2d4 rounds; 10 Soul
Level 3: +6, 3d4 rounds; 15 Soul 
Level 4: +8, 4d4 rounds; 20 Soul
Light Armor Mastery N/A +2 to Evade, +1 to Defense per level of mastery. Level 1: +2, +1
Level 2: +4, +2
Level 3: +6, +3
Level 4: +8, +4
Slash Defense N/A +2 to defense against slash attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Pierce Defense N/A +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more.  Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Chop Defense N/A +2 to defense against chop attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Bullet Defense N/A +2 to defense against bullet attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Bash Defense N/A +2 to defense against bash attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Runic Rifle Theory N/A +1d8 to Runic Rifle attack value. Level 1: +1d8
Level 2: +2d8
Level 3: +3d8
Level 4: +4d8
Magic Theory N/A +1d8 to Runic Energy per level of mastery. Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8
Unshakable Convictions 10 Soul +10 to Will to not receive increased damage dealt by positive alignment targets. Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Potion Save 10 Soul +10 to react to use Vitality restoring potion before killing blow can kill you.  Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Medicine Save 10 Soul +10 to react to use Vitality restoring medicine before killing blow can kill you.  Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Roll Counter N/A +10 to React Check to counter attack after performing a roll evasion. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Identification 15 Soul +10 to Perceive to identify what an object is by sight and all of its properties. Level 1: +10 to Perceive; 15 Soul
Level 2: +20 to Perceive; 30 Soul
Level 3: +30 to Perceive; 45 Soul
Level 4: +40 to Perceive; 60 Soul
Identify Forgery or Counterfeit 10 Soul +10 to Perceive to identify if something is a forgery or counterfeit. Level 1: +10 to Perceive; 10 Soul
Level 2: +20 to Perceive; 20 Soul
Level 3: +30 to Perceive; 30 Soul
Level 4: +40 to Perceive; 40 Soul
Alchemical Identify 5 Soul +10 to Perceive to identify a potion and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Herbal Knowledge 5 Soul +10 to Perceive to identify a plant and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Pharmaceutical Identify 5 Soul +10 to Perceive to identify a medicine and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Material Identify 5 Soul +10 to Perceive to identify a material and its properties.  Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Translate 5 Soul +10 to Mental to translate written foreign or obscure languages. Level 1: +10 Mental; 5 Soul
Level 2: +20 Mental; 10 Soul
Level 3: +30 Mental; 15 Soul
Level 4: +40 Mental; 20 Soul
Poker Face 5 Soul +10 to Luck to lie to someone and have them believe it. 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
Dogmatic Convictions 10 Soul +10 to Influence with each attack to make target of attack a temporary disciple. This basically inflicts the target with charm. Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Draw Attention N/A +10 to Influence to cause all enemies in 3x3 area to target only you for that round. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Attention Lock N/A +10 to Influence to cause all drawn enemies to stay locked onto you for 1d6 rounds. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Skilled Concentration 5 Soul +10 to Focus per level of mastery for that instance. Level 1: +10 Focus; 5 Soul
Level 2: +20 Focus; 10 Soul
Level 3: +30 Focus; 15 Soul
Level 4: +40 Focus; 20 Soul
Detect Motive 5 Soul +10 to Detect to determine one's motive. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Defense Empowerment N/A self 1d4 rounds Easy Defense +1 to Immunity, Endure, and Defense traits N/A
Sniper Shot 6 Soul weapon range affecting 1 target instant Normal Hit Chance -2 +1 automatically for damage; You can aim for parts on the target.
Arms: critical hit causes target to drop weapon or shield
Legs: critical hit causes target loss of hit leg, decreasing move by half, if both are hit then target cannot move
Torso: critical hit causes extra 1d6 damage
Head: critical hit stuns target 1d3 rounds
All locations inflict wounds on that location.
Blind Shot
Linguistics 5 Soul + 10 to Mental to understand, speak, and learn new languages. Each use of this skill gives you a 10% mastery of a new language. You can use this skill on a language until it gets to 100% mastered. Level 1: +10 Mental; 5 Soul
Level 2: +20 Mental; 10 Soul
Level 3: +30 Mental; 15 Soul
Level 4: +40 Mental; 20 Soul