Skills




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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%
Runic Rifle Proficiency N/A Increase attack value by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Blessed Knight N/A Your attacks are permanently increased by your morality light points + 10% as a percentage. So if you have 5 light points this would increase your attacks by 15%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Cursed Knight N/A Your attacks are permanently increased by your morality dark points + 10% as a percentage. So if you have 5 dark points this would increase your attacks by 15%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Blessed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more dark morality points than light morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Cursed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more light morality points than dark morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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%
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%
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
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%
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
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
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
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
+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
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
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
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
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
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
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%
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
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...
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
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
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
Awareness First Aid 10 Soul Heal 1d6 Awareness with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
Fatigue First Aid 10 Soul Heal 1d6 Fatigue with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
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
Laying Hands 5 Soul

You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai.

Healing the target only is considered Light Alignment

Healing and Harming is considered Neutral Alignment

Level 1: 1d6; 5 Soul
Level 2: 2d6; 10 Soul
Level 3: 3d6; 15 Soul
Level 4: 4d6; 20 Soul
Ninja Run 6 Endurance Run up walls or over water a distance of 1d6 per level of mastery. Level 1: 1d6; 6 Endurance
Level 2: 2d6; 12 Endurance
Level 3: 3d6; 18 Endurance
Level 4: 4d6; 24 Endurance
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
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
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
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
Magic Theory N/A +1d8 to Runic Energy per level of mastery. Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8
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
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
Energy Enrichment N/A

Able to spend stat points into potions to increase their effect.

  • 1 Vitality spent = 2 Vitality restore in potion
  • 1 Soul spent = 2 Soul restore in potion
  • 1 Endurance spent = 2 Endurance restore in potion
Level 1: 2 stat restore in potion
Level 2: 4 stat restore in potion
Level 3: 6 stat restore in potion
Level 4: 8 stat restore in potion
Druid Speech 10 Soul Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. Level 1: 20%, 10% chance; 10 Soul
Level 2: 40%, 20% chance; 20 Soul
Level 3: 60%, 30% chance; 30 Soul
Level 4: 80%; 40% chance; 40 Soul
Wholesale N/A Reduces the total price by 20% if bought 10 or more items. Level 1: 20%
Level 2: 40%
Level 3: 60 %
Level 4: 80%
Dwarven Tuck N/A When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Defense and Spirit by 20% for the duration of the defensive round. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
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
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)
Repair 10 Endurance Repair an item by 25% per level of mastery, with the use of repair tools. Level 1: 25%; 10 Endurance
Level 2: 50%; 20 Endurance
Level 3: 75%; 30 Endurance
Level 4: 100%; 40 Endurance
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%
Potion Administration N/A Increases potion's effects when using it by 25%. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%
Elemental Blood N/A Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. Level 1: 30%
Level 2: 60%
Level 3: 90%
Level 4: 120%
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
Conversion 5 Soul

The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points.

Neutral Alignment

Level 1: 5 Soul = 2 moral points
Level 2: 5 Soul = 4 moral points
Level 3: 5 Soul = 6 moral points
Level 4: 5 Soul = 8 moral points
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
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
Assassin 5 Soul Use with Stealth. 5% chance of instantly killing target when attacking with stealth. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
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
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%
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
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
Point Market N/A

Buy or sell character points in point markets. Buy 1 character point for 50 shillings. Sell 1 character point for 25 shillings. The worth of character points increases per level, so at level 4 you would get to buy 4 character points for 50 shillings or sell 0.25 character points for 25 shillings. You can use Haggle with this skill.

Please Note: You will not gain extra character points for using this skill.You will however gain the extra character points for using Haggle.

