Complete ability reference

Abilities

Every player ability, breakthrough, monster trait, and monster action lives here. Filter by record type, keyword, class tier, race-only unlock, breakthrough, or monster source.

1508 results

Ability

Abjurer's Blast

1 AP
Range
10ft
Keywords
Rapid,Spell

You make a Light (1 AP), Heavy (2 AP) or Precise (2 AP) attack against the target that deals Arcane damage. This spell does not provoke attacks of opportunity.

Ability

Absorb Ice

1 RP
Range
Self
Keywords
Rapid

You gain Absorb Ice, which gives you Damage Reduction 100 Frost against the triggering damage. After the damage resolves, if the caster is not you, someone allied to you or from an effect made by you or an ally, you gain Temporary HP until the end of the encounter equal to the amount of damage this ability reduces.

Any on hit effects from the damage do not apply if you took 0 damage from it because of your DR.

Requirements

You're about to take Frost Damage.

Ability

Accelerating Strike

2 AP1 MP
Range
Melee Weapon Range

You make a Heavy Attack against the target. Afterwards, you gain Accelerating Strike, which increases your Initiative by up to 2.

Requirements

-

Ability

Adaptive Defense

1 RP2 MP
Range
Self
Keywords
Rapid

You take the Block Action. You then gain 4 Adaptive Defense (Type) which grants you Damage Reduction 4 against that damage type until the end of your next turn. You can only have one instance of Adaptive Defense at a time.

Requirements

-

Ability

Advanced Artificing

No listed cost

Artifice Modification B
Cost: X crafting points
Description: 
You add a B-Type modification to an artifice. See the Universal Artifice mods page as well as the individual weapon page for details. Each modification has its own cost.

Weapon Modification B
Cost: X Crafting Points
Description: 
You add an B-Type modification to the weapon. See the Universal Weapon page as well as the individual weapon page for details. Each modification has its own cost.

Ability

Aerial Crashdown

2 AP
Range
60ft

You and your mount crash down on the target. You move towards the target and your mount makes a Heavy attack against it. On damage, the target is knocked prone.

Requirements

You are mounted on a flying mount and the target is at least 20ft below you.

Ability

Aerial Loop

1 RP1 MP
Range
Self or Mount

You and your mount take the Dodge action and gain a +5 bonus to evasion against the attack.

Requirements

You are mounted on a flying mount and you or your mount are the target of a ranged attack

Ability

Aerial Mode Switch

0 AP
Range
Self
Keywords
Quick,Rapid,Aerial Mage

You switch between hover and aerial mode.

Hover mode allows you to attack with normal attacks with one hand. Your airships movement speed is reduced to 10ft while in hover mode. 

While in Aerial Mode you cannot use any attacks or actions that are not airship weapons or have the Aerial Mage keyword.

Requirements

Riding Aerial Staff.

Ability

Aftershock

0 RP1 MP
Range
Melee Weapon Range

You attack with such force that you create aftershocks when you miss your attack, dealing Half Pierce Physical Damage equal to your Power to the target and all enemies within 5ft of it. 

If the target Dodged the triggering attack, this damage is reduced to half your Power instead.

If your attack targets multiple enemies, this only applies if you miss all enemies.

Requirements

You missed a Heavy melee attack with a Two-Handed Melee Weapon.

Ability

Airheart Gravity Turn

0 RP1 MP
Range
Self
Keywords
Aerial Mage

You drop 25 feet altitude in order to immediately change direction. Can be used mid movement, all leftover movement can carry over into the new direction.

Requirements

Must be at least 30ft in the sky and on an aerial staff in Aerial mode

Ability

Alarm Ward

1 MP
Range
Touch
Keywords
Bounded Field, Spell

A ward that can be placed on a normal-sized room or can be combined to ward off a house or larger area. Each ward can cover a 40ft radius. For each Alarm Ward placed in the same area as another Alarm Ward, this radius increases by 40ft (For example, 120ft with 3 Alarm Wards). If someone other than you passes through the ward, the ward triggers creating a loud ringing noise that persists until the ward is disabled. Casting this takes 10 minutes of uninterrupted casting. Once triggered, the field remains active for 5 more minutes before vanishing. At the time of casting, you may choose people that can pass through the barrier without triggering it. If not triggered, Alarm Ward lasts until you remove it. For each Alarm Ward you maintain, your maximum mana is reduced by 1. This is considered a tier 1 ward.

Requirements

-

Ability

Alchemeister Core Crafting

No listed cost

Masterful Dilution
Cost: 40 Crafting Points
Description: 
By diluting the contents to the perfect required amounts, you gain an additional Elixir, Potion, Flask, Potion or Salve upon crafting success. Stacks with Efficient Dilution.

Distillation
Cost: 40 Crafting Points
Description: 
You extract the highest quality healing materials from herbs, granting Healing +8 to a Potion with a heal or shielding effect.

Explosive Lining
Cost: 10 Crafting Points
Description: 
You carefully add an alchemical compound to a pressurized Flask. If the Flask has an area of effect, increases the area by another 5ft (example a 10ft radius becomes 15ft radius).

Purify Elixir
Cost: 40 Crafting Points
Description: 
You reduce the toxicity of an Elixir that has been detoxified while still maintaining its effect, reducing the damage from taking an Elixir by an additional 5.

Ability

Alchemical Detonation

1 AP
Range
5ft
Keywords
Rapid

You touch a wall, door or container in front of you, which shatters from deconstructive force, becoming destroyed.  Can destroy up to a 5ftx5ft segment of wall.  Only affects objects made out of common building materials (wood, clay, stone, iron etc), however it affects all walls made out of player abilities.  The GM determines if the object is detonateable.  You can then take a movement action to move 5ft into the space where the wall was.

Ability

Alchemist Core Crafting

No listed cost

Efficient Dilution
Cost: 10 Crafting Points
Description: 
By diluting the contents to the perfect required amounts, you gain an additional Elixir, Potion, Flask, Poison or Salve upon crafting success.

Stone Grinding
Cost: 10 Crafting Points
Description: 
You extract the highest quality healing materials from herbs, granting Healing +5 to a Potion with a heal or shielding effect.

Pressurization 
Cost: 10 Crafting Points
Description: 
You pressurize a Flask carefully. If the Flask has an area of effect, increases the area by 5ft (example a 10ft radius becomes 15ft radius).

Volatile Flask
Cost: 10 Crafting Points
Description: 
You overload the active ingredients on a Flask, giving it a +5 damage to its damaging effects.

Detoxify Elixir
Cost: 10 Crafting Points
Description: 
You reduce the toxicity of an Elixir while still maintaining its effect, reducing the damage from taking an Elixir by 3.

Create Oil Coating
Cost: Errand
Description:
You create an Oil Coating from Carpenter materials.  See Items:  Carpenter Materials

Ability

Allow me to clean that~

1 AP1 MP
SourcesClassMaid
Range
5ft
Keywords
Rapid

You instantly remove a negative effect from the terrain (such as Oil Slick, Sheet Ice, Web etc). Permanent effects such as fissure or effects with HP like a wall cannot be removed with this. A maximum of 15x15ft can be removed in 1 use and you may move to any spot of the cleaned terrain afterwards.

