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Wiki+ page: Defensive Skills & Abilities

1. Defensive Skills Progression Tree

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2. Defensive Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Block

This is a basic defensive skill which allows you to block a hit. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the attack. What is left from the attack is what affects your character and the shield or weapon's DP or the armor's PR decreases by 10% of the damage blocked.

5 EP; 1 defense

self

instant

1 skill point = 2 skill mastery %

N/A

1

Damage Absorb

Using this skill allows you to absorb ½ of the physical damage, having only 1/3rd of it affect your EP. This is a free action.

1 /3 rd damage to EP; Free Action

self

instant

1 skill point = 2 skill mastery %

N/A

1

Defense

With this skill you pull yourself in, trying to shield yourself from an attack so that the attack wouldn't hurt as much. This skill takes half of your Fortitude and lets you use it as additional PR for that attack. So if your Fortitude is 50, you have an extra 25 PR absorbing the damage dealt to you.

10 EP; 1 defense

self

instant

1 skill point = 2 skill mastery %

N/A

1

Distraction

This skill has several uses. You can use this skill whenever you see someone trying to cast a spell or casting a spell that lasts more than one round, so that you break that person's concentration and therefore end their spell casting. Or you can use this skill to give a target who is using projectile weapons a -5 to their Aim for 1 round. You can also use this skill to aide a friend who is sneaking or hiding, so that the target you are trying to distract cannot make a perception check to find your friend for 1 round.

5 SA; 1 support

affects 1 target that can see you

instant

1 skill point = 2 skill mastery %

N/A

1

Hide

This skill allows you to hide, decreasing the enemy's Perception % by – 10 when trying to find you.

2 SA; 1 support

self

1 round

1 skill point = 2 skill mastery %

N/A

1

Magic Absorb

Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.

1 /3 rd damage to SA; Free Action

self

instant

1 skill point = 2 skill mastery %

N/A

1

Magic Defense

With this skill you pull yourself in, trying to shield yourself from a magic attack so that the attack wouldn't hurt as much. This skill takes half of your Mental and lets you use it as additional MR for that attack. So if your Mental is 50, you have an extra 25 MR absorbing the damage dealt to you.

10 EP; 1 defense

self

instant

1 skill point = 2 skill mastery %

N/A

2

Chi Absorb

This skill allows you to use your own inner power to more greatly absorb physical or magical damage. With this skill, you spend 1 SA per 2 points of magical damage you wish to absorb or 1 EP per 2 points of physical damage you wish to absorb. The absorbed damage can them be stored and used using the Damage or Magic store abilities and Damage or Magic Redirect skills. This is basically Damage or Magic Absorb, improved.

stat spent; free action

self

instant

1 skill point = 1 skill mastery %

Either Damage Absorb or Magic Absorb mastered and Chi Focus ability acquired

2

Chi Defense

When you use this skill you gather your inner power to increase the amount of damage you can defend against. This skill allows you to convert EP points into PR at a cost of 1 EP per PR, for that attack.

EP spent; 1 defense

self

instant

1 skill point = 1 skill mastery %

Defense mastered and Chi Focus ability acquired

2

Chi Magic Defense

When you use this skill you gather your inner power to increase the amount of magic damage you can defend against. This skill allows you to convert SA points into PR at a cost of 1 SA per PR, for that attack.

SA spent; 1 defense

self

instant

1 skill point = 1 skill mastery %

Magic Defense mastered and Chi Focus ability acquired

2

Counter Attack

This skill allows you to counter an enemy's attack with a normal attack. No skills may be used. You must be able to reach the attacker. You can move to reach the attacker if you have any movement left.

15 EP, 1 defense

movement + weapon's range affecting 1 target

instant

1 skill point = 1 skill mastery %

Defense at 50% mastery

2

Counter Magic

This skill allows you to counter attack using a magic spell. The magic spell must be directed at the target that attacked you and be able to reach and affect that target. The magic spell's action cost cannot exceed your magic actions. If you are in the process of casting a spell, you cannot use this skill.

5 SA + cost of spell; 1 defense

spell's range affecting 1 target

instant

1 skill point = 1 skill mastery %

Magic Defense at 50% mastery

2

Disarm

With this skill you attempt to disarm the target. The target can make a strength check against this (double strength for 2-handed weapons). You can spend extra EP to give a penalty to the target's strength check, with 1 penalty per every 2 extra EP spent.

15 EP; 1 support

Weapon range affecting 1 target

instant

1 skill point = 1 skill mastery %

Distraction mastered

2

Magic Block

This skill allows you to block a magic spell. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the spell's damage. What is left from the spell's damage is what affects your character and the shield or weapon's DP or the armor's MR decreases by 10% of the damage blocked.

15 SA; 1 defense

self

instant

1 skill point = 1 skill mastery %

Either Block or Magic Defense mastered

2

Move Others

This skill allows you to move others, assuming you can push or move them, into or out of harm's way. The target must be within movement range and you can only use this skill during your active round. With this skill you can move a target up to the remainder of your movement range (moving the target with you) + 1 hex.

20 EP; 1 support

movement range affecting 1 target

instant

1 skill point = 1 skill mastery %

Either Defense or Distraction mastered

3

Blocking Counter

This skill allows you to first block with your shield, weapon, or arm armor (the same effect as Block skill). After you block, you can quickly counter attack the attacker with a normal attack. For this skill to work, you must be within melee weapon's range from the attacker or closer.

25 EP; 1 defense

self + weapon's range affecting 1 target

instant

2 skill points = 1 skill mastery %

Counter Attack mastered

3

Chi Shield

This skill allows you to gather your inner energy to form a temporary sheild that you use to block a physical or magical attack. The shield's block value is determined by the amount of SA you spend. 1 SA gives you 2 block value.

SA spent; 1 defense

self

instant

2 skill points = 1 skill mastery %

Chi Magic Defense mastered

3

Counter Attack for Allies

This skill allows you to counter attack for any nearby ally when that ally is attacked. You must be able to reach the ally's attacker with your movement range and your weapon's range and you can only use normal attacks to counter attack with.

25 EP; 1 defense

movement + weapon's range affecting 1 target

instant

2 skill points = 1 skill mastery %

Counter Attack mastered

3

Poison Block

This skill allows you to resist from being poisoned. It does so my adding 1/2 of your Mental stat to your Fortitude for Fortitude checks against Poison, and gives you two tries to make the check.

30 SA; Free Action

self

1d4 rounds

2 skill points = 1 skill mastery %

Either Keep Self ability acquired or Chi Defense mastered

3

Religious Sanctuary

This skill allows you to share your Will Power with every ally in any adjacent hex so that they may have it as a bonus to their Will Checks against possession, control, seduction, and other control-type status effects. How this works is simple, every ally in the hexes adjacent to you, including yourself, split your will stat as a will modifier.  So if there is one ally, your will gets split in half and given to you and your ally as Will Check modifiers. If there are two allies, it gets split in third, and so on. The effect will last until you drop it, however you will have no support actions while the effect is taking place.

