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Specific Rules of Skills and Magic
So let’s get down to specifics and how each general piece can be used to affect a campaign. If it isn’t otherwise listed or if a character and GM are creating their own skills, items, or magic, they start with the general rules listed in the previous section. And honestly, those may be enough. If they aren’t, or if specific degrees add additional abilities over and above what is covered in the general section, this is where you’ll find them.
Although items are pretty much the same as skills and magic, we’re going to give them their own section because they generally fit into only a section or two and take up multiple pages. Also we’re going to cover mental skills in a separate section because they too need a lot more discussion and will take over whole subsections if not separated out. So for now, we’re just going to go over non-mental skills, including what might be considered magical or elemental skills.
| Skill | Category | Non-Proficient? 1) | Dice Type 2) | Effect in a Nutshell | Mana? |
|---|---|---|---|---|---|
| Acid Attack | Elemental Attack | No | Standard Damage Roll | Character produces a caustic acid with range, area of effect, and duration based on degree and level per general rules; has a residual effect where successful dice from previous round are rolled again each round thereafter until washed off | Per degree |
| Acrobatics | Fitness | No | Standard Skill Check | Tumbling; Leaping; Spinning on bars; Flipping; As a defensive action, add dice to any attack where acrobatics might reasonably aid in avoiding the attack | One |
| Air Manipulation | World Effects | No | None, Standard Skill Check | Creating gusts of wind or pockets of air; generally no direct damage; can be used in conjunction with summoning | One |
| Ambush | Tactics, Action and Initiative, Stealth | Yes | Non-Standard | Surprising an opponent using natural cover; one or two dice per degree added to initiative with proper preparation | No |
| Artificial Hit Points | Hit Points | No | Standard Potency Roll | Stim-Pack; Temporarily add additional hit points above the maximum at the standard rate of two dice per degree and lasting one round per level | One |
| Astral Projection | Environmental Manipulation | No | Standard Skill Check | Travel in Astral Realm; mana and additional checks required to maintain presence astrally | One per Skill Check |
| Balance | Fitness | Yes | Standard Skill Check | Remain standing under difficult circumstances; can be used in conjunction with other skills where balance aids in its performance | No |
| Berserking | Action and Initiative | No | Non-Standard | Lose all defensive actions, add one additional combat action added per degree | Per Degree |
| Blindfighting | Force Offense | Yes | Non-Standard | Negative four dice + one die per degree | No |
| Bludgeoning Defense | Defense, Force Defense Skills | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action | Per degree |
| Bludgeoning Resistance | Defense, Force Defense Skills | Yes | Standard Defense Roll | Automatic advantages to the character themselves | None |
| Brute Strength | Fitness | No | Non-Standard, Standard Skill Check | A much greater than average strength increase all physical force melee attack rolls and other skills by one die per skill degree; move heavier and heavier objects with a skill check | No |
| Burning Attack | Elemental Attack, Defense, Elemental Defense Skills | No | Standard Damage Roll | Character creates a burning heat with range, area of effect, and duration based on degree and level; residual effect causes one die of damage per round and ignites flammables for three dice of damage per round to the character and anyone touching them until extinguished or until flammables are consumed; can used as a defense to counteract residual effects of a freezing attack | Per degree |
| Burning / Acid Defense | Defense, Elemental Defense Skills | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as defensive action | Per degree |
| Burning / Acid Resistance | Defense, Elemental Defense Skills | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No |
| Camouflage | Stealth | Yes | Standard Skill Check, Standard Win-Loss Roll | Camouflaging oneself and allies using natural elements and colors or the presence of low light and shadows to avoid visual detection | No, One per ally |
| Catching and Throwing | Hand-Eye Coordination | No | Standard Skill Check, Standard Damage Roll | Throwing with accuracy; catching thrown items; juggling; catching missile weapons requires a defensive action | None, Per Degree Required |
| Chemist | Trades | Yes | Standard Skill Check | Mix potions, explosives, herbal remedies, poisons, and other substances; skill check required if difficult or non-proficient | No |