In addition, you may target an ally with this to remove 1 negative physical effect from them instead.

Ability

Always Prepared

0 RP1 MP
Range
Self
Keywords
Flashback

You immediately purchase a single base item with no mods that is worth 1000 clim or less (base cost). 

You can immediately use the draw/stow action and equip this item into your hand. 

Can only be used once per arc.

Ability

Ambush Trapper

No listed cost
Range
Self
Keywords
Encounter Start

You may use Place Trap’s 0 RP effect once this encounter, even if you didn’t spend the time to set it up. The GM may rule that the pitfall and net options are unavailable based on the situation.

These activations still cost a Trap when used (but not if you don't use them).

Requirements

Must be stealthed or have surprised the enemy.

Ability

Amoxicillin

No listed cost
Range
30ft
Keywords
Concentration,Healing,Spell
You choose up to 10 willing units in range. After spending 1 minute in concentration, you create a cloud of spores that heals a disease that you can identify.

Requirements

You can identify the disease.

Ability

Amphibious

No listed cost

You can swim up to your speed and can hold your breath underwater for up to an hour.

Ability

Anathema

2 AP2 MP
SourcesNo player source listed
Range
60ft
Keywords
Curse, Spell

You choose one target unit and they must save against your Potency or be afflicted by Anathema. Anathema increases the next source of damage that the target receives by your Heavy Attack damage.

Requirements

-

Ability

Angel's Embrace

1 RP
Monster use1exact-name match
Range
15ft
Keywords
Shield,Spell,Aid,Safe

You grant the target ally Angel’s Embrace, which grants a Shield against the triggering attack that blocks damage equal to 5 + (2 x Toughness).

Requirements

A creature other than you is attacked.

Ability

Antennae

No listed cost

You are able to detect creatures by sensing the vibrations in the air. You gain a +10 expertise bonus to Perception (Vibration Sense) which works up to 40ft from you, but only detects creatures.

Ability

Anti-Magic Shield

1 RP
Range
60ft
Keywords
Aid,Arcane,Shield,Spell

You grant the target ally 1 RP that must be spend on a basic Dodge or Block action against the triggering attack as well as Anti-Magic Shield for the triggering attack. Anti-Magic Shield reduces the damage the target ally takes by your Focus.

Requirements

Ally is the target of a damage dealing Spell.

Ability

Anti-Shield

1 AP
Range
60ft
Keywords
Arcane, Spell
You weave a web of magic around the target. The target cannot be the target of any abilities with the Shield keyword until the start of your next turn.

Requirements

-

Ability

Anvil Tactics

1 AP1 MP
Range
80ft

A single ally in range may move up to their speed. If they end up in melee range of an enemy and there is an ally on the direct opposite side of that enemy, they may make an Attack of Opportunity. This attack gains Lock On.

Ability

Aqua Drill

2 AP1 RP
Range
60ft
Keywords
Safe,Water

You infuse water with your mana firing a spiraling blast of high pressure water, making a heavy attack that deals Water damage against a target within range. You can use either the RP or AP cost for the ability.  The water is used as a projectile and spills anywhere within 5ft of the target at your choice.

If you use an RP for this ability, the mana cost increases by 1.

Requirements

You are touching an amount of water equal to a normal sized bucket of water.

Ability

Aquatic Fae

No listed cost

While swimming, your base movement speed becomes 30.

Your Aqua Drill costs 0 mana when used as RP ability while in natural water.

Ability

Arcane Barrier

1 RP1 MP
SourcesClassMage
Monster use2exact-name match
Range
Self
Keywords
Shield,Spell

You create a Magical Barrier that absorbs damage until it breaks. The barrier has HP equal to 15 + your Focus. The barrier has a Guard of 0 and any damage it takes is subtracted from the barrier’s HP. When the barrier breaks, any remaining damage is subtracted from your HP. The barrier otherwise lasts until the start of your next turn or until you take any action other than the Block action.

This spell does not provoke attacks of opportunity and does not protect against true damage.

Requirements

You're about to take damage.

Ability

Arcane Barrier II

1 RP1 MP
Range
Self
Keywords
Shield, Spell

You create a Magical Barrier that absorbs damage until it breaks. 

The barrier has HP equal to 15 + your Focus. The barrier has a Guard of 0 + your guard and any damage it takes is subtracted from the barrier’s HP. When the barrier breaks, any remaining damage is subtracted from your HP. The barrier otherwise lasts until the start of your next turn or until you take any action other than the Block action. If using the Block action while the barrier is active, the guard of the barrier also increases. 

This spell does not provoke attacks of opportunity and does not protect against true damage.

Requirements

You're about to take damage.

Ability

Arcane Power

0 AP3 MP
Range
Self
Keywords
Arcane

You gain Arcane Power, which adds 3 damage to the damage of all your Arcane Damage rolls until the start of your next turn.

Requirements

-

Ability

Arcane Pull

1 RP
Range
40ft
Keywords
Spell

You pull the target to an empty square next to you. This movement does not provoke attacks of opportunity. Your next Block or Dodge action against the target before the start of your next turn costs 0 RP. This Spell does not provoke attacks of opportunity.

Requirements

Target is challenged by you and attacking someone that isn't you.

Ability

Armor Up

1 AP3 MP
Range
Self
Keywords
Shield

You gain temporary HP equal to the Block value of your armor and shield, up to a maximum of 40 temporary HP.

Requirements

Must be wearing armor and/or a shield.

Ability

Armored Blow

2 AP1 MP
Range
Melee Weapon Range

You make a Heavy attack against the target. Your next Block against that target costs 0 RP and gains a +10 bonus.

Requirements

May only be used after moving at least 20ft in the previous action. Must be mounted.

Ability

Armorsmith Basics

No listed cost

Armorsmith's Modification A
Cost: X Crafting Points
Description: 
You add an A-Type modification to the armor. See the Universal Armor page as well as the individual armor pages for details. Each modification has its own cost.

Armorsmith's Modification Frame
Cost: X Crafting Points
Description: 
You add an Frame-Type modification to the armor. See the Universal Armor page as well as the individual armor pages for details. Each modification has its own cost.

Adaptive Layering
Cost: X crafting points
Description: 
You mix a special material into the armor or shield. Each material has its own crafting point cost.

Cloak Layering
Cost: X crafting points
Description: 
You use a special material for the creation of the cloak. Each material has its own crafting point cost. Only cloak special materials can be used and mixing in a special material increases the burden cost of the cloak by 1.

Create Ingot
Cost: Errand
Description: 
You create an ingot from armorsmithing base materials or from armorsmithing special materials.  See Item: Armorsmithing Materials.

Tan Leather
Cost: Errand
Description: 
You create a tanned hide from armorsmithing base leather materials. See item: Armorsmithing materials.

Ability

Armorsmithing Expert

No listed cost

Armorsmith's Modification B
Cost: X Crafting Points
Description: 
You add an B-Type modification to the weapon or tool. See the Universal Armor page as well as the individual armor pages for details. Each modification has its own cost.