25 SA plus all of your support actions; all of your support actions per round

self and adjacent hexes affecting self and allies only

until dropped

2 skill points = 1 skill mastery %

Keep Self ability acquired

3

Shield Deflection

This skill lets you use your shield to potentially deflect melee attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the melee attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

25 EP; 1 defense

self

instant

2 skill points = 1 skill mastery %

Guard ability acquired

3

Sword Deflection

This skill lets you use your sword to potentially deflect melee attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the melee attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value. 

25 EP; 1 defense

self

instant

2 skill points = 1 skill mastery %

Parry ability acquired

4

Guardian

This skill allows you to instantly defend, move out of harm's way, or counter attack for one chosen ally for the skill's duration, without costing any actions. Ally and type of defensive action must be chosen when the skill is used and cannot be changed during the duration of the skill.

35 EP; 1 defense 1 support

movement range affecting 1 ally

1d4 rounds

3 skill points = 1 skill mastery %

Counter Attack for Allies mastered

4

Magic Deflection

This skill lets you use your sword or shield to potentially deflect magic attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the magic attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value. 

35 SA; 1 defense 1 support

self

instant

3 skill points = 1 skill mastery %

Magic Guard ability acquired

4

Point Blank Retaliation

This skill allows you to retaliated against a target that attacked you, applying all of the bonuses of the Point Blank skill (+45 damage and no Aim check). You do not have to use a projectile weapon with this skill. 

35 EP; 1 defense

1 hex affecting 1 target

instant

3 skill points = 1 skill mastery %

Either Blocking Counter or Point Blank mastered

4

Spirit Armor

This skill casts an invisible armor on you that absorbs 30% of any kind of damage.

40 SA; 1 support

self

1d4 rounds

1 skill point = 2 skill mastery %

Religious Sanctuary and Poison Block at 50% mastery

4

Spirit Guard

This skill allows you to protect any 1 ally from possession, fear, charm, confusion, loss of self, depression, beserk, and similar control or mind-based status effects for the duration of the skill. It does so by adding your Will stat to their Will stat as a bonus modifier against control/mind status effects.

40 SA; 2 supports

any 1 ally

1d4 rounds

3 skill points = 1 skill mastery %

Use Others as Shield ability acquired

4

Thrown Deflection

This skill lets you use your sword or shield to potentially deflect thrown weapon attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the thrown weapon attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

35 EP; 1 defense

self

instant

3 skill points = 1 skill mastery %

Either Sword Deflection or Shield Deflection mastered

5

Arrow Deflection

This skill lets you use your sword or shield to potentially deflect arrows or bolts away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the bow & arrow or crossbow attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

45 EP; 1 defense 1 support

self

instant

4 skill points = 1 skill mastery %

Thrown Deflection mastered

5

Brutal Retaliation

This powerful counter attack has a 30% chance of stunning the target for 1d3 rounds and increases the damage by + 70.

50 EP; 1 defense 1 support

movement + weapon's range affecting 1 target

instant

4 skill points = 1 skill mastery %

Point Blank Retaliation mastered

5

Magic Mirror

This skill allows you to redirect all blocked magic back at its caster. You use the effects of Magic Block to block the spell, the the blocked amount redirected at the target who cast the spell.

50 SA; 1 defense 1 support

self

instant

4 skill points = 1 skill mastery %

Magic Deflection mastered

5

Sacrifice

This skill allows you to take a mortal blow for any ally that you can reach with your movement range. The damage that is meant for your ally is halved and taken from your EP instead of your HP.

EP damage; 2 support

movement range affecting 1 ally

instant

4 skill points = 1 skill mastery %

Either Guardian or Spirit Guard mastered

5

Spirit Barrier

This skill casts an invisible armor on you and your allies that absorbs 30% of any kind of damage.

50 SA 1 support

all allies and self

1d4 rounds

4 skill points = 1 skill mastery %

Spirit Armor mastered

6

Bullet Deflection

This skill lets you use your sword or shield to potentially deflect gun attacks from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the gun attack attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

55 EP; 1 defense 1 support

self

instant

5 skill points = 1 skill mastery %

Arrow Deflection mastered

6

Demonic Protection

When you use this skill, you call upon a demonic spirit to protect you. The spirit does this by absorbing half of the damage and redirecting the other half among you and all of your allies so that you all take some of it, but not the whole damage. The demon has 200 HP and disappears once its HP is gone.

60 SA; 2 support

self; affects self and all allies

until demon runs out of HP

5 skill points = 1 skill mastery %

Spirit Barrier mastered and must have negative moral points

6

Demonic Retribution

When you use this skill, you call upon a demon to counter attack for you or for an ally of your choosing. The spirit does this by doing 2d% magical damage to the target that attacks you or your ally while taking 1d20 HP from you or the protected ally.

60 SA; 2 support

self or 1 ally

1d6 rounds

5 skill points = 1 skill mastery %

Brutal Retaliation mastered and must have negative moral points

6

Divine Protection

When you use this skill, you call upon an angelic spirit to protect you. The spirit does this by absorbing 75% of the damage. The spirit has 200 HP and disappears once its HP is gone.

60 SA; 2 support

self

until spirit runs out of HP

5 skill points = 1 skill mastery %

Spirit Barrier mastered and must have positive moral points

6

Divine Retribution

When you use this skill you call upon an angelic spirit to counter attack for you and your friends. The spirit does this by shooting a beam of light magic at who ever attacks you or your allies. The beam does 2d% magic damage. The spirit can only do this until the spirit runs out of charges, and each counter attack is a charge.

60 SA; 2 support

self & all allies

1d6 charges

5 skill points = 1 skill mastery %

Sacrifice mastered and must have positive moral points

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3. Defensive Abilities

Tier

Ability

Effects

Requirements & Restrictions

Cost to Acquire

1

Danger Sense

This ability allows your character to sense if there is any danger in a room or around the corner before opening that door or going around that corner. It doesn't let you know what the danger is, just that there is danger ahead. This is an permanent effect ability.

N/A

20 skill points

1

Defensive Stance

This ability allows you to take a defensive stance so that you are always ready to defend against an attack. This ability gives you 1 free defense action that can only be used to defend yourself against an attack with.

N/A

50 skill points

1

Peripheral Vision

Having this ability allows you to avoid surprise attacks.

You need to have a mental stat higher than 25.

50 skill points

1

Saving Grace

This ability can be used whenever your character is dealt a killing blow. This enables you to make a ‘Saving Grace’ roll that will save your character. Upon a death-blow, you need to roll a 15 or below using percentile dice. If you succeed your character will still be alive, having lost 1/3rd of HP the character had before the attack. You have three chances to make this roll with this ability. If you fail all three chances, your character will be dead. This is a particularly useful ability for new characters.

N/A

5 skill points

1

Self Defense Techniques

This ability temporarily increases your Evade % and Fortitude by + 5 for 4 rounds. This ability has to be activated when required,  counts as 1 support action, and costs 25 SA to use.

N/A

80 skill points

2

Absorb Replenish

This ability allows you to use 20% of your EP so that any damage absorbed by Damage Absorb or Magic Absorb can be used to restore your HP with. This ability is automatically used when you use Damage Absorb and Magic Absorb.

Must have Damage Absorb or Magic Absorb at 50% mastery

100 skill points

2

Improved Defense

This ability doubles the effect of Defense, but increases the stat cost by x 1.5.