| Clairvoyance / Clairaudience | Cognitive Attacks, Environmental Manipulation | No | Standard Skill Check, Standard Win-Loss Roll | View and/or listen to a known person or area | Per degree |
| Climbing | Fitness | Yes | Standard Skill Check | Climb up or down at a rate equal to walking; two dice per degree; skill check required if difficult; brute strength applies to skill check if appropriate; acrobatics applies to skill check if appropriate; balance applies to skill check if appropriate | No |
| Cognitive Disruption | Cognitive Attacks | No | Standard Win-Loss Roll | Hold, feeblemind, loss of immediate memory; effects vary | One plus one per defense success |
| Cognitive Domination | Cognitive Attacks | No | Standard Win-Loss Roll | Obey understood commands; defensive dice increase as commands become more abhorrent | One plus one per defense success |
| Cognitive Defense | Defense, Mental Defense Skills | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as defensive action | Per degree |
| Cognitive Shielding | Defense, Mental Defense Skills | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No |
| Computers and Engineering | Trades | Yes | Standard Skill Check | Program, hack, or engineer; skill check required if difficult or non-proficient | No |
| Controller Use | Hand-Eye Coordination | Yes | Standard Skill Check | Use a controller effectively in gaming, flying a drone, or other activities; skill check required if difficult or non-proficient | One |
| Craftsman - Ironworking | Trades | Yes | Standard Skill Check | Forging, fixing dents, sharpening swords; skill check required if difficult or non-proficient | No |
| Craftsman - Jeweler | Trades | Yes | Standard Skill Check | Appraising, cutting, fashioning gems and jewelry; skill check required if difficult or non-proficient | No |
| Craftsman - Leatherworking | Trades | Yes | Standard Skill Check | Making leather goods; taxidermy; repairing leather armor; skill check required if difficult or non-proficient | No |
| Craftsman - Woodworking | Trades | Yes | Standard Skill Check | Woodcarving, carpentry; skill check required if difficult or non-proficient | No |
| Curing | Defense, Elemental Defense Skills | No | Standard Skill Check, Standard Damage Roll | Cure one disease or poison infection per skill degree if caught early; curing some diseases could kill the host making it an effective weapon against undead, lycanthropes, and other creatures | One |
| Defensive Maneuvering | Tactics, Defense | No | Non-Standard, Standard Skill Check | Defensive benefits to the character based on allies; defensive benefits to allies; tactical retreat with skill check | No or One per character |
| Discernment | Perception | Yes | Standard Skill Check | Reading obscure clues in the environment; finding secret doors, pressure plates, and traps. | One |
| Disease Attack | Elemental Attack | No | Standard Damage Roll | Character produces a disease (e.g. bacterial, viral, etc) with range, area of effect, and duration based on degree and level; residual effect based on disease type until cured | Per degree |
| Dual Wielding | Force Offense, Action and Initiative | Yes | Non-Standard | Each combat action becomes two combat actions, one for each weapon; negative four dice with weak hand + one die per degree; gain one die in each hand per degree after fourth | No |
| Earth Manipulation | World Effects | No | Standard Damage Roll, Standard Skill Check | Create barriers; move earth; skill check required if difficult; bludgeoning damage; can be used in conjunction with summoning | One |
| Electricity Attack | Elemental Attack | No | Standard Damage Roll | Character produces electricity with range, area of effect, and duration based on degree and level; residual effect where successful dice from projectile attack continue to arc to friend or foe until all dice are defended | Per degree |
| Electricity Defense | Defense, Elemental Defense Skills | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as defensive action | Per degree |
| Electricity Resistance | Defense, Elemental Defense Skills | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No |
| Emotional Defense | Defense, Mental Defense Skills | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) with defensive action | Per degree |
| Emotional Shielding | Defense, Mental Defense Skills | Yes | Standard Defense Roll | Automatic advantages to character themselves | No |
| Endurance | Fitness | Yes | Standard Skill Check | Intense cardiovascular activity can continue to be performed at the highest level until a skill check fails; skill checks are required at intervals of around five minutes; hold breath for two minute per degree resting, or one minute per degree with physical exertion | No |
| Entertainer | Trades | Yes | Standard Skill Check, Non-Standard | Sing, dance, entertain; skill check if difficult or non-proficient; increase all dice rolls of party for one round once per combat if proficient | No; Per degree |