Ability

Artery Cut

1 RP
Range
Melee Weapon Range

You change the arc of your weapon and go for a vital spot, turning the hit into a critical hit.

Requirements

One-Handed weapon only, can be used after a light attack hits and is not reacted against.

Ability

Artificer Basics

No listed cost

Artifice Modification A
Cost: X Crafting Points
Description: 
You add an A-Type modification to an artifice. See the Universal Artifice mods page as well as the individual artifice page for details. Each modification has its own cost.

Weapon Modification A
Cost: X Crafting Points
Description: 
You add an A-Type modification to the weapon. See the Universal Weapon mods page as well as the individual weapon page for details. Each modification has its own cost.

Artifice Modification C
Cost: X Crafting Points
Description: 
You add an C-Type modification to the weapon. See the Universal Artifice mods page as well as the individual artifice page for details. Each modification has its own cost.

Craft Fuel Shells
Cost: Errand
Description: 
You craft up to 5 small shells.  You can instead craft a medium shell instead of 2 small shells.  Small shells require 50 magical fuel, medium shells require 200 magical fuel.

Craft Artifice Parts
Cost: Errand
Description: 
You create up to 3000u of artifice parts of the same type of blacksmithing material used to make them at a 1:1 rate. (3000u of Iron Creates 3000u of Iron Artifice Parts.)  See Items:  Blacksmithing Materials, Artificer Materials. When converting items of a higher tier, you can convert up to 6000 of tamahagane, 9000 of mithril, 12000 of Orihalcum or 15000 of escudo.

Firearm Alloy
Cost: X Crafting Points
Description: 
You mix a special material into the firearm or artifice weapon. Each material has its own crafting point cost.

Create Ingot
Cost: Errand
Description:
You create an ingot from blacksmithing base materials or from blacksmithing special materials.  See Item: Blacksmithing Materials.

Ability

Assign Decoy

0 AP
Range
60ft

Choose one willing ally other than yourself within range and one enemy within range. The enemy is Challenged by the chosen ally until the start of your next turn.

Ability

Astral Projection

No listed cost
SourcesNo player source listed
Range
Self

After a 10 minute channel you arrive at the space between worlds, allowing you to interact with Eidolons that wish to meet with you.

Ability

Attack in Detail

2 AP
Range
120ft

You target one enemy unit. All allied units (including yourself) gain a +1 Damage Bonus when that enemy unit is the target of an attack until the start of your next turn. In addition, all allied units gain +5 Movement Speed when moving towards that enemy unit.

Requirements

-

Ability

Attacks from the Past

1 RP
Range
Self
Keywords
Rage

After making a melee weapon attack, you may repeat the attack from one of your past self tokens. You may target the same enemy as your original attack. Cannot repeat Secret Arts or other attacks with a once per combat/arc etc type limitation.

Can only repeat attacks with a base cost of 2 AP or lower and any mana cost must be paid as normal.

Requirements

-

Ability

Attune Eidolon

2 AP
Range
Self
Keywords
Encounter Start

You attune to a specific Eidolon, paying the attunement cost (if applicable) and then activating its Passive (if applicable).  You gain its Channel Eidolon, Summon Lesser Eidolon and Secret Art: Summon Eidolon abilities provided that you have advanced enough in this class to get them.

You may use this as an Encounter Start ability without paying an AP cost.

Requirements

You have an Eidolon you are contracted to.

Ability

Aura of Protection

1 AP
Range
Self
Keywords
Aura

You create a 30ft radius Aura of Protection around yourself. While this aura is active, when an ally within 30ft of you takes the Block action you may spend 1 Mana to replace their Block Value with your own. In addition, any abilities with the Aid keyword have their range increased by 20ft while inside the Aura. 

Requirements

-

Ability

Aura of Resistance

1 AP
Range
Self
Keywords
Aura

You create a 30ft radius Aura of Resistance around yourself until the end of the encounter. 

While this aura is active, when an ally other than yourself fails a save you may spend 1 Mana to make them treat their save as if they were using your Toughness value instead of their own.

Ability

Aurora Blade Style Secret Art: Permafrost Guilotine

0 AP
Range
Melee Weapon Range
Keywords
Secret Art,Stance,Frost

You make a light attack against the target or spend 1 extra AP to make a heavy or precise attack that deals Frost damage. On damage, the target is rooted until the end of your next turn.

Then, enter Permafrost Guillotine stance. While in this stance you can use Aurora Blade Style Secret Art: Permafrost Guillotine again. The stance lasts until the end of combat or until you enter different stance.

Requirements

Can only be used after you move to a target using Rimestep. Light swords, longsword, katana or dueling weapon only.

Ability

Aurora Blade Style: Aurora Slash

2 AP1 MP
Range
80ft
Keywords
Slow,Frost

You fire slashes in a straight line creating a curtain of light which strikes the first target hit with a light attack that deals frost damage. On hit the target is slowed until the end of your next turn. 

The light from the slash continues for the full range, creating a 300ft high wall that blocks vision on both sides. This wall of multicolored light last until the end of your next turn.

Requirements

Light swords, longsword, katana or dueling weapon only.

Ability

Aurora Blade Style: Winter's Edge

2 AP1 MP
Range
Melee Weapon Range
Keywords
Slow,Frost

You imbue your blade with frost energy and make a precise attack that deals Frost damage. On hit, the target is slowed until the end of your next turn.

Requirements

Light swords, longsword, katana or dueling weapon only.

Ability

Ave María

3 AP
Range
Melee Weapon Range
Keywords
Divine

You attack with a swift double slash in the blink of an eye, making a Heavy Attack that deals Light damage + Heavy Holy damage.

Requirements

-

Ability

Banana Peel

1 RP
Range
20ft

You toss a banana peel in front of the target and they must make a Save or fall prone. If they fall prone, you may immediately use Pie Toss against them for 0 RP.

Requirements

An enemy is moving within range.

Ability

Barrel Roll

1 RP1 MP
Range
Self
Keywords
Aerial Mage

You take the Dodge action and remove Lock On from the attack.

You may spend an additional RP to automatically make the attack miss you, even if the attack has Sure Hit.

Requirements

You are on an aerial staff and in Aerial mode.

Ability

Bear Maul

2 AP1 MP
Range
5ft

You swing your paw at the target and make a Heavy attack against it that deals maximum damage. If the target dodges, this attack automatically misses.

You are considered proficient in unarmed attacks for this attack, even if you normally wouldn’t be.

Ability

Bear Shock

No listed cost

You gain a +20 bonus to Deception checks when disguising yourself as something other than a bearfolk.

Ability

Bear Trap

1 AP
Range
5ft

You place down a bear trap in an empty square within range. If an enemy enters that square, they trigger the trap taking Light full pierce damage and becoming rooted until they spend 2 AP to remove the effect.

Against beasts, this does Heavy damage instead of Light damage.

This ability consumes a Trap.

Ability

Bestial Command

0 AP2 MP
Monster use1exact-name match
Range
Sight

The summon may take basic actions as if it had 2 AP to spend.