Level 1: Buy 1 cp for 50 shillings, sell 1 cp for 25 shillings
Level 2: Buy 2 cp for 50 shillings, sell 0.75 cp for 25 shillings (1 cp for 31.25)
Level 3: Buy 3 cp for 50 shillings, sell 0.5 cp for 25 shillings (1 cp for 37.50)
Level 4: But 4 cp for 50 shillings, sell 0.25 cp for 25 shillings (1 cp for 43.75)
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Mix Potions N/A Lets you mix a number of potions based on mastery to make a new combined potion. Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions
Mix Compounds N/A Lets you mix a number of potions based on mastery to make a new combined potion. Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions
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
Telekinesis 5 Soul Powers of the mind that are unique to Xodians. Level 1: Mind SpeakSpeak into the mind of another that you know for a minute, no matter the distance; 5 Soul
Level 2: Mind SearchAble to find out the location of another that you know no matter the distance; 10 Soul
Level 3: Mind ControlAble to make Influence Check to control another person that you know, no matter the distance, target gets to make an opposing will check to remain in control; 15 Soul
Level 4: Mind PossessionAble to leave your body and possess another person that you know for 1d4 hours or rounds, no matter the distance, the target can make a will check with the difference in the target's and your will being the penalty or bonus; 20 Soul
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
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
Richochet Projectile 6 Soul Puck Shot + 1 extra target within 6 spaces per level of mastery. Hit Chance drops by 5 per target. Level 1: +1 target; 6 Soul
Level 2: +2 targets; 12 Soul
Level 3: +3 targets; 18 Soul
Level 4: +4 targets; 24 Soul
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
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
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
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
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
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
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
Intimidation 5 Soul

Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour.

Neutral Alignment

Level 1: +3, -3; 5 Soul
Level 2: +6, -6; 10 Soul
Level 3: +9, -9; 15 Soul
Level 4: +12, -12; 20 Soul
Axe Berserk 10 Endurance Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your axe, no melee power added however.  Level 1: +5, 1d4, 10 Endurance
Level 2: +10, 2d4, 20 Endurance
Level 3: +15, 3d4, 30 Endurance
Level 4: +20, 4d4, 40 Endurance
Hammer Berserk 10 Endurance Dwarfs are masters of the hammer, and can use hammers and mallets better than most other races. As long as the Dwarf wields a hammer, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your hammer, no melee power added however.  Level 1: +5, 1d4, 10 Endurance
Level 2: +10, 2d4, 20 Endurance
Level 3: +15, 3d4, 30 Endurance
Level 4: +20, 4d4, 40 Endurance
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
Spirit Armor 10 Soul

Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds. If a priest of Zodo increase spirit by 1d6.

Neutral Alignment

Level 1: +5; 10 Soul
Level 2: +10; 20 Soul
Level 3: +15; 30 Soul
Level 4: +20; 40 Soul
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
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
Spirit Energy 15 Soul Restores self and those in a 3x3 area (ally and enemy) with 5 Vitality, Soul, and Endurance. The effect lasts for 1d4 rounds. If you are a follower of Kymara, Nikolai, or Zodo, increase the restoration by 1d6. Level 1: +5; 15 Soul
Level 2: +10; 30 Soul
Level 3: +15; 45 Soul
Level 4: +20; 60 Soul
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
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
Positive Energy 5 Soul

Grants self and those in 3x3 area +5 to any skill roll or stat check while in the area of effect. The area of effect lasts for 1 round. If you are a priest of Nikolai increase the bonus by 1d4.

Light Alignment

Level 1: +5; 5 Soul; 1 round
Level 2: +10; 10 Soul; 2 rounds
Level 3: +15; 15 Soul; 3 rounds
Level 4: +20; 20 Soul; 4 rounds
Counterfeiting N/A Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40
Forgery N/A Make convincing false signatures. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40
Misreading the Scriptures 10 Soul

Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round.

A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4.

Dark Alignment

Level 1: -5; 10 Soul
Level 2: -10; 20 Soul
Level 3: -15; 30 Soul
Level 4: -20; 40 Soul
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
Stealth 4 Endurance Use with Hide and Sneak. Attack without being noticed so that the enemy cannot defend or retaliate. -5 to enemy's perceive. Level 1: -5; 4 Endurance
Level 2: -10; 8 Endurance
Level 3: -15; 12 Endurance
Level 4: -20; 16 Endurance
Spiritual Glow 4 Soul

Gives the target a -5 Will penalty against you when you are using Glamour.

Neutral Alignment

Level 1: -5; 4 Soul
Level 2: -10; 8 Soul
Level 3: -15; 12 Soul
Level 4: -20; 16 Soul
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
Negative Energy 5 Soul

Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds. If you are a priest of Joasri increase the penalty by 1d4.