| Farmer | Trades | Yes | Standard Skill Check | Farming, herding, ranching, gardening, agriculture, butchering, weather sense; skill check required if difficult or non-proficient | No |
| Fear / Bravery / Anger Manipulation | Emotional Manipulation | Yes | Standard Win-Loss Roll | Scare or anger an opponent | One |
| Fire Manipulation | World Effects | No | Standard Skill Check | Create funnels of fire; redirect fire; skill check if difficult; can cause burning damage; can be used in conjunction with summoning | One |
| Firearms and Explosives | Trades | Yes | Standard Skill Check | Build weapons and ammunition; build non-technical explosives and deploy them effectively; skill check if difficult or non-proficient | No |
| First Aid | Hit Points, Defense, Elemental Defense Skills | Yes | Standard Potency Roll | Heal damage; cure poison or disease; cannot be performed during combat | No |
| Flying Speed | Fitness | No | Non-Standard | Fly faster; see description for better explanation | No |
| Freezing Attack | Elemental Attack, Defense, Elemental Defense Skills | No | Standard Damage Roll | Cause freezing damage to opponents with range, area of effect, and duration based on degree and level; residual effect causes entrapment with successful dice from previous round rolled again with any successes meaning continued loss of action but no further damage; residual effect negated by warmth; can be used as a defensive action to combat the residual effects of a burning attack | Per degree |
| Freezing Defense | Defense, Elemental Defense Skills | No | Standard Defense Roll | Defend self or others based on general rules (touch, point to point, area of effect) as a defensive action | Per degree |
| Freezing Resistance | Defense, Elemental Defense Skills | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No |
| Healing | Hit Points | No | Non-Standard Potency | Heal damage, even during combat; touch, point-to-point, area of effect based on degree; five dice per degree level | Per Degree |
| Heroism | Experience Levels | No | Non-Standard Potency | Unnaturally increase in experience level for a limited period of time at a rate of five dice per degree level; useful for increasing effectiveness of skills based on experience level; usually a skill of magical items like potions, not of a character or race | By degree |
| High Ground | Tactics | Yes | Standard Defense Roll, Standard Damage Roll | Characters with an obvious high ground advantage gain dice to appropriate attacks and defenses | No |
| Increased Reaction Time | Action and Initiative | No | Non-Standard | Improved reaction speed yields one initiative die per degree; 4th degree - Never surprised | No |
| Insight | Perception | Yes | Standard Skill Check, Standard Win-Loss Roll | Understanding what a person or people might do under a certain situation; detecting moods; reading tells and quirks | One |
| Joy / Sadness Manipulation | Emotional Manipulation | Yes | Standard Win-Loss Roll | Cheering someone up or bringing them down; skill check if difficult or non-proficient | Per degree |
| Life and Death | World Effects | No | Standard Skill Check | Speaking with the dead, speaking with undead, assuming control over undead, determining the cause of death, sensing dead or dying bodies; see description for details and degree levels | Per degree |
| Life Stealing | Hit Points | No | None or Standard Damage Roll vs Self | Use opponent's damage to heal oneself; if already part of a damage roll, no additional damage is caused by the damage is automatically taken to be used by the character; if performed by itself, it is itself a damage roll with the same effect | One |
| Light and Darkness | World Effects | No | Standard Skill Check | Create light or darkness; skill check if difficult; can cause damage to some creatures with light sensitivity; can enhance stealth abilities of self or adversely affect those of an opponent | One |
| Luck | Dice Rolls | No | Non-Standard | Re-roll one die per degree per round on self or opponent | Per Die Affected |
| Mana Regeneration | Mana | No | Non-Standard Potency | One die per degree per round reduced from mana used (rolled before initiative) | No |
| Mana Restoration | Mana | No | Non-Standard Potency | Five dice per degree level | No on self; Per degree on others |
| Mana Stealing | Mana | No | Standard Damage Roll vs Self | Causes mana usage in opponent rather than physical damage; reduce the same amount from self, less what was required to use the skill | Yes |
| Mariner | Trades | Yes | Standard Skill Check | Sailing, knots, weather sense; skill check required if difficult or non-proficient | No |
| Mechanisms | Hand-Eye Coordination | Yes | Standard Skill Check | Enabling, altering, understanding, and disabling traps, locks, clockworks, snares, mines, and other mechanisms | One |