In addition, if your summon is under the effects of Independent Action, it gains Bestial Command until the end of the encounter, it dies or you cancel it for 0 AP. While Bestial Command lasts, its maximum AP and AP recovery are increased by 2 while your AP recovery is lowered by 2.

Requirements

Can only target your summoned animal.

Ability

Biohacking

No listed cost
Range
Self

At the start of an arc, you can transmute a gene from a Chimera Subrace into your DNA as long as you have a sample (a vial of blood).

Transmuting the gene does not consume the item. Add a single Chimera gene to your gene inventory. 

You can perform this action again for an IP or EP. Biohacking can store genes equal to your gene limit.

Ability

Blackbird

1 AP1 Small Shell Other
Range
5ft

You deploy a Blackbird, a small artifice drone that outputs a grainy image to a device on your wrist.  The blackbird has a maximum range of 3000ft and can observe major movements and structures such as doors and enemies.  The drone cannot display fine movements or detail such as words in a book without being up close, but can see large signs.  The blackbird is the size of a walnut and is relatively quiet, and can only be heard by those with normal human hearing within 10 ft.

The fuel shell lasts for one flight, up to 15 minutes.  If your Blackbird is lost or damaged, you must create a new one as an errand action before you can use this again.

Ability

Blacksmith Core Crafting

No listed cost

Blacksmith’s Modification A
Cost: X Crafting Points
Description: 
You add an A-Type modification to the weapon or tool. See the Universal Weapon or Crafting mods page as well as the individual weapon page for details. Each modification has its own cost.

Weapon Alloy
Cost: X Crafting Points
Description: 
You mix a special material into the smithing weapon. Each material has its own crafting point cost.

Create Ingot
Cost: Errand
Description:
You create an ingot from blacksmithing base materials or from blacksmithing special materials.  See Item: Blacksmithing Materials.

Ability

Blast Away

1 AP
Range
5ft

You fire a point blank shot at an enemy unit. The enemy must save against your Potency or be knocked back 5ft and take Light Damage. This ability does not provoke attacks of opportunity. 

Requirements

-

Ability

Blast Wave

2 AP
Range
Self

You may make a Light attack that deals Fire damage against every character within 10ft of you. On damage, they are pushed back 10ft. This spell does not provoke attacks of opportunity.

Requirements

-

Ability

Blocking Move

1 RP
Range
Self

You move in front of the target and their movement action immediately ends. Until the end of their turn, they are Challenged by you and your next Block action against them costs 0 RP. If they willingly move from you through any method (including teleports) you may make a Heavy attack against them with Sure Hit.

Your movement may ignore Line Movement restrictions for this ability.

Requirements

You made an opportunity attack against a target moving away from you. Must be mounted.

Ability

Blood Drain

1 AP1 MP
Range
40ft
Keywords
Healing,Safe

You make a Light Attack that deals Dark damage against the target. On damage, you recover HP equal to your Toughness + 3.

Requirements

Target must be a living creature. Target cannot be an ally.

Ability

Blood Frenzy

0 AP2 MP
Range
Self

You go into a blood frenzy, mindlessly attacking enemies near you.

While the blood frenzy lasts, you must attack the nearest enemy target with a basic unarmed attack. If two targets are equally close, you may choose which one you attack. If no enemies are within range, you must use your movement to move closer to the closest visible enemy until you can attack them.

While under the effect of blood frenzy, you heal for half the damage you deal with your unarmed attacks.

You cannot use Vampire Bite while under the effect of Blood Frenzy.

This effect lasts until all visible enemies are dead or until your mana runs out. At the start of your turn, you lose 2 mana.

Ability

Blood Shield

1 RP2 MP
Range
40ft
Keywords
Aid,Healing,Shield

You grant the target 1 RP that must be spent on the Block action against the triggering attack. They gain a +5 bonus to their Guard for this Block action. After the attack, the target regains HP equal to half the damage blocked (Blocked meaning the damage reduced through block, not necessarily your total block value).

Requirements

Target is the target of an attack.

Ability

Blue Tide

1 AP
Range
Self
Keywords
Domain,Spell

You create a 15ft radius zone of 1ft of water in a circle around yourself. This zone of water remains stationary at its original position, even after you move.

This zone lasts until the end of the encounter and automatically replenishes itself when Aqua Drill is used inside of it. You may have multiple of these zones active at once.

Ability

Bolting

2 AP1 MP
Range
360ft
Keywords
Lightning, Rapid,Spell,Artillery

You may make a Heavy Attack that deals Lightning Damage with a bolt from the sky. On damage, inflict Static X where X equals your Focus x 3. 

Requirements

-

Ability

Bone Armor

1 AP
Range
30ft

You target and destroy a corpse within range to give yourself Bone Armor, which gives you a +2 bonus to your guard. Bone Armor lasts until the end of the encounter or until you take 2 or more damage from an attack.

Requirements

Corpse within range.

Ability

Bottle Smash

1 AP
Range
5ft
Keywords
Daze,Prone

You may make a Light Attack against the target. On damage, the target becomes Dazed. After this attack, your improvised weapon breaks.

Requirements

Improvised weapon only.

Ability

Bottle Toss

1 AP1 MP
Range
20ft
Keywords
Daze

You may make a Light Attack against the target. On damage, the target becomes Dazed. After this attack, your improvised weapon breaks.

Requirements

Improvised weapon only.

Ability

Boundless Wind Stance

0 AP1 MP
Range
Self
Keywords
Stance

You enter the Wind Stance, an unarmed style focusing around aerial combat. While in this stance, you may Hover and Fly up to your speed. If you already have a natural Flying speed or the Flight racial ability, your flying speed is increased  by 10ft.

This stance lasts until you enter a different stance or make an attack with anything other than a melee attack or an ability with the Unarmed Strike keyword.

Ability

Break Away

1 AP2 MP
Range
Self

You disengage and may move up to half your speed away from the nearest enemy.

Requirements

Must be mounted.

Ability

Break Free

0 RP
Range
Self
Keywords
Rage

You may use this ability when you would be affected by a Stun, Root, Fear or a similar effect that would prevent you from acting that's inflicted by an enemy. You may immediately enter Rage Stance without spending any AP or RP. You gain immunity to this effect for the duration of the Rage.

Requirements

Not in Rage Stance.

Ability

Bring out your dead

No listed cost
Range
10ft
Keywords
Encounter Start

You summon 3 zombies, as if you used Raise Undead 3 times. Restrictions on max zombie limit still apply.

Does not require corpses.

Ability

Bulk Orders

No listed cost

When purchasing five or more of the same item from an NPC or Procurement, reduce the total price by 10%. For commodities, you must purchase at least 4000 units.

Ability

Bullet Magnet

1 AP
Range
20ft

Until the start of your next turn, any single target Ranged Weapon Attack made against an ally in range is made against you instead.

Requirements

Must be using a greatshield.