Dark Alignment

Level 1: -5; 5 Soul; 2 rounds
Level 2: -10; 10 Soul; 4 rounds
Level 3: -15; 15 Soul; 6 rounds
Level 4: -20; 20 Soul; 8 rounds
Disguise N/A Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you.  Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20
Chi Heal 8 Soul Self Heal by Runic Energy per level of mastery Level 1: 1 x Runic Energy; 8 Soul
Level 2: 2 x Runic Energy; 16 Soul
Level 3: 3 x Runic Energy; 24 Soul
Level 4: 4 x Runic Energy; 32 Soul
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.
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
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
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
Increased Spoils N/A

Increase the end of session character point reward, found treasures, and any money found by 20%.

Please Note: You will not gain extra character points for using this skill.

Level 1: 20% increase
Level 2: 40% increase
Level 3: 60% increase
Level 4: 80% increase
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
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
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
Anima Stone Theory 10 Soul This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones.  Level 1: Blood Stones; 10 Soul
Level 2: Bestia Stones; 20 Soul
Level 3: Angelus and Daemon Stones; 30 Soul
Level 4: Aduro and Umbra Stones; 40 Soul
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
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.
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
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
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
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
Sorcery N/A Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery.  N/A: only one level
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Sense Alignment 5 Soul

Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment.

Neutral Alignment

N/A: only one level
Runic Block 5 Soul Allows for block value using shields to be used to block magic. N/A: only one level
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
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
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
Child of Magic N/A This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your Soul from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your Soul through use of a potion and continue to cast other spells and such. Once the pool of Soul is depleted, the effect of the spell is gone. N/A: only one level
Magic Grace N/A Causes spells that affect everyone in an area to not harm allies or benefit enemies. N/A: only one level
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
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
Advanced First Aid 20 Soul Heals broken bones, impalement, and other serious conditions with First Aid. N/A: only one level
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
Creature Bonding 10 Soul Bond tamed creature to make creature a permanent companion. Limit of 2. N/A: only one level
Dragon Lore N/A With this skill you have knowledge of dragons and their customs. N/A: only one level
Familiar Growth N/A This skill allows you to spend character points into a familiar to boost their stats or skills.  N/A: only one level
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
Battle Waltz 10 Endurance Allows you to move with your dance, affecting a 3x3 area along your movement path. 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
Runic Shuffle 10 Soul

Adds runic elemental effect to Tap Dance.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes runic energy damage to Vitality
  • Air: creates a tempest around you which pushes back all targets 1d6 spaces; agility check to remain standing, runic soul damage to Vitality if pushed into something or if target falls
  • Water: fills affected's eyes with water requiring them to make perceive checks to attack for 1d4 rounds and causes runic energy damage to Vitality
  • Fire: causes burns to all enemy targets doing runic energy Vitality damage per round until cured
  • Life: restores 3d10 Vitality to all targets in the area, friend or foe, each round for 1d6 rounds;
  • Death: deals 1d12 points of poison damage to all targets in the area, friend or for, each round for 1d6 rounds;
  • Time: grants everyone in the area, friend or foe, an extra attack for 1d4 rounds;
  • Space: dazes all in the area, friend and foe, for 1 round.
N/A: only one level
Runic Sonata 10 Soul

Adds runic elemental effect to Sickening Tones.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes runic energy damage to Vitality
  • Air: creates a tempest around you which pushes back all targets 1d6 spaces; agility check to remain standing, runic soul damage to Vitality if pushed into something or if target falls
  • Water: fills affected's eyes with water requiring them to make perceive checks to attack for 1d4 rounds and causes runic energy damage to Vitality
  • Fire: causes burns to all enemy targets doing runic energy Vitality damage per round until cured
  • Life: restores 3d10 Vitality to all targets in the area, friend or foe, each round for 1d6 rounds;
  • Death: deals 1d12 points of poison damage to all targets in the area, friend or for, each round for 1d6 rounds;
  • Time: grants everyone in the area, friend or foe, an extra attack for 1d4 rounds;
  • Space: dazes all in the area, friend and foe, for 1 round.
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
Soul Moves 4 Soul Adds Runic Energy as Vitality damage to affected targets of Tap Dance. N/A: only one level
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. 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
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
Appraisal 5 Soul Identify the value of an item by sight. N/A: only one level
Disregard Tax N/A Automatically reduces the costs of all items by 20%. N/A: only one level
Resell for Cost N/A Resell item not damaged at purchase price. N/A: only one level
Calming Aura 10 Soul

Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA.