| Meditation | Mana | Yes | Standard Potency | Only performed on self; cannot be performed during combat; unlike first aid, this can be performed multiple times | No |
| Merchant | Trades | Yes | Standard Skill Check | Buying, selling, haggling; skill check if difficult or non-proficient | No |
| Miner | Trades | Yes | Standard Skill Check | Mining minerals, gems; detecting direction underground; detecting poisonous gases underground; detecting stability of caves and caverns; skill check if difficult or non-proficient | No |
| Mounted Combat | Tactics | No | Standard Damage Roll | Always used in conjunction with a force attack capable of being performed while mounted; When first action is mounted movement, attack adds two dice per degree | No |
| Move Silently | Stealth | Yes | Standard Skill Check, Standard Win-Loss Roll | Avoid audible detection; can be used in conjunction with hide in shadows / camouflage | No |
| Offensive Maneuvering | Tactics, Action and Initiative | No | None | The character can lend to or borrow combat and non-combat actions from allies up to one per degree per round. | One |
| Parry / Disarm | Defense, Force Defense Skills | No | Standard Skill Check, Standard Win-Loss Roll | Negate damage of one melee weapon per degree; 2nd degree - disarm possible; 3rd degree - also ranged; 4th degree - two directions; 5th degree - all directions; 6th degrees - projectile spells | Per Weapon |
| Personal Resistance | Defense, Personal Defense Skills | Yes | Standard Defense Roll | Automatic advantages to the character themselves | No |
| Pickpocketing | Hand-Eye Coordination | Yes | Standard Skill Check, Standard Win-Loss Roll | Remove something without affecting the environment, take something from an unsuspecting victim; skill check if difficult or non-proficient | One |
| Piercing Defense | Defense, Force Defense Skills | No | Standard Defense | Defend self or others based on general rules (touch, point to point, area of effect) with defensive action | No; Per degree |
| Piercing Resistance | Defense, Force Defense Skills | Yes | Standard Defense | Automatic advantages to character themselves | No |
| Plants and Fungi | World Effects | No | Standard Skill Check, Standard Win-Loss Roll | Entangling or tripping someone with plant-life; growing plants to climb or to eat; speaking with plants; can be combined with summoning; skill check if difficult; acrobatics and balance apply to defensive rolls | One |
| Poison Attack | Elemental Attack | No | Standard Damage Roll | Poison opponents with range, area of effect, and duration based on degree and level; for residual effect, successful dice from previous round rolled again at end of each consecutive round (unless cured) | Per degree |
| Poison / Disease Defense | Defense, Elemental Defense Skills | No | Standard Defense | Defend self or others based on general rules (touch, point to point, area of effect) using defensive action | No; Per degree |
| Poison / Disease Resistance | Defense, Elemental Defense Skills | Yes | Standard Defense | Automatic advantages to character themselves | No |
| Politician | Trades | No | Standard Skill Check, Standard Win-Loss Roll | Politics; law; skill check if difficult; decrease all dice rolls of opponents for one round once per combat | No; Per degree |
| Polymorph Other | Race | No | Standard Win-Loss Roll | Change race of ally or opponent; First Degree: Creatures must be the same size class; Second Degree: One size class higher or lower; Third Degree: Two size classes higher or lower; Etc. | By degree |
| Prescience | Dice Rolls, Environmental Manipulation | No | None | Increase or decrease defense dice by two per degree to match offense dice being rolled. | Per Die Affected |
| Prophecy | Dice Rolls, Environmental Manipulation | No | None | Specify two dice per degree in a pattern of 6, 4, 5, 4… | Per Degree |
| Psionic Attack | Cognitive Attacks, Defense Skills | No | Standard Damage Roll | Mental damage; retributive defense vs mental attacks | One plus one per defense success |
| Psychic | Dice Rolls, Environmental Manipulation | No | None | Modify dice comparisons to make them match up more favorably. Modify one comparison per degree per round | Per Comparison |
| Redirecting Conduit | Defense, Elemental Defense Skills | No | None | One projectile lightning (including arc) per degree per round rerouted to an ally, opponent, or structure | Per Redirection |
| Regeneration | Hit Points | No | Non-Standard Potency | One potency die per degree per round reduces damage (rolled before initiative) | No |
| Retaliation | Force Offense, Defense, Action and Initiative | No | None | A hit by a melee strike allows for an immediate melee strike by the character struck without regard for initiative as a free action | Per retaliation |