Ability

Bunshin Tai no Jutsu

1 AP2 MP
SourcesClassNinja
Range
5ft

You create a body double of yourself that has the same stats you do at the time of creation. You and the body double share the same HP, Mana, AP and RP etc and unless stated otherwise your clones are considered you. All effects on you are mirrored on your clone and vice versa, however a clone cannot benefit from Presence Concealment.

When taking an action, you may choose to let the user be yourself or the body double. However, the body double may only use basic abilities and abilities with the Ninjutsu keyword and cannot create more body doubles of itself. 

When you take the movement action or use a non-teleport movement ability, your clone may move for the same amount of distance as you moved.

You may spend 0 AP or 1 RP to dismiss the body double. A clone can never travel more than 300ft from your actual body, but while it lasts you may spend 2 AP to swap locations with it.

A clone lasts until you rest.

Requirements

-

Ability

Call of the Grave

2 AP2 MP
Range
60ft
Keywords
Challenge

You make a Heavy Attack against the target that deals Dark damage. On hit, if the target is large or smaller, you pull them to you. They are Challenged until the start of your next turn. This ability does not provoke an attack of opportunity.

Ability

Call to Grace

0 RP
Range
60ft
Keywords
Sanctify

You trigger the effect of Sanctify, healing the target of the attack by your sanctify amount (and reducing the sanctify stacks). If the attack targets multiple creatures, you only heal one.

Requirements

An enemy within range that inflicted with Sanctify is attacking an ally.

Ability

Can't Escape Death

0 RP
Range
Melee Weapon Range
Keywords
Sidestep

You may use this after an enemy leaves your melee range. After the target finishes moving, you may sidestep up to your speed towards them. For 1 RP, you may move double your speed instead.

Requirements

A target Challenged by you leaves your melee range.

Ability

Cannonball

4 AP
Range
Ranged Weapon Range
Keywords
Cannon,Artillery

You make 2 heavy attacks against the target and a light attack against all other enemies within 5ft of the target.

This secondary Light attack is affected by mods on your cannon that modify its basic attack splash.

Requirements

Cannon only.

Ability

Carpenter Basics

No listed cost

Carpenter's Modification A
Cost: X Crafting Points
Description: 
You add an A-Type modification to the weapon or tool. See the Universal Weapon page as well as the individual weapon page for details. Each modification has its own cost.

Joining and Assembling
Cost: X Crafting Points
Description: 
You mix a special material into the carpentry project. Each material has its own crafting point cost.

Create Oil Coating
Cost: Errand
Description:
You create an Oil Coating from Carpenter materials.  See Items: Carpenter Materials.

Create Wood Block
Cost: Errand
Description:
You create a Wood Block from Carpenter materials.  See Items: Carpenter Materials.

Infuse Wand
Cost: 5 Crafting Points
Description: 
You add a drop of Oil Coating into a wand, changing the built in damage type to the element of the oil. Only works with oils that change the damage type. Does not consume the oil.

Ability

Cat Form

1 RP

You transform into cat form, reducing your Guard to 0 but increasing your Evasion by +3 and Dodge by +6.  Your size is tiny and you are able to occupy the same square as an ally.  While in Cat form the only attack you can make is Light Melee Attack.  If you take damage in Cat Form, you immediately return to your normal form.  You can dispel this form for 0 AP or 1 RP.
 

Ability

Cavalry Charge

-1 AP
Range
Self

You may spend up to 4 AP on this ability and move as though you had spent that AP on movement. You automatically gain the Trample effect as like the Trample ability once you have moved 20ft.

For every 10ft moved, the attack you make as part of the Trample effect gains +1 bonus damage, up to a maximum of +10.

Requirements

Must be mounted.

Ability

Cavalry Heal

2 AP3 MP
Range
Touch
Keywords
Spell,Healing

You heal the target for 11 + (Power x 2). If the target is mounted, their mount gets healed for the same amount.

Requirements

-

Ability

Cave Raider

0 AP1 MP
Range
Self
Keywords
Circuit

Until the start of your next turn, you gain the ability to climb your speed.  In addition if you have rope, you can tie it to a secure object and you can rappel down a cliffside up to 50ft at the cost of 5ft of movement.

Ability

Chain Lightning

2 AP2 MP
Range
60ft
Keywords
Lightning,Spell

You may make a Heavy Attack against the target dealing Lightning Damage and inflicting Static X where X equals your Focus x 3. On damage, you may repeat this attack against another target within 30ft of the target without paying additional costs. This attack may repeat multiple times like this.

You cannot target the same creature more than once per use of this ability.

Requirements

-

Ability

Channel Eidolon

No listed cost

You use the ability granted by your attuned Eidolon. All costs and effects are determined by your attunement.

Ability

Channel Eidolon: Distracting Swarm

1 AP1 MP
Range
60ft

You summon a distracting swarm around a target. The target immediately loses any Concentration effects and suffers -5 penalty to Perception checks unless they spend 1 RP to sidestep out of the effect. If they did not move, they also cannot use any abilities with the Concentration keyword until they move.

You can only have 1 Distracting Swarm active at the same time.

Requirements

Ixilune attunement.

Ability

Channel Eidolon: Draw Luck

0 RP
Range
Self

You draw on your luck, manipulating the circumstances around you to the best possible state. If you are the target of an attack, that attack becomes a 1. If you made a roll, that roll becomes a 20 (despite the pact cost). 

May also be used in situations that don’t have you making a roll, such as flipping a coin, but the act that you’re influencing cannot take more than 5 seconds to complete.

After using this ability, you become temporarily afflicted with bad luck. The GM decides what exactly happens and what triggers it, but it could turn your roll into a 1, make an enemy roll a 20 against you or something related to the environment. After a bad luck action happens, the bad luck is removed.

You cannot use this ability again until after the bad luck has been removed.

Ability

Channel Eidolon: Vine Wall Cover

1 AP
Range
5ft
Keywords
Spell

Thick vines sprout from the ground or natural wall as you create a 5x5 wall of vines that is 10ft high. The wall of vines counts as full cover (unless you peek from it) and has HP equal to your Toughness x6. The vines are sturdy enough to stand on.

Lasts for up to 5 minutes and you can only have 5 instances of Vine Wall Cover at one time.

Requirements

Pipoltr attunement.

Ability

Charge

2 AP
Range
Self

You may spend 2 or 4 AP on this ability and move as though you had spent that AP on movement. 

After you finish moving, you may spend half of the AP you used on this ability on Light, Heavy or Precise Melee Attacks.

Requirements

-

Ability

Check

1 AP
Range
60ft
Keywords
Active

You move a puppet piece in such a way (following Move Piece rules) that it can attack an enemy if it moves again. It cannot attack with this movement.

At the start of your next turn, you may move that piece as if you used Move Piece without spending AP/Mana or it counting as an ability use.

Ability

Chemical Explosive

4 AP
Range
5ft
Keywords
Sure Hit

You place a Chemical Explosive package that detonates after one minute. The explosion has a 15 ft radius and deals Double Heavy damage. The package makes an obvious noise after it has been planted that can be heard within the radius. The explosive charge deals 5x damage against inanimate objects. You can create a Chemical Explosive during an interlude phase for free, but can only carry one at a time. The check to disable a Chemical Explosive is equal to 20 + 2 x Power of the creator.