You must have the Defense skill mastered.

150 skill points

2

Improved Magic Defense

This ability doubles the effect of magic defense, but increases the stat cost by x 1.5.

You must have the Magic Defense skill mastered.

150 skill points

2

Masterful Hide

Using this ability along with the skill Hide increases the penalty given to enemy targets by an additional 25 points. When using this ability with the skill, it increases the skill's cost by x 1.5.

You must have the Hide skill mastered.

150 skill points

2

Guard

This ability allows you to defend an ally from attack. When a nearby ally, one you can reach with your movement range, is being attacked, you can then use yourself as a shield for that ally, taking the hit or using a defensive skill so that the ally doesn't get hit. You must simply make a Speed Check with a 20 point bonus to use this ability.

Block mastered

100 skill points

2

Use Potion as Defense

This ability allows you to use any kind of potion as a defensive measure.

Must have Defensive Stance ability acquired

80 skill points

2

Keep Self

This ability allows you to resist sleep, fear, charm, berserk, loss of self, depression, possession, control, and seduction status effects. It does so by allowing you to spend SA to give yourself a bonus to your Will Check, at a rate of 2 SA per 1 point bonus.

Magic Defense and Defense both at 50% mastery

150 skill points

2

Parry

This ability allows you to parry with any weapon that has a block value. If your weapon's block value is greater than the enemy's attack value, you receive no damage. Otherwise, you will decrease the enemy's attack by 1/2 of your weapon's block value while decreasing your weapon's DP by 10% of the damage dealt. Simply spend 20 EP anytime you wish to parry.

Block mastered

100 skill points

2

Weapon & Shield

This ability allows you to instantly pull up your shield after each attack, thus preventing the enemy from using a counter attack skill against you.

You must have Block mastered and have a shield equipped.

100 skill points

2

Retreat

This ability allows you to safely retreat from the battle and gives you your area movement rate worth of a head start should the attackers wish to pursue you. However in doing so you will drop 1d% worth of currency and loose 15 EP. The enemy can make a speed check to try to prevent you, but must take 1/2 of your speed as its penalty.

Either Distraction mastered or Hide mastered or Defense Stance ability acquired.

80 skill points

2

Absorb Replenish

This ability allows you to use 20% of your EP so that any damage absorbed by Damage Absorb or Magic Absorb can be used to restore your HP with. This ability is automatically used when you use Damage Absorb and Magic Absorb.

Must have Damage Absorb or Magic Absorb at 50% mastery

100 skill points

3

Use Skill as Counter Attack

This ability allows you to use any offensive skill as a counter attack to counter an enemy’s attack. You cannot use other types of skills or spells with this skill. The skill must be used on the target who attacked you, and you can only use one skill. In other words you cannot compound skills. This works with using the skill Counter Attack. You won't use the skill's action costs however you cannot use a skill that costs more actions than you currently have as this skill must be used immediately.

You must have the skill Counter Attack mastered

150 skill points

3

Magic Guard

This ability works like the ability Guard with the bonus that you can spend SA to create a temporary armor on you to better absorb magical damage for your friend. 1 SA spent gives you 2 MR.

Guard and Magic Block at 50% mastery

100 skill points

3

Use Others as Shield

This ability allows you to make a Speed Check to use a support action to quickly dive behind a nearby ally or enemy, forcing that ally or enemy to take the attack for you. You can dive behind any target that is within your movement range and that target will have to take the damage for you. That target can use defensive skills and actions. It cost 1 support action and 20 EP to use this ability.

Move Others mastered

100 skill points

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Wiki+ page: Character Skills & Abilities

1. Character Skills Progression Tree

Character <mark class=Skills Progresson v7.png" class="attachment_img" src="http://www.legendsofnorova.net/uploads/attachments/5a7fe540bbb7b7.17495393.png" />

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2. Character Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Glamour

This skill produces a certain glow about you, which increases your Influence by +10.

5 SA; 1 support

self

1d6 hours

1 skill point = 2 skill mastery %

N/A

1

Haggle

This skill allows you to negotiate for 20% off of the asking price for an item or service if you are the customer. If you are trying to sell the item or service, you can use this skill to negotiate for a 15% increase of the asking price.

5 SA; Free Action

1 item or service

instant

1 skill point = 2 skill mastery %

N/A

1

Intimidation

This skill causes you to look more intimidating or important. It does so by temporarily increasing your Will by 5, which affects all Will based stats, and your Influence by an extra 5.

5 SA; 1 support

self

instant

1 skill point = 2 skill mastery %

N/A

2

Calming Aura

This skill produces a calming aura around your character. This aura causes all within its area of effect, including yourself, to be immune to fear and berserk status effects for as long as they are in the area of effect.

20 SA; 1 support

a 3x3 hex area around the user

1d4 rounds

1 skill point = 1 skill mastery %

Glamour mastered

2

Fear

This skill allows you to inflict fear in the target that you attack. Fear causes the affected target to try to escape you at all costs, unwilling and unable to attack you. To avoid being stricken with fear, the  target may make a Will check which you can counter if you make a successful Will check as well.

15 SA; 1 support

affects 1 target that can see you

1d4 rounds

1 skill point = 1 skill mastery %

Intimidation mastered

2

Mark Up Value

This skill can be used to artificially increase the initial sell value of an item by 3d10 % at the time of sale.

15 SA; Free Action

1 item

instant

1 skill point = 1 skill mastery %

Haggle and Appraisal mastered

2

Resell for Cost

This skill allows you to resell an item for its original, listed purchase price.

15 SA; Free Action

1 item

instant

1 skill point = 1 skill mastery %

Haggle and Appraisal mastered

2

Seduction

This skill allows you to seduce one target that can see you to want to defend you for the duration of the skill. To avoid being seduced, the  target may make a Will check which you can counter if you make a successful Will check as well.

20 SA; 2 support

affects 1 target that can see you

1d6 rounds

1 skill point = 1 skill mastery %

Intimidation mastered

2

Spiritual Glow

This skill envelopes you in a spiritual glow that makes you more trusting. This skill grants you +10 to Influence and a -5 Will penalty to the target you are trying to influence.

20 SA; 1 support

self and target you are influencing

instant

1 skill point = 1 skill mastery %

Glamour mastered

2

Swindle

This skill doubles your Luck when trying to make a Luck check to fool or trick someone.

20 SA; 1 support

self

instant

1 skill point = 1 skill mastery %

Poker Face ability acquired

3

Aura of Lust

This skill produces an aura around your character. This aura causes all within its area of effect, including your friends, to be seduced and want to defend you for as long as they are in the area of effect. To avoid being seduced, the  target may make a Will check which you can counter if you make a successful Will check as well.

25 SA; 1 support

a 3x3 hex area around the user

1d4 rounds

2 skill points = 1 skill mastery %

Seduction mastered

3

Befuddle

This skill allows you to confuse your target that you have attacked. This causes the target to need to make a Mental Check with a -10 penalty to determine friend or foe for each character the target sees. On the first failed check, the target must attack the other as if the other is the target's enemy.