Neutral Alignment

N/A: only one level
Fear 10 Soul

Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Energy as a penalty to their will check.

Dark Alignment

N/A: only one level
Gift of Tongues 40 Soul

Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. Double the duration if you are a priest of the Four Winds.

Light Alignment

N/A: only one level
Inner Peace N/A

Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you.

Neutral Alignment

N/A: only one level
Prayer 45 Soul

The effects of this skill depend largely upon your character's deity. This can only be used once a battle.

Arameas: targets with negative alignments will receive Runic Energy Vitality damage. Targets with positive alignments will restore Vitality, Soul, and Endurance by Runic Energy. Those with neutral alignments are ignored. Light Alignment

El Anon: You and your allies armor and weapons restored, enemies dazed for 1d6 rounds and you and allies will not have to roll to hit for 1d6 rounds. Neutral Alignment

Joasri: The great trickster responds by whispering into the minds of all but the priest, asking for a sacrifice of 100 vitality, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 200 vitality. If they refuse, the will continue to attack themselves and hallucinate for two more rounds. Dark Alignment

Kymara: You and your allies Vitality, Soul, and Endurance is restored by 1.5 x your runic energy, any possessions, negative status effects, and mind control is removed as well. Ky'Yurei may (with luck check) embody the priest's weapon doubling its attack power and causing instant death to anyone of a negative alignment for 1d6 rounds. Light Alignment

Nikolai: Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 12d% damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The priest and his or her allies are unharmed. Light Alignment

Norvus: Spiritual energy washes over you increasing your Strength and Fortitude by your runic energy temporarily for 1d6 rounds. Neutral Alignment

Ova: You call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a Defense and Spirit of 1d% for 1d6 rounds. Neutral Alignment

Spector: You call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely.  Any other number is multiplied by 1d20 (per target) and dealt against them as vitality damage. Neutral Alignment

The Four Winds: You call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d10 stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes letting you make a second attack action. This all lasts for 1d6 rounds. Neutral Alignment

Zodo: Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d%. Once the duration of the summon is over, your weapon returns to normal. This lasts for 1d6 rounds. Dark Alignment

Taal: All enemy targets must roll a 1d6. If the target rolls a 6, the target falls instantly asleep, and is unable to awaken for a for 1d6 rounds, no matter what happens to the target. Light Alignment

N/A: only one level
Religious Might N/A

Damage done against opposite alignment targets doubled and always crit.

Either Light Alignment or Dark Alignment - cannot be neutral

N/A: only one level
Sense Emotion 5 Soul

Can sense emotion of target within 10 feet of you. If a priest of Taal double the range, sense intent as well.

Neutral Alignment

N/A: only one level
Sigil Identify 10 Soul

Recognize and understand the meaning of a sigil and to what deity or religion it belongs to.

Neutral Alignment

N/A: only one level
Spiritual Communication 2 Soul

Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous.