Ability

Chiburi Noto

No listed cost
Range
Self (Weapon)
Keywords
Encounter Conclusion

You clean the blood off your katana and sheath the blade. If your next Iai strike with this weapon during this arc is a hit, its Roll Damage is maximized.

Requirements

Must have used an ability with the Iaijutsu keyword with the chosen weapon this encounter.

Ability

Chiburi Noto II

No listed cost
Range
Self (Weapon)
Keywords
Encounter Conclusion

You clean the blood off your katana and sheath the blade. If your next Iai strike with this weapon during this arc is a hit, its Roll Damage is maximized and it gains Full Pierce.

Requirements

Must have used an ability with the Iaijutsu keyword with the chosen weapon this encounter.

Ability

Chilling Cold

No listed cost

You can emit a cooling wind within 30ft that counters the effects of most hot weather. You can enable or disable this every 1 second. In addition you gain Elemental Mastery: Frost.

Ability

Circle Swing

2 AP
Range
Melee Weapon Range

You make a Light Attack against the target. On damage, you may move the target to anywhere in your weapon range (Max 10ft) , then push it 5ft. The target must remain at the same height it was before this ability was used. Your next Spell or Channeling Weapon attack this turn costs 1 less AP (Min 0).

Requirements

-

Ability

Clearcasting

No listed cost
Range
Self
Keywords
Encounter Start

The next Spell you cast this encounter has its mana cost reduced by 2. This cannot reduce the mana cost below 0.

Requirements

-

Ability

Cleave

2 AP1 MP
Range
Melee Weapon Range
Keywords
Half Pierce

You make a Heavy attack against the target. On damage, you deal Half Pierce Physical damage equal to your Power to all other enemies within 5ft of the target.

If you miss the attack and use Aftershock in reaction to this missing, Aftershock mana cost is reduced by 1 for that use.

Requirements

Two-Handed weapon only.

Ability

Cloak of Bats

2 RP
Range
40ft
Keywords
Teleport

You vanish into a swarm of bats and reappear somewhere else within range. If this was used in reaction to an attack, that attack automatically misses you.

Ability

Cloud Piercing Claw

1 AP2 MP
Range
Melee Weapon Range

You make a Light attack against the target. On damage, they are knocked airborne 20ft until the end of your turn (if this attack is made outside of your turn, they drop immediately). They are NOT knocked prone from this, but do take fall damage like normal.

You may Sidestep up to 25ft into the air after making this attack, regardless of if you did damage with it.

Combo: If used after entering Boundless Wind Stance, the mana cost of this ability is reduced by 1.

Ability

Code Blue

1 AP1 MP
SourcesClassMedic
Range
Self
Keywords
Sidestep

You may sidestep up to your speed towards an ally and must end this movement within 5ft of them.

Your next Painkiller Injection or the AP spending of First Aid used this turn has its AP cost reduced by 1.

Ability

Combat Chemistry

0 RP
Range
Self

Can only be used once per encounter. 

Using your knowledge of alchemy, you jury-rig a special item that has the effect of an an elixir, poison, flask or potion with a cost of 300c or lower. 

You can only make the base version of the item with no mods. The item doesn't take up burden, but must be used before the start of your next turn or it is lost. This item can only be used by you.

Ability

Comet

1 AP
Range
240ft
Keywords
Spell,Celestial

You make a Light (1 AP) or Heavy (2 AP) attack against the target that deals Arcane damage.

Ability

Compression

1 AP2 MP
Range
60ft
Keywords
Spell,Gravity

You make a Heavy attack against the target that deals Physical (Crushing) damage.

If the target is Large Size or bigger, the mana cost of this is reduced by 1.

Ability

Concealed Shot

1 RP
Range
Self
Keywords
Hiding,Stealth

You gain the Hiding state from anyone you have cover or concealment from.

Requirements

Only usable after attacking with a Sniper Rifle while stealthed.

Ability

Conduit

No listed cost

When Mind Connection is active, you can channel some abilities through others with Mind Connection. You cannot use conduit with abilities that require a physical object to be present, such as a Mystic Eye power or a specific weapon or abilities that require you to interact with a physical object, such as Snatch. Abilities that require your physical body to make an attack, such as Double Punch also don't work.

You still must pay the costs to use the abilities, and your Mind Connection source becomes the origin point of the spell for purposes of range. Abilities with a range of Self cannot be used through Conduit.

Any ability used through Conduit that isn't an Aetherie ability costs +1 AP (or RP) to use.

Ability

Consistent Shot

3 AP
Range
Ranged Weapon Range

You may make a Precise Attack against the target. This attack deals Heavy Damage instead.

This attack does not gain Pinpoint.

Requirements

-

Ability

Consume Enemy

No listed cost
Range
One dead enemy
Keywords
Encounter Conclusion

You eat the body of a deceased enemy, healing you for your Toughness x 2, regaining 1 mana and preventing a single injury.

Requirements

-

Ability

Consume Fire

1 RP
Range
Self
Keywords
Fire

You gain Consume Fire, which gives you Damage Reduction 100 Fire against the triggering damage. If the attacker is not yourself or from an effect caused by you, you can then spend 2 Mana to heal for the original damage amount, up to 100 HP.

Any on hit effects from the damage do not apply if you took 0 damage from it because of your DR.

Requirements

You're about to take Fire Damage.

Ability

Consume Lightning

1 RP
Range
Self
Keywords
Rapid

You gain Consume Lightning, which gives you Damage Reduction 100 Lightning for the triggering damage. If you reduce damage in any way from this ability and the cause of this damage is not you or from an effect caused by you, you gain Lightning Boost. Lightning Boost grants a damage bonus on your next Lightning Elemental Attack equal to the attacker’s power. This damage bonus is doubled on heavy attacks.

Any on hit effects from the damage do not apply if you took 0 damage from it because of your DR.

Requirements

You are about to take Lightning damage

Ability

Consume Wind

1 RP
Range
Self
Keywords
Rapid

You gain Consume Wind, which gives you Damage Reduction 100 Wind for the triggering damage. If you reduce damage in any way from this ability and the cause of this damage is not you or from an effect caused by you, you gain Wind Boost. Wind Boost gives you an increase to your movement speed for the next turn equal to the damage reduced by this ability, rounded down to the nearest multiple of 5.

Any on hit effects from the damage do not apply if you took 0 damage from it because of your DR.

Requirements

You are about to take Wind damage.

Ability

Corona Burst

2 AP1 MP
Range
240ft
Keywords
Spell,Celestial

You make a Heavy attack against the target that deals Fire damage. For every 20ft of distance the target is away from you, this deals +1 damage. (Up to a maximum of +12)

Ability

Corpse Domination

3 AP4 MP
SourcesNo player source listed
Range
30ft
Keywords
Summon

You raise the target under your command. A target raised in this way is treated as a non-heroic unit that takes its own actions, however it will try to act in a way that is most helpful to you in the fight. The raised target keeps all of its stats and abilities it had in life, though it only starts with half its maximum health (before any reductions) and whatever mana it had left over when it died. This summon lasts until the end of the encounter or until its HP reaches 0, upon which it immediately dies again and cannot be raised again in any way.