25 SA; 1 support

Weapon range affecting 1 target

1d4 rounds

2 skill points = 1 skill mastery %

Either Fear mastered or Detect Lies ability acquired

3

Conversion

This skill allows you to use SA to affect a target's moral points. Every 2 SA spent is either +1 or -1 to the target's moral points, your choice. This is a permanent change to the target's moral points. You must be next to the target to affect the target. The target can make a Will check with a 5 point penalty to resist conversion.

SA spent; 2 support

1 hex affecting 1 target

instant

2 skill points = 1 skill mastery %

Spiritual Glow mastered

3

Curse of Tongues

Using this skill will demoralize all enemies that are within the skill's area of effect. This halves their movement range and gives them a -10 penalty to any skill roll they make (+10 to their dice roll to use skill),  stat check, and even damage values.

30 SA; 2 support

a 3x3 hex area around the user

1d6 rounds

2 skill points = 1 skill mastery %

Fear mastered

3

Gift of Tongues

Using this skill will inspire all allies that are within the skill's area of effect. This grants them +1 action of their choice and gives them a +10 bonus to any skill roll they make (-10 to their dice roll to use skill),  stat check, and even damage values.

30 SA; 2 support

a 3x3 hex area around the user

1d6 rounds

2 skill points = 1 skill mastery %

Spiritual Glow mastered

3

Increase Resell Value

Using this skill increases the resell value of an item to 30% more than its original purchase price.

25 SA; Free Action

1 item

instant

2 skill points = 1 skill mastery %

Either Resell for Cost or Mark Up Value mastered

3

Sell Damaged Item

This skill allows you to sell a damaged item as if it was not damaged.

25 SA; Free Action

1 item

instant

2 skill points = 1 skill mastery %

Swindle and Resell for Cost at 50% mastery

3

Wholesale

This skill allows you to pay only half of an item's purchase price to purchase said item. This can be used with Disregard Tax but not with Haggle.

25 SA; Free Action

1 item

instant

2 skill points = 1 skill mastery %

Disregard Tax ability acquired

4

Closeout

This skill allows you to pay only 25% of an item's purchase price to purchase said item. This can be used with Disregard Tax but not with Haggle.

40 SA; Free Action

1 item

instant

3 skill points = 1 skill mastery %

Wholesale mastered

4

Expert Resell

This skill allows you to resell an item for 50% over its original purchase price.

35 SA; Free Action

1 item

instant

3 skill points = 1 skill mastery %

Increase Resell Value mastered

4

False Love

This skill causes the target you attack to be head over heels for you. The affected target will defend you, counter attack for you, heal you, and even die for you, for as long as the effects last.

40 SA; 2 support

Weapon range affecting 1 target

1d4 rounds

3 skill points = 1 skill mastery %

Aura of Lust mastered

4

Negative Energy

This skill produces an aura around your character. The aura causes all enemies who enter it to need to make a Will check with a 10 point penalty against fear, confusion, and berserk for as long as they are in the aura + 2 rounds (3 separate will checks).

40 SA; 3 supports

a 3x3 hex area around the user

2d4 rounds

3 skill points = 1 skill mastery %

Curse of Tongues mastered

4

Positive Energy

This skill produces an aura around your character. The aura grants all allies who enter it a +20 bonus to any skill roll they make (-20 to their dice roll to use skill),  stat check, and even damage values  (including each dice roll if any for damage) for as long as they are in the area + 1 round.

40 SA; 3 supports

a 3x3 hex area around the user

2d4 rounds

3 skill points = 1 skill mastery %

Gift of Tongues mastered

4

Rip Off

This skill allows you to sell an item (not resell) for double what it is worth. You cannot use this skill to resell an item that you have purchased but you can use it to sell any item you have made or found.

45 SA; Free Action

1 item

instant

3 skill points = 1 skill mastery %

Either Befuddle or Sell Damaged Item mastered

4

Transplace Familiar

This skill allows you and your familiar to trade spaces instantly.

50 SA 1 support

self and any familiar

instant

3 skill points = 1 skill mastery %

Train Familiar ability acquired

4

Unfair Trade

This skill allows you to trade an item for an item that is worth up to double the other item's value.

40 SA; Free Action

1 item

instant

3 skill points = 1 skill mastery %

Sell Damaged Item mastered and Trade ability acquired

5

Avian Call

With this skill you call out for aide. If you are in an area of the world that a great eagle resides, one will come to your aide and will assist you and even allow you to ride it for the duration of the skill. If there is no great eagle in the area, 2d20 hawks will quickly descend upon the battlefield if you are in battle, attacking the enemies for 1d12 x number of hawks worth of damage. If you are not in a battle but are in the world; those same hawks will drop food and random loot (determined by Luck Check and GM discretion) at your feet.

50 SA; 3 support

entire battlefield or local area

instant

4 skill points = 1 skill mastery %

Avian Kinship acquired

5

Dragon's Bond

This skill allows you to form a permanent bond with dragons. Each time you use this on a dragon, their bond with you increases by 10%, unless of course you do something to piss the dragon off. You would need to use this skill at least ten times to form a lasting bond with the dragon. Once that bond is formed, anytime you are in the region of the world that the dragon resides (within 20 world blocks), and call for the dragon's aide, the dragon will come and help you. During the time the dragon is with you it will help you fight, but is not yours to control, will help you in other ways determined by the GM, and may even allow you to ride it.

50 SA; 2 support

must be in same room with dragon, and dragon must see you to make the bond; must be within 20 world blocks of bonded dragon for aide

instant to make bond; bonded dragon stays with you for 1d10 hours

4 skill points = 1 skill mastery %

Dragon Lore ability acquired

5

Masterful Resell

Using this skill allows you to resell an item for 2.5 times its original purchase price.

55 SA; Free Action

1 item

instant

4 skill points = 1 skill mastery %

Either Unfair Trade or Expert Resell mastered

5

Misreading the Scriptures

This skill causes any target caught within the area of effect to need to make a Will check versus control, with a 15 point penalty. If the target fails, you will control that target for as long as the target is in the area of effect. The target will not be able to make any more will checks after failing.

50 SA; 3 support

a 3x3 hex area around the user

2d4 rounds

4 skill points = 1 skill mastery %

Negative Energy mastered

5

Reading the Scriptures

This skill grants anyone within its area of effect immunity to possession, control, beserk, and fear for as long as they are in the area of effect + 1 rounds.

50 SA; 3 support

a 3x3 hex area around the user

2d4 rounds

4 skill points = 1 skill mastery %

Positive Energy mastered

6

Nature's Avatar

Using this skill makes you one with nature. Natural creatures will not fight you and will aide you in battle, with the type of natural creatures being there depending upon the area you are in. Natural creatures are anything not listed as xenic, undead, spirit, summon, or dragon. Furthermore, you will instantly understand their language and be able to communicate with them, be able to do things like harvest half of the valuable blooms from otherwise dangerous plants, and be provided safety and aide from the creatures of the wild.

60 SA; Free Action - can't be used in battle

self

1d10 hours

5 skill points = 1 skill mastery %

Avian Call and Dragon's Bond at 50% mastery

6

Prayer

The effects of this skill depend largely upon your character's moral points.
Positive Moral Points: all allies are restored for 1/2 your Mental Rate of their current HP, SA, and EP.

