Empowered Blast

This skill allows you to empower your rune cannon blast to pass through targets and affect additional targets beyond them. For every 3 Soul spent, your blast can pass through one target to affect another target in a straight line in the direction you are firing.

The damage dealt by the blast is reduced by 10% for each target it passes through. This damage reduction is completely removed if your rune cannon has the Piercing Tip channel applied.

Spell Cannon

This skill allows you to discharge a spell through your rune cannon, combining the shot and the spell into a single action. The shot, including any successfully activated chained skill effects, occurs alongside the spell.

The target of the shot becomes the target of the spell. The spell's normal range, targeting restrictions, and area of effect are overridden by the rune cannon's range and affected area. If Power Blast increases the affected area of the shot, the spell's affected area expands to match it. 

Elemental Cannon

This skill allows you to apply different elemental effects depending upon the element of the rune cannon's core. The effects are applied to each shot. If the rune cannon is weak to their element the effects do not apply. If the rune cannon's element is strong against the target's element the elemental damage dice effect is doubled; the added elemental effect however is not doubled. If you fail to use the skill you get none of the skill's effects but still spend the 4 Soul. The effects are listed below. 

Aura Vacuum

This skill causes your rune cannon shot to deal an additional 1d8 Vitality damage, bypassing any armor or other natural defenses, which is absorbed and used to restore your Vitality. Any healing beyond your maximum Vitality is lost. If the target evades the shot, no damage is absorbed. A failed use of this skill still allows you to fire your shot normally, but the Soul cost is still spent.

Arcane Aiming

This skill is only able to be used with a rune cannon. This skill allows you to make a focused attack that reduces the target’s evade by your Arcana instead of your Focus. Should you succeed with this skill you will roll a 1d4 and add that result to your Arcana. Then you can make your Focus check using this skill's Support Action. A successful Focus check gives the target a penalty to their evade that is equal to your Arcana plus what you rolled on the 1d4. Failed use of this skill results in you not being able to make a Focus check and your Soul point is still spent.

Soul Charging

This skill is used with the charging skills: Basic Charging, Novice Charging, Greater Charging, and Masterful Charging. Successful use of this skill allows you to spend the extra 4 Soul cost of the skill to gain + 2d6 worth of increased damage. There is a risk, however, for adding so much extra Soul to the skill. If the roll for the skill you are chaining with or the roll for this skill is a natural 1, you will lose double the total Soul costs of both skills combined.

Vitality Charging

This skill is used with the charging skills: Basic Charging, Novice Charging, Greater Charging, and Masterful Charging. Successful use of this skill allows you to spend the extra 4 Vitality cost of the skill to gain + 2d8 worth of increased damage. There is a risk, however, for adding so much extra energy to the skill. If the roll for the skill you are chaining with or the roll for this skill is a natural 1, you will lose double the total Soul costs of the charging skill as well as double the Vitality cost of this skill.

Power Charging

This skill is used with the charging skills: Basic Charging, Novice Charging, Greater Charging, and Masterful Charging. Successful use of this skill allows you to spend the extra 4 Power cost of the skill to gain + 1d12 worth of increased damage. There is a risk, however, for adding so much extra energy to the skill. If the roll for the skill you are chaining with or the roll for this skill is a natural 1, you will lose double the total Soul costs of the charging skill as well as double the Power cost of this skill.

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