Requirements

Target must be a dead humanoid.

Ability

Corpse Explosion

1 AP
Range
15x15ft area circled on your zombie
Keywords
Scatter

You detonate 1 of your zombies, making a Light Attack that deals Dark damage against all creatures in range but killing the zombie. You may detonate additional zombies when using this ability to increase the damage this deals by 2 for each additional zombie.

Requirements

Must have an active zombie from Raise Undead.

Ability

Corpse Puppetry

4 AP
Range
60ft

You may control a corpse less than a week old within 30ft of you to perform simple actions, such as moving or talking. 

A corpse used this way has no combat stats and cannot attack. 

Requirements

Target must be dead.

Ability

Counter Stance

1 AP
Range
Self
Keywords
Counter,Stance,Unarmed Strike

You enter a stance in which you freely counterattack against enemies that attack you. After an attack against you has resolved, you may make a Melee Attack of Opportunity against that target. While in this stance, you cannot use the Dodge or Block reactions.

You may spend 0 AP or 1 RP to cancel this stance. It otherwise lasts until you enter another stance.

Requirements

-

Ability

Counter-Potion

-1 RP
Range
Self

You may immediately use a Potion, Elixir, Salve, Poison or Flask that is held in your hand.  X is equal to the AP cost of the action.

Ability

Countershot

1 RP
Range
Ranged Weapon Range

You may make a Precise Attack against the incoming attack. If your accuracy check matches or beats the enemy’s accuracy check, you shoot down the incoming arrow and the attack is negated.

Requirements

You or an ally are targeted by a ranged weapon attack.

Ability

Counterspell

1 or 2 RP
Range
60ft
Keywords
Arcane, Counter,Spell

You pay RP equal to half the AP spent on the triggering Spell (rounded up) or equal to the RP spent on the triggering spell and Counter it, canceling its effect without refunding the AP. If the AP cost is higher than your RP, you cannot Counterspell it. 

If used against a non-Grunt target, you must pay 1 mana for each point of Focus that the target has more than you (minimum 0). 

This Spell does not provoke attacks of opportunity, but cannot be used to Counter Spells that have an AP and RP cost of 0.

Requirements

An enemy casts a spell within range

Ability

Craft Artificer's Glove

1 IP Other
Range
Self

You create a personalized Artificer’s Glove that only you have proficiency with.  Choose a glove type with properties of your choosing at the time of creation.  You can modify this glove for an errand action to change the property, but you can only have one property at a time and only one Artificer’s glove at a time.

Gamma Glove (Hacker): Artifice Jamming. For 1 RP you can Jam a small shell artifice within 120ft causing it to malfunction and be unusable until the user spends 1 AP to clear the jam.

Sigma Glove (Combat Artificer): Heat Sink.  0 RP, 1 mana.  Your glove emits frost energy that saps heat from an artifice, allowing it to bypass the once per turn limit a single time. Overcharge: 1 RP, the mana cost becomes 0.

Delta Glove (Specialist):  The glove is specialized for an expertise skill granting you +10 in that skill.  For instance, it might fire an arcane blast to propel you, granting you +10 to jumping. May not choose artisan or gathering skils.

Ability

Craft Pemmican

No listed cost
Keywords
Errand

Errand. You turn up to 1000u of food into 25 Pemmican Bars (40u of food per bar), which are incredibly shelf stable and easy to eat.  They perform about the same as Military Rations but they are wrapped by special leaves that deter pests—useful and consistent adventure food.

You may also use this as an IP action to convert up to 2000u of food into 50 Pemmican bars.

Ability

Crashing Foam Wave

1 AP1 RP
Range
30 ft
Keywords
Active,Water

Creates a wave of water originating from a point of water within range.  Shoves an adjacent target of size large or smaller 10ft away from the point of origin.  If the target is on top of the water, you can choose to shove the target in any direction.  You can use either AP or RP for the cost of this ability.

Ability

Create Talisman

No listed cost
Range
-

You may create a talisman or scroll by spending an interlude point. Choose an Spell that you know or choose a specialized talisman, such as a Sealing Talisman. You inscribe that Spell onto a piece of paper. A talisman of a Spell allows you to use the Spell at a different time. When you use it, it is consumed. A Spell talisman costs as much AP and mana to use as the original Spell does. 

You may craft up to 5 talismans per interlude point. A secret art talisman takes up 3 of these slots. When crafting, you may make no more than 2 of the same spell. A crafted talisman costs 1 burden to carry with you. A Secret Art talisman costs 2 burden and can only be used through the Secret Talisman ability.

Crafting a talisman costs 100 calligraphy units per AP and Mana of the spell. A spell with no AP or Mana costs 50 units. If the spell has an RP cost and no AP cost, it costs 200u per RP. If the spell has a casting time longer than 4 AP (ie 10 minutes), then treat the spell as having a cost of 4 AP.

Some spells, such as Summon Lesser Eidolon and Summon Eidolon may be unavailable.

Requirements

-

Ability

Crimson Enmity

No listed cost

When your HP is at or below 50% of your max HP, you gain Crimson Enmity. When you would heal an ally or yourself with an ability from this class (Bloodbinder), you heal for 1.5x that amount.

Ability

Crippling Attack

1 AP1 MP
Range
Weapon Range
Keywords
Slow

You make a Light Attack against the target. On damage the target is Slowed until the end of their next turn.

Requirements

-

Ability

Crippling Poison

0 RP1 MP
Range
40ft
Keywords
Poison,Slow

You slow the target for their movement. 

Overcharge: You may spend 1 additional mana to make it affect a movement not reliant on movement speed, something that moves a fixed distance. The distance moved with that is halved. If that movement had an attack attached that now cannot be made, the ability is NOT refunded.

Requirements

Target suffering from your Toxic takes a movement action.

Ability

Crucified by Radiance

3 AP2 MP
Range
60ft
Keywords
Spell,Light,Illumination,Scatter

You make a light attack that deals Holy(Light) to any targets in a 5ft wide line. At any point of the line you can draw a second 55ft long perpendicular line centered on that point of the initial line. You make another Light attack against all caught on this second line and on damage you inflict Illumination X where X is your Focus / 2 (Rounded Down) until the end of your next turn.

If a target gets hit by both lines, the second line deals Heavy damage and inflicts your full Focus in Illumination instead. 

Ability

Crusader's Advance

1 AP1 MP
Range
60ft
Keywords
Teleport

You teleport to an empty square next to an enemy you marked with the Mark of Justice.

Requirements

Target has your Mark of Justice on them.

Ability

Culinary Basics

No listed cost

Mushroom Stock
Cost: 15 Crafting Points
Description: 
Turns a Gourmet Base Stock into a Mushroom Stock (does not stack with other stocks), which when added to a cooked meal gives a +1 Focus Food Bonus that lasts for 24 hours. Requires 1 Box of Fresh Mushrooms. 