Negative Moral Points: all enemies are drained 1d% (per target) of their current HP, SA, and EP which is dispersed evenly to you and your allies.

60 SA; 4 supports

entire battlefield

instant

5 skill points = 1 skill mastery %

Either Reading the Scriptures or Misreading the Scriptures mastered

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3. Character Abilities

Tier

Ability

Effects

Requirements & Restrictions

Cost to Acquire

1

Horsemanship

This ability allows you to ride and control a horse or other mounted beast.

N/A

25 skill points

1

Poker Face

This ability increases your luck by + 10 when you are bluffing to aid in fooling the other person. This is a permanent effect ability.

N/A

50 skill points

1

Trade

This ability allows you to trade one item for another item of equal value.

N/A

25 skill points

1

Animal Talk

This ability allows you to communicate with animals. Simply spend 1 SA for each minute/round of communication with the animal.

N/A

25 skill points

2

Tame Insect

This ability allows you to tame an insect type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 15 SA and 1 support and must be within 1 hex of the creature you wish to tame.

Identify Animal mastered and Animal Talk ability acquired

100 skill points

2

Tame Small Fowl

This ability allows you to tame a small fowl type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 15 SA and 1 support and must be within 1 hex of the creature you wish to tame.

Identify Animal mastered and Animal Talk ability acquired

100 skill points

2

Tame Small Mammal

This ability allows you to tame a small mammal type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 15 SA and 1 support and must be within 1 hex of the creature you wish to tame.

Identify Animal mastered and Animal Talk ability acquired

100 skill points

2

Forgery

This ability increases your Luck by + 20, giving you better odds at copying any written work and passing it off as the original. It cost 10 SA to use this ability.

You must have the Poker Face ability.

100 skill points

2

Tame Small Reptile

This ability allows you to tame a small reptile type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 15 SA and 1 support and must be within 1 hex of the creature you wish to tame.

Identify Animal mastered and Animal Talk ability acquired

100 skill points

2

Tame Small Xenic Creature

This ability allows you to tame a small xenic creature type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 15 SA and 1 support and must be within 1 hex of the creature you wish to tame.

Identify Animal mastered and Animal Talk ability acquired

100 skill points

2

Racial Lore

Select a Race when purchased. This represents careful study on your part, concerning the creature at hand. Their language and culture and how they go about their daily lives, this even includes their biology.  When using the Translate skill, on a race you have bought this ability for it no longer requires a cost. You gain + 5 damage bonus and a 5% bonus to perception and evasion vs. your selected racial type.

Translate 50% mastery

100 skill points

2

Acting

This ability allows you to falsely preform emotional responses. This increases your Luck by 20 against detection of lying. This is a permanent effect.

You must have the Poker Face ability.

50 skill points

2

Creature Lore

Select a creature type, when purchased. This represents careful study on your part, concerning the creature at hand. How they eat, and hunt, and how they go about their daily lives, this even includes their biology.  When using the Identify Animal and Animal Talk ability, on a creature you have bought this ability for it no longer requires a cost. You gain + 5 damage bonus and a 5% bonus to perception and evasion vs. your selected creature type.

Identify Animal, Animal Talk Ability

80 skill points

2

Detect Lies

This ability allows you to determine if someone is lying by increasing your Perception % by +20 at a cost of 15 SA.

You must have the abilities Poker Face and Lip Reading.

80 skill points

2

Disregard Tax

This ability can be used with Haggle to take off another 10% from the item's cost. It increases the stat cost of Haggle by 5 SA.

Haggle and Appraisal mastered

80 skill points

3

Familiar Counter

This ability allows you to have your familiar Counter Attack for you. You simply spend the stat cost of Counter Attack and your familiar will use its defense move to counter for you. The familiar should be in movement range of the target that attacked you.

Must have a familiar.

50 skill points

3

Keep Familiar

This ability allows you to keep a tamed beast as a pet after battle, permanently. You can keep up to 4 tamed beast as a pet at any and all times. It cost 15 SA to use this ability and must be used at the end of the battle on the tamed beast that you want to keep.

You need to have at least 1 taming ability.

50 skill points

3

Tame Large Fowl

This ability allows you to tame a large fowl type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 25 SA and 1 support and must be within 1 hex of the creature you wish to tame.

Tame Small Fowl mastered

200 skill points

3

Leadership

This ability enables you to lead and inspire others by temporarily increasing your Influence by + 15. It cost 10 SA to use this ability each time you need it. The effect is an instant effect.

You must have the skill Spiritual Glow mastered.

80 skill points

3

Tame Large Mammal

This ability allows you to tame a large mammal type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 25 SA and 1 support and must be within 1 hex of the creature you wish to tame. 

Tame Small Mammal mastered

200 skill points

3

Tame Large Reptile

This ability allows you to tame a large reptile type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 25 SA and 1 support and must be within 1 hex of the creature you wish to tame. 

Tame Small Reptile acquired

200 skill points

3

Tame Large Xenic Creature

This ability allows you to tame a large xenic creature type beast so that the beast will fight for you for the remainder of the battle. It does so by increasing your Influence % by x 1.5 for that instance. To keep the tamed beast, you must use the Keep Familiar ability. This ability costs 25 SA and 1 support and must be within 1 hex of the creature you wish to tame. 

Tame Small Xenic Creature mastered

200 skill points

3

Train Familiar

This ability allows you to teach your familiar skills and abilities. You can only teach them skills and abilities that you already know and have mastered that they would be able to preform. For example, you could teach an attack dog 2-Hit Combo - Unarmed if you have it mastered yourself, but you can't teach an attack dog how to use a gun skill such as Precise Shot, even if you have it mastered. A dog simply can't use a gun.

Must have at least 1 taming ability and have a familiar.

50 skill points

3

Counterfeiting

This ability allows you to make replicas of real currency that are good enough to fool others into thinking that they are real.  It cost 20 SA to use this ability. Experienced targets with a good perception may notice the item is counterfeit with a Perception Check with a 15 point penalty.

You must have the Forgery ability.

150 skill points

4

Avian Kinship

This ability allows you to develop a kinship with all avian, or fowl, creatures. Avian creatures will not attack you nor will resist being tamed by you (no need to make an influence check with Tame Fowl), and will communicate with you freely. This is a permanent effect.

 

100 skill points

4

Familiar Sacrifice

You use this skill when your character dies. Instead of you dying, your familiar will die in your place. You will obtain an anima stone containing your familiar's spirit afterwards, if you have an empty ylem stone.

Train Familiar and Keep Familiar abilities acquired; only works with familiars you've had for more than 1 battle

150 skill points

4

Dragon Lore

This ability gifts you with the ability to understand dragons. When you acquire this ability you will have a basic understanding of dragons and will be able to know more about the dragon you are encountering. This can prove useful in dealing with the dragon in ways that do not end in bloodshed. If you have this ability with Linguistics, you can learn to understand and speak dragon. This is a permanent effect ability.

You must have Tame Large Reptile and Tame Large Xenic Creature abilities

100 skill points

5

Wizard's Companion

This ability allows you to keep the magically created or summoned creature, such as an elemental, as a familiar. Therefore you would be able to use all of the familiar skills, including Train Familiar, with your new magical familiar. You must “feed” your magical familiar 5 SA per day to keep your magical familiar alive. You can only keep one magical creature as a familiar at any time. You must spend 25 SA on the magical creature that you want to turn into your familiar at the end of the battle.