Neutral Alignment

N/A: only one level
Horsemanship N/A x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. N/A: only one level
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
Double Attack 25 Endurance Able to attack twice a round. N/A: only one level
Magical Counter 10 Soul Allows your counter attack action to be a spell cast. N/A: only one level
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
Mech Suit Operation N/A Able to use mech suits N/A: only one level
Mech Suit Repair N/A Able to use repair skills on mech suits N/A: only one level
Runic Tech Creation N/A Able to create new kinds of runic technology. N/A: only one level
Vehicle Repair N/A Able to use repair skills on simple vehicles. N/A: only one level
Advanced Vehicle Repair N/A Able to use repair skills on Advanced vehicles. N/A: only one level
Runic Tech Combination N/A Able to combine similar runic technologies to make a new and improved technology. N/A: only one level
Carving N/A Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. 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 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
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
Blood Empowering 2 Soul Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem.  N/A: only one level
Dwarven Runes N/A Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. N/A: only one level
Creature Lore N/A This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. N/A: only one level
Other Sight 10 Soul Wood Elves are at one with nature. The wood elf can use his or her connection with nature and natural creatures to see through their eyes. The wood elf relaxes for a moment, going into a meditative state, searching for any natural, non-hostile creature. Once found, the wood elf can see through its eyes to see what it sees for up to ten minutes. This can only work on natural creatures such as birds, horses, rats, bats, and the like - nothing that can be considered unnatural, hostile, or found in the bestairy.  N/A: only one level
Silent Hunter N/A Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. N/A: only one level
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
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
Alchemical Application N/A Apply potion to weapon giving weapon its effects. N/A: only one level
Puck Shot 10 Soul Roll hit chance to bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. You would roll hit chance on that target as well, and if you succeed, your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets.  N/A: only one level
Critical Chi N/A Any Critical Hit with an attack that uses Chi also adds double Runic Energy.  N/A: only one level
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
Rune Stone Theory N/A

Create rune stones and use rune stones more effectively, including applying effects before mastery.

Basically, with this skill you can do the following:

  • Create Rune Stones: you can create a rune stone using a spell line that you have mastered. You must have the spell line mastered before creating a new rune stone with that line.
  • Improved Rune Stone Use: Spells within your rune stone will use 20% less SA from the stone, and don't worry it won't take that extra cost from you either. Furthermore, you can add 1/2 your character point rate to the spell mastery if you fail at the spell.
  • Apply Non-mastered Effects: You will be able to use the rune stone effect on your weapons or armor as long as you have access to that spell it is connected to in the spell line. You won't have to wait for that spell to be mastered to have access to that affect.
N/A: only one level
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
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
Equip Potion N/A This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion.  N/A: only one level
Resuscitation 20 Soul Able to restore target to consciousness using First Aid as long as Vitality remains above -10. N/A: only one level
Use Potion as Defense N/A Able to use a potion in defensive stance. N/A: only one level
Invention N/A Lets you create new designs from scratch. 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
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
Musical Instruments 5 Soul Increases the effects of singing or dancing by your runic energy. N/A: only one level
Purifying Tones 5 Soul Adds poison, nausea, and sickness removal to Relaxing Tones. N/A: only one level
Energy Trade N/A Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. N/A: only one level
Curse of Tongues 40 Soul

Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds.

Neutral Alignment

N/A: only one level
Holy Hands 25 Soul

Either remove the effects of poison by touch or cause 1d6 Vitality poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8.

Neutral Alignment

N/A: only one level
Reading the Scriptures 30 Soul

Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds. Double duration and area of effect if you are a priest of Kymara.

Light Alignment

N/A: only one level
Summoning 45 Soul

This powerful skill allows you to summon forth a spiritual being. Depending upon your Will check, the summoning can vary.

  • Spiritual Gift: Must roll Will or below. With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. All of your spells are reduced by 1 runic casting speed and you have a bonus of 5 to all skill, spell, and stat check rolls. After 1d10 hours you return to normal. Used once per day.
  • Spiritual Attack: Must roll Will -5 or below. With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 5d% magical damage to every enemy target. Used once per battle.
  • Spiritual Summon: Must roll Will-15 or below. With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack is 3d% melee damage per hit with three hits for a total of 9d% damage, each hit can go to a different target. The spiritual flame will do 7d% magic damage. The duration of the summon is 1d8 rounds. Used once per battle.

Neutral Alignment

N/A: only one 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
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
Double Movement 10 Endurance Able to move twice a round. N/A: only one level
Pharmaceutical Application N/A Apply compound to weapon giving weapon its effects. N/A: only one level
Use Medicine As Defense N/A Able to use a medicine in defensive stance. N/A: only one level
Equip Medicine N/A This allows you to always have a medicine in hand as long as you have enough of that medicine without having to waste your support action to get another medicine.  N/A: only one level
Advanced Vehicle Operation N/A Able to drive and operate advanced vehicles. 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
Airship Repair N/A Able to use repair skill to repair airships. N/A: only one level