| Running Speed | Fitness | No | None | Run faster; see description for more information | No |
| Scholar | Trades | No | Standard Skill Check | Read, write, use magical scrolls; skill check if difficult | No; Per degree |
| Sensory Disruptions - Auditory | Cognitive Attacks | No | Standard Win-Loss Roll | Auditory illusions (e.g. voices, sounds) with range, area of effect, and duration based on level | Per max degree of all sensory disruptions |
| Sensory Disruptions - Olfactory | Cognitive Attacks | No | Standard Win-Loss Roll | Create illusions to smell and taste with range, area of effect, and duration based on degree | Per max degree of all sensory disruptions |
| Sensory Disruptions - Tactile | Cognitive Attacks | No | Standard Win-Loss Roll | Illusions to the sense of touch with range, area of effect, and duration based on degree | Per max degree of all sensory disruptions |
| Sensory Disruptions - Visual | Cognitive Attacks | No | Standard Win-Loss Roll | Illusions affecting visual senses, invisibility, dreams with range, area of effect, and duration based on degree | Per max degree of all sensory disruptions |
| Shape-shifting | Race | No | None | First Degree: Two Races; Second Degree: Five Races; Five additional races per degree after second; Duration: As long as desired, but unnatural shifts begin to modify character after being in a shape for longer than a day | Natural: no; Unnatural: one + one per size class difference |
| Slashing Defense | Defense, Force Defense Skills | No | Standard Defense | Defend self or others based on general rules (touch, point to point, area of effect) using defensive action | Per degree |
| Slashing Resistance | Defense, Force Defense Skills | Yes | Standard Defense | Automatic advantages to character themselves | No |
| Sound | World Effects | No | Standard Skill Check, Standard Damage Roll | Sound in environment is actually altered; sonic blast; silence | One |
| Space | World Effects | No | Standard Skill Check, Standard Win-Loss Roll | Teleportation of self or others; creating portals; can be used in conjunction with summoning | Per degree |
| Summon Animals | Summoning | No | Standard Skill Check | Summon animals to aid character; used in conjunction with trust skill over a certain animal | Per degree |
| Summon Plants | Summoning | No | Standard Skill Check | Summon plants to aid character; used in conjunction with plants and fungi skill | Per degree |
| Summon Undead | Summoning | No | Standard Skill Check | Summon undead to aid character; used in conjunction with life and death skill | Per degree |
| Summon Elemental | Summoning | No | Standard Skill Check | Summon elementals; used in conjunction with elemental skills | Per degree |
| Summon Extraplanar Entity | Summoning | No | Standard Skill Check | Summon extra-planar creatures to aid character; used in conjunction with space skill | Per degree |
| Surprise Strike | Stealth | No | Standard Win-Loss Roll | Damage from attack X skill degree; at third degree, blunt weapons knock unconscious; at fifth degree, blunt weapons knock unconscious without alerting allies; defense modified by perception of environment | No |
| Swimming Speed | Fitness | No | None | Swim faster; see description | No |
| Telekinesis / Levitation | No | Standard Skill Check, Standard Win-Loss Roll | Self can always be levitated; telekinesis performed on weights ten times weights of the previous skill degree and are based on level; defending against telekinesis possible | Per degree | |
| Telepathy | Cognitive Attacks | No | Standard Win-Loss Roll | Project thoughts as well as read the thoughts of others; win-loss roll if unwanted | No |
| Time | World Effects | No | Standard Skill Check, Standard Win-Loss Roll | Time slowing or even stopping and reversing at higher levels | Per degree |
| Tracking | Stealth, Perception | Yes | Standard Skill Check, Standard Win-Loss Roll | Covering up having been in a location in both urban and rural environments | One |
| Trust / Disgust Manipulation | Emotional Manipulation | No | Standard Win-Loss Roll | Charm, repel opponent | Per degree |
| Unarmed Combat | Force Offense | Yes | Standard Damage Roll | Punch, kick, martial arts, and other non-weapon combat; third level - win/loss victory means stunned; fifth level - win/loss victory means unconscious | No |
| Water Manipulation | World Effects | No | Standard Skill Check | Create waves, funnel or push back water; skill check if difficult; generally no direct damage; can be used in conjunction with summoning | One |
| Vitality | Fitness, Hit Points | No | None | A combination of excellent health, toughness, and increased body mass give the character and additional two hit points per degree without actually increasing the size of the character from one size to another | No |
| Weapon Proficiency | Force Offense | No | None | Skilled with a type of weapon | No |