The ability to magically create or summon a creature.

150 skill points

6

Store Master

With this ability you can own a store and generate profits from the store. First you must purchase and set up a store, and then every game session you will gain instantly your Luck score x 500 in shillings. This is a permanent effect ability.

You must have Masterful Resell skill at 50% mastery.

150 skill points

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Wiki+ page: Support Skills &amp; Abilities

Support skills and abilities are further divided into Combat and Non Combat categories.

View

Wiki+ page: Magic Skills &amp; Abilities


 

Note: These aren't magic spells. These are skills and abilities to help improve your magic power.

1. Magic Skills Progression Tree

Magic <mark class=Skills Progresson v7.png" class="attachment_img" src="http://www.legendsofnorova.net/uploads/attachments/5a7feed3883ea4.33062134.png" />

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2. Magic Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Magic Absorb

Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.

1 /3 rd damage to SA; Free Action

self

instant

1 skill point = 2 skill mastery %

N/A

1

Magic Defense

With this skill you pull yourself in, trying to shield yourself from a magic attack so that the attack wouldn't hurt as much. This skill takes half of your Mental and lets you use it as additional MR for that attack. So if your Mental is 50, you have an extra 25 MR absorbing the damage dealt to you.

10 EP; 1 defense

self

instant

1 skill point = 2 skill mastery %

N/A

2

Chi Magic Defense

When you use this skill you gather your inner power to increase the amount of magic damage you can defend against. This skill allows you to convert SA points into PR at a cost of 1 SA per PR, for that attack.

SA spent; 1 defense

self

instant

1 skill point = 1 skill mastery %

Magic Defense mastered and Chi Focus ability acquired

2

Counter Magic

This skill allows you to counter attack using a magic spell. The magic spell must be directed at the target that attacked you and be able to reach and affect that target. The magic spell's action cost cannot exceed your magic actions. If you are in the process of casting a spell, you cannot use this skill.

5 SA + cost of spell; 1 defense

spell's range affecting 1 target

instant

1 skill point = 1 skill mastery %

Magic Defense at 50% mastery

2

Magic Block

This skill allows you to block a magic spell. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the spell's damage. What is left from the spell's damage is what affects your character and the shield or weapon's DP or the armor's MR decreases by 10% of the damage blocked.

15 SA; 1 defense

self

instant

1 skill point = 1 skill mastery %

Either Block or Magic Defense mastered

2

Magic Ink

This spell allows you to enchant the ink you are using as if the ink were a rune stone. With this you could write spell scrolls to give to your friends, one spell per scroll. This would be a cheap and effective way of allowing your friends to cast your spells, following similar rules of using a rune stone in that at least 10% of the SA must come from them. The catch is that you are the rune stone, so whenever they use a spell scroll that you've written, whatever amount of SA they didn't use from themselves for the spell will come from you. They can cover the entire stat cost if they so desire. The action costs will come from them. You cannot write spell scrolls in battle.

25 SA; Free Action

1 spell scroll

instant

1 skill point = 1 skill mastery %

Create Rune Stone ability acquired

2

Rune Empower

This skill allows you to spend skill points to empower the spell healing or damage value effect from the spell within your rune stone. This only affects spells being cast from a rune stone. With every 2 skill points you can increase the rune stone's spell healing or damage value by 1 point.

Spent Skill Points; 1 support

spell's range and spell's area

instant

1 skill point = 1 skill mastery %

Create Rune Stone ability acquired

3

Rune Spell Empower

With this skill you can combine the effects of the spell you are casting with the spell in your rune stone. They do not have to be the same spell but they should have similar effects. For example, you could combine a reviving spell with a healing spell but you can't combine a healing spell with a damaging spell. If you combine the spell you are casting with a spell in your rune stone and they are the same exact spell, the spell's effects are doubled.

20 SA; 1 support

spell's range and spell's area

instant

2 skill points = 1 skill mastery %

Rune Empower at 50% mastery

3

Rune Tatooing

This ability allows you to transfer the stored spell within a rune stone to yourself or an ally in the form of a permanent tattoo. The tattoo would contain all of the information for the spell, allowing the spell to be cast from its bearer. This will destroy the rune stone, however, a tattoo is permanent and will never drain. Instead, all of the SA and Action Costs will come from its bearer. This is particularly useful if you wish to be able to always cast that water elemental spell without fear of the rune stone loosing all of its power and you are not of the water element. You cannot use this skill in battle.

40 SA; Free Action

self or 1 ally

instant

2 skill points = 1 skill mastery %

Magic Ink mastered

4

Magic Deflection

This skill lets you use your sword or shield to potentially deflect magic attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the magic attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value. 

35 SA; 1 defense 1 support

self

instant

3 skill points = 1 skill mastery %

Magic Guard ability acquired

4

Quickening

This skill is a mage's best friend as it allows you to temporarily increase your Magic Actions. With this skill, you can increase your Magic Actions by spending SA, at a rate of 1 Magic Action for every 40 SA spent. While expensive, it cannot be argued that being able to increase your magic actions isn't worth it.

SA Spent; 1 support

self

1d6 rounds

3 skill points = 1 skill mastery %

Magic Theory ability acquired

5

Magic Mirror

This skill allows you to redirect all blocked magic back at its caster. You use the effects of Magic Block to block the spell, the the blocked amount redirected at the target who cast the spell.

50 SA; 1 defense 1 support

self

instant

4 skill points = 1 skill mastery %

Magic Deflection mastered

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3. Magic Abilities

Tier

Ability

Effects

Requirements & Restrictions

Cost to Acquire

1

Magic Sense

This ability allows you to sense and identify magic in the immediate area. With this ability you can determine the element of the magic, what the magic is , and another properties as determined by the GM. This is a permanent effect ability that has an area of 40 x 40 area blocks or 200 x 200 square feet.

N/A

50 skill points

1

Magic Store

This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.

N/A

50 skill points

1

Battle Mage

You can use this ability whenever your character defends from a magic attack or is hit by a magic attack. This ability causes your character to absorb 20% of the spell damage and use that absorbed damage to restore his or her SA by that amount. It costs 5 EP to use this instant effect ability.

N/A

50 skill points

1

Basic Spell Crafting

This ability allows you to create Tier 1 spells of your character's runic element. Please refer to the Spell Components tables for components that you can use to create your spell and their costs.

N/A

50 skill points

1

Create Rune Stone

This ability allows you to pour your SA into a ylem stone to make a rune stone. Please refer to the rules about making rune stones in the magic section for more information.

N/A

50 skill points

1

Empathetic Mage

This ability allows for your emotions to fuel your magic damage or healing potential. If you attack an enemy with a magic spell, and are filled with anger, and apply this ability to that magic attack, your character's Magic Power will be increased by x 1.3 for that attack. Same thing if you use a healing spell with this ability if your character is filled with a feeling of urgency to help that other character. If your character has opposite feelings, such as happiness when using magic against an enemy and this ability, the spell simply won't do any damage. You can call upon this instant effect ability at any time by spending 10 SA.

Your character must have the Empathy talent.

100 skill points

2

Improved Magic Defense

This ability doubles the effect of magic defense, but increases the stat cost by x 1.5.

You must have the Magic Defense skill mastered.

150 skill points

2

Elemental Channeling

Using this ability allows your character to channel in elemental power into your melee attack, allowing you to add in the effects on attack that you would normally only add in with a magic attack. This could be useful when attacking a target that you are elementally strong against. To use this ability, you simply need to spend 3 SA with your melee attack.

Your character must have at least one magic spell mastered.

100 skill points

2

Elemental Restore

This ability causes any damage that is resisted due to elemental properties to restore HP, SA, or EP by the amount of resisted damage. The stat that is restored is up to you. This is a permanent effect.

Your character must have the Magic Absorb skill at 50% mastery.

100 skill points

2

Magic Study

When practising magic spells with this ability, your success and failure rates increase by +2. This is a permanent effect.

Study Habits ability acquired

100 skill points

2

Spell Focus

This ability increases your success roll of any non mastered spell by x 1.3 at the cost of an additional action and increasing the spell’s stat cost by x 1.2. In order to gain the success rate of skill points you would still have to roll the original mastery rate and below, however this will make it easier to at least perform the spell. Even if the spell is successful because of this ability, if the roll is not at or below the original mastery rate, then only skill points at the failure rate are obtained. This is an instant effect ability that can be called upon whenever needed.

Study Habits ability acquired

50 skill points

2

Magical Compounding

This ability allows you to add magic spells to a potion to add the spell's effects to the effects of the potion. This is an instant effect talent that may be called upon when needed, however the effect added to the potion is permanent. You must spend the spell's stat cost when adding it to a potion with this ability.

Create Basic Potions ability acquired

150 skill points

2

Magical Vampirisim

This ability allows the character to attach a draining effect upon a spell that returns 20% of the spell’s damage against an enemy to the character and restores his or her HP by that amount. This increases the spell’s stat cost by x 1.5. This is an instant effect ability that may be called upon when needed.

Magic Absorb at 50% mastery

100 skill points

2

Mounted Mage

With this ability you are able to cast spells while on a mount.

Horsemanship ability acquired

50 skill points

2

Novice Spell Crafting

This ability allows you to create Tier 2 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Basic Spell Crafting, have created 1 spell, and have 1 Tier 2 spell.

100 skill points

2

Create Anima Stone

This ability allows you to create an Anima Stone using a pure crystal.

Create Rune Stone ability acquired

100 skill points

2

Spell Modification

This ability allows you to modify existing spells that you have mastered. You can only apply modifications to mastered spells within your mastered spell's tier level. Modifications must also fit within your character's element. Please refer to the Spell Components tables for components that you can add to your spell and their costs.

Basic Spell Crafting ability acquired

100 skill points

2

Energy Reserve

This ability allows you to use a ylem stone to make a special type of rune stone for HP, SA, or EP. These so-called life stones and energy stones can be used to store HP, SA, or EP. For more information concerning how these energy stones or life stones work, including any special restrictions, please refer to the Rune Stones rules in the Magic System section of this book.

Your character must have the Create Rune Stone ability.

150 skill points

3

Enhance Magic

This ability allows you to increase the damage or healing value of your spells by spending SA into them. Every 2 SA spent into a spell with this skill increases your Magic Power by 1 point, for that one instance or one round of that spell’s effect.

Spell Focus ability acquired

150 skill points

3

Magic Guard

This ability works like the ability Guard with the bonus that you can spend SA to create a temporary armor on you to better absorb magical damage for your friend. 1 SA spent gives you 2 MR.

Guard and Magic Block at 50% mastery

100 skill points

3

Better Spell Crafting

This ability allows you to create Tier 3 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Novice Spell Crafting, have created 2 Tier 2 spells, and have mastered one Tier 3 spell.

150 skill points

3

Spell Master

This ability allows you to more quickly use the spells that you have already mastered. It does so by permanently decreasing their magic action cost by 1.

Spell Focus ability acquired and at least 1 mastered spell

150 skill points

3

Magic Theory

This ability allows you to use your knowledge of the laws of magic to increase your magical power. This ability increases your Magic Power by x 1.5 per round at a cost of 5 SA per round.

Magic Study ability acquired

100 skill points

3

Create Talisman

This ability  allows you to transform something you already possess into a magical talisman. The talisman decreases the action costs of any spell you are casting by 1 and the stat cost by 10%. However, the talisman has only as much SA that you put into it. The talisman will lose the spell's SA cost in SA each time you cast a spell while holding the talisman, and once the SA cost is depleted, the talisman becomes a normal object again, no longer providing its effect. To create a talisman, simply hold the object you wish to enchant and spend your SA into it, 10 SA at a time, until you are satisfied. Every 10 SA spent takes 1 minute of game time. This ability can't be used in combat.

Energy Reserve ability acquired

150 skill points

3

Use Anima Stone

This ability allows you to summon forth a spirit from an Anima Stone. The cost to use an Anima Stone depends upon the type of Anima Stone and how strong the stone's 'spirit' is. Please refer to the rules about Anima Stones in Arcessomancy for more information.

Create Anima Stone ability acquired

150 skill points

4

Magic Break

When you use this ability you are throwing your own magic power at a target to forcibly end any magical enchantments or spells that are currently active. You must throw 1.5 x the SA cost of the spell that you are trying to end. You can also use this to break any magic traps, enchantments, or locks on an area, if you have sufficient SA to throw at it.

You must have the Magic Theory ability.

100 skill points

4

Craft Relic

This ability allows you to create an item that will become a magical relic. The effects of the relic will be the effects of the spell or ability that you place into it at the cost of that spell or ability. In other words, you will forget that spell or ability but you can relearn it. The benefits are that with the relic you can get the effects constantly at no cost from you. This can be useful in creating stat boosting or health regeneration relics.

Create Talisman and Mediocre Crafting abilities acquired

200 skill points

4

Skilled Spell Crafting

This ability allows you to create Tier 4 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Better Spell Crafting, have created 3 Tier 3 spells, and have 3 Tier 4 spells.

200 skill points

5

Advanced Spell Crafting

This ability allows you to create Tier 5 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Skilled Spell Crafting, have created 3 Tier 4 spells, and have mastered 1 Tier 5 spell.

200 skill points

6

Master Spell Crafting

This ability allows you to create Tier 6 spells of your character's runic element. Please refer to the Spell Components table for components that you can use to create your spell and their costs.

Must have Advanced Spell Crafting, have created 3 Tier 5 spells, and have mastered 1 Tier 6 spell.

300 skill points

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Wiki+ page: Swords Offensive Skills and Abilities


 

1. Swords Offensive Skills Progression Tree

Offensive &nbsp;<mark class=Skills - Swords v7.png" class="attachment_img" src="http://www.legendsofnorova.net/uploads/attachments/5a7fca623d4f55.08259901.png" />

 

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2. Swords Offensive Skills


 

 Tier

 Skill

 Effects

 Stat and Action Cost

 Range and Area

 Duration

Skill Points to Skill Mastery

Prerequisites

1

Trained Strike

This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP; 1 attack

1 hex forward affecting 1 target

instant

1 skill point = 2 skill mastery %

N/A

2

2-Hit Combo

Melee Weapon Damage + Melee Power + Melee Weapon Damage

20 EP; 1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point = 1 skill mastery %

Trained Strike mastered and Weapon Mastery ability

2

Angled Slash

This does 25 points of Damage

15 EP, 1 attack

Weapon range affecting 1 target

instant

1 skill point = 1 skill mastery %

Trained Strike mastered

3

Full Moon Attack

Using this skill allows you to attack all targets in reach. This skill increases your damage by + 35.

30 EP; 1 attack, 1 support

weapon's range around user

instant

2 skill points = 1 skill mastery %

2-Hit Combo mastered

3

Slash & Stab

This increases your damage by +40 and 10% of the damage goes past the target's armor.

30 EP; 1 attack, 1 support

Weapon range affecting 1 target

instant

2 skill points = 1 skill mastery %

2-Hit Combo mastered

4

3-Hit Combo

This skill does Melee Weapon and Melee Power damage with the first hit, but with the following hits you only add your weapon damage.

40 EP; 1 attack

weapon's range affecting 1 to 3 targets

instant

1 skill point = 2 skill mastery %

3 skill points =
1 skill mastery %

4

Cleave

This skill must be used with a 2-Handed sword. This attack doubles your Melee Power and increases the attack by 55. 5% of the attack goes straight to HP.

45 EP; 1 attack 1 support

Weapon range affecting 1 target

instant

3 skill points = 1 skill mastery %

2-Handed Proficiency ability acquired

4

Forceful Thrust

Your damage is increased by 40. Only torso armor applies, and 20% of the damage goes directly to HP.

40 EP; 1 attack 1 support

1 hex affecting 1 target

instant

3 skill points = 1 skill mastery %

Either Swordplay ability acquired or Knifeplay ability acquired

5

Brutal Slash

This doubles your Melee Power and increases the damage by 65.

50 EP; 1 attack 2 support

Weapon range affecting 1 target

instant

4 skill points = 1 skill mastery %

Forceful Thrust mastered

5

Mortal Slice

This skill can only be used with a 2-Handed sword. This skill gives the chance of an instant kill by adding the roll of a 1d6 to your attack. Should you roll a 6 your target would be killed instantly.

55 EP; 1 attack 1 support

Weapon range affecting 1 target

instant

4 skill points = 1 skill mastery %

Cleave mastered

5

Rapid Slash

Roll 2d4. The number shown on the dice indicated how many hits you make with your weapon. You do not add melee power to any of the attacks, and each attack has to be evaded or defended from separately.

50 EP; 1 attack 2 support

weapon's range affecting 1 target

instant

4 skill points = 1 skill mastery %

3-Hit Combo mastered

5

Twin Moon Attack

Using this skill allows you to attack all targets in reach twice. This skill increases your damage by + 40 for each hit. 

55 EP; 1 attack 2 support

weapon's range around user

instant

4 skill points = 1 skill mastery %

3-Hit Combo mastered

6

4-Hit Combo

This skill does Melee Weapon and Melee Power damage with the first hit, but with the following hits you only add your weapon damage.

60 EP; 1 attack

weapon's range affecting 1 to 4 targets

instant

5 skill points = 1 skill mastery %

One of the following must be mastered: Whirlwind, Twin Moon Attack, Rapid Slash, Whirling Blades, Roundhouse Smash, or Deadly Baton

6

Bone Scraper

This attack doubles your Melee Power and increases the attack by 90. Also 20% of the damage dealt automatically goes to HP.

60 EP; 1 attack 2 support

Weapon range affecting 1 target

instant

5 skill points = 1 skill mastery %

Brutal Slash mastered

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3. Swords Offensive Abilities

 Tier

 Ability

 Effects

Requirements & Restrictions

Cost to Acquire

1

Weapons Mastery

This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.5. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.

You can have 1 weapons mastery per every 20 Mental.

100 skill points

1

Empathic Combat

This ability allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, and apply this ability to that melee attack, your character's Melee Power will be increased by + 10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. You can call upon this instant effect ability at any time by spending 50 SA.

Your character must have the Empathy talent.

50 skill points

2

2-Handed Mastery

This ability increases the total damage of your two-handed strike by x 1.25.

You must have the weapon mastery ability for the weapon you are using and be using a 2-Handed weapon. This ability only applies for the weapons that you have a weapon mastery in.

80 skill points

2

Mounted Warrior

With this ability you are able to use melee skills while on a mount.

You must have the Horsemanship ability.

50 skill points

2

Dual Wielding Swords

This ability allows you to dual wield swords, assuming your character can physically dual wield swords. When dual wielding you must spend 5 EP per attack, unless you have the Ambidexterous talent which negates the stat cost.

You must either have mastered Trained Strike or have the Ambidexterous talent.

100 skill points

2

Hunting

With this ability you can increase your damage against a predetermined beast type by x 1.5. You must make it know to the GM the type of beast you are wishing to hunt when you acquire this ability or before you can ever use it, which are: insect, small mammal, moderate size mammal, large mammal, small reptile, moderate size reptile, large reptile, small fowl, large fowl, skeleton, spirit, zombie, vampire, dragon, a particular race, water creature, etc. Once you have determined what you are hunting, the effects of this ability will only work for that type of target. If you wish to hunt another type, you will have to acquire this ability again.

You must have the Identify Animal skill at 50% mastery.

100 skill points

2

Combat Endurance

This ability causes you to use only one half of the EP cost for all offensive skills and moves. This is a permanent effect.

You need to have at least one offensive skill mastered.

200 skill points

2

Combat Enhancement

This ability increases the damage of all of your combat skills by x 1.3, whether those skills are mastered or not, but increases their stat cost by x 1.2 if you want to apply its effects.

You must have at least one offensive skill mastered.

100 skill points

2

Enforce Skill

This ability allows you to spend SA to enforce your skills so that when using skills to attack a target, the target’s chance of evasion decreases. You can decrease the target’s Evade % by 1 point with every 2 SA spent with this skill.

You must have at least one offensive skill mastered.

150 skill points

3

Dual Mastery

This ability increases your total damage by x 1.25 (x 1.5 if you have the Ambidexterous talent) when dual wielding.

You must have the dual wielding ability for the weapon you are dual wielding and the weapon mastery ability for that weapon. This ability only applies on weapons that meet these requirements.

150 skill points

3

2-Handed Proficency

This ability allows you to apply your character's Aim stat as a penalty to the target's Evade chances when attacking with a two-handed weapon, by simply spending 10 SA with your attack.

You must be using a 2-Handed Weapon and have the 2-Handed Mastery ability.

100 skill points

3

Swordplay

This is a fancy swordplay which increases your weapon damage by x 1.3 to inflict more damage. It can be used with any sword attack or skill simply by spending an extra 5 EP.

You must have Angled Slash mastered

100 skill points

3

Increased Offense

Using this ability increases your damage value of your attack by 2d12 worth of points. This is an instant effect ability that can be applied to any attack of offensive skill simply by spending 20 EP.

You must have the Combat Endurance ability.

100 skill points

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