Meaty Stock
Cost: 15 Crafting Points
Description: 
Turns a Gourmet Base Stock into a Meaty Stock (does not stack with other stocks), which when added to a cooked meal gives a +1 Power Food Bonus that lasts for 24 hours.  Requires 1 Box of Fresh Meat.

Fish Stock
Cost: 15 Crafting Points
Description: 
Turns a Gourmet Base Stock into a Fish Stock (does not stack with other stocks), which when added to a cooked meal gives a +1 Toughness Food Bonus that lasts for 24 hours.  Requires 1 Box of Fresh Fish.

Vegetable Stock
Cost: 15 Crafting Points
Description: 
Turns a Gourmet Base Stock into a Vegetable Stock (does not stack with other stocks), which when added to a cooked meal gives a +1 Agility Food Bonus that lasts for 24 hours.  Requires 1 Box of Fresh Vegetables.

Spicy Stock
Cost: 30 Crafting Points
Description: 
Turns a Gourmet Base Stock into a Spicy Stock (does not stack with other stocks), which when added to a cooked meal gives a +1 Crafting Food Bonus that lasts for 24 hours.  Requires 1 bundle of Spicy Peppers.

Herbal Stock
Cost: 30 Crafting Points
Description: 
Turns a Gourmet Base Stock into a Herbal Stock (does not stack with other stocks), which when added to a cooked meal gives a +1 Gathering Food Bonus that lasts for 24 hours. Requires 1 bundle of Fresh Cooking Herbs. When gathering from a node with a bonus from this stock, you keep the benefit for that entire node unless you go a day without harvesting from that node.

Stir Layered Flavors
Cost: 30 Crafting Points
Description: 
Allows you to add another flavor, allowing you to add a second different flavor.  Choose from Mushroom, Meaty, Fish, Vegetable, Spicy or Herbal—then add the corresponding ingredient.  For example:  A Mushroom stock + Meaty stock becomes a Mushroom-Meaty stock that grants +1 Power / +1 Focus Food Bonus.  

Use Every Last Drop
Cost: 15 Crafting Points
Description:  
Increases the stock yield by 2.

Secret Ingredient
Cost: X Crafting Points
Description: 
You mix a special material into the stock.  Each material has its own crafting point cost.

Create Box or Bundle of Food
Cost: Errand.
Description: 
You create a perfect mix of ingredients that would be worthy of a stock with 500u of matching material.  Example:  500u of Meat can make 1 Box of Fresh Meat.  You can make 5 boxes of any kind for one errand action.

Ability

Cure Water

2 AP1 RP3 MP
Range
15 ft
Keywords
Healing,Spell,Water

You cast this ability on water within range, healing a target within 30ft for 11 + Power x 2. You can use either AP or RP for the cost of this ability.

Ability

Cut Away

1 RP
Range
Self

Instead of rolling a save normally, you may make a Precise Attack against the Potency of the ability instead. If your accuracy roll beats the Potency, you are treated as having passed the save.

Requirements

You are the target of an ability that forces you to make a save.

Ability

Cut Magic

1 AP
Range
Melee Weapon Range
Keywords
Overcharge

You make a Heavy Attack against a temporary magic effect. If your accuracy roll is equal or higher than the Potency of the effect, the effect is removed.

Overcharge: You may spend 1 additional AP to turn the Heavy attack into a Precise attack instead.

Ability

Cyclone

2 AP
Range
60ft
Keywords
Spell,Wind

All targets in a 15x15 ft area must make a save against your Potency or be knocked airborne for 10ft, falling Prone once they land.

Requirements

-

Ability

Dark Barrier

2 AP3 MP
Range
40ft
Keywords
Spell,Dark,Full Pierce,Shield

You and up to 4 other willing allies within range take Light Dark damage. Afterwards they gain temporary HP until end of encounter equal to double the damage taken.

You may choose to ignore Dark resistance or damage reduction on your allies for this ability.

Ability

Dark Healing

1 AP
Range
60ft
Keywords
Spell,Dark,Full Pierce,Healing

You take Light (1 AP) or Heavy damage (2 AP), then heal a target within range an amount equal to damage taken.

You may choose to ignore Dark resistance or damage reduction on yourself for this damage.

Ability

Darkness

2 AP3 MP
Monster use1exact-name match
Range
40ft

You conjure a 15x15ft area of pure darkness within range. The darkness blocks line of sight. Targets inside of or within 5ft of the Darkness can only see up to 5ft into or out of Darkness. In addition, any targets within the Darkness that do not have Darkvision or a similar ability that lets them see in darkness are considered Blinded 2 (nightvision does not apply).

This lasts for up to 10 minutes and you may end this effect for 0 AP.

The mana cost of this ability is reduced by 2 during the night.

Ability

Darkvision

1 AP
Range
Touch
Keywords
Stealth

You touch an ally and share your Darkvision with them until the end of the encounter, letting them see up 60ft in the darkness.

Ability

Deadly Venom

2 AP
Range
Weapon Range
Keywords
Poison,Toxic

You make a Light attack against the target. On damage, you worsen the target’s Toxic, letting it stack and adding +1 stack to it. Stacks a maximum of 3 times.

A Toxic with more than 1 stack deals damage at the end of the target’s turn rather than the start.

Requirements

Must be made with a melee weapon or with a Set of Missiles, Throwing Weapon or Thrown attack with small weapon only.

Ability

Death Mark

No listed cost
Range
Sight
Keywords
Encounter Start

You mentally mark a target for death by applying Death Mark, opening them up to your Assassin abilities. When you reduce a character marked by Death Mark to 0 HP or lower, you may move up to your Speed and take the Hide action for 0 RP. This movement does not provoke attacks of opportunity.

Requirements

Enemy is surprised.

Ability

Death Perception

0 AP1 MP
Range
Sight
Keywords
Mystic Eye

You can assess the approximate HP percentage of all living units within range until the end of combat. (The DM should enable health bars for the unit). Only affects unit in your line of sight when you use this ability, if more enemies join the fight later they are not affected until you use this ability again.

Ability

Decipher Magic

1 AP
SourcesClassMage
Range
Sight
Keywords
Hacking

You may start a skill challenge against a magic effect you can see in an attempt to understand it.  

You are able to disable tier 1 bounded fields with this ability.

Ability

Deckbreaker

1 AP2 MP
Range
Melee Weapon Range

You make a Light attack against the target. On damage, you inflict Offstep on the target for the next attack against it.

If the target is inflicted with Stagger, the mana cost of this is reduced by 1.

If you're under the effects of Exposing Edge, this attack gains Lock On.

Requirements

One-Handed weapons only.

Ability

Deconstruction

No listed cost
Keywords
Errand

By spending an Interlude Point, you deconstruct a basic item into materials. You gain 500 matching crafting material per ingot or block used in the item. If the item does not use ingots, you instead get 1 matching crafting material per clim value of the item.

Regardless of the material used in the item, you will only gain the base price amount even if using upgraded materials and all alloys and upgrades are lost.  You can deconstruct up to 5 basic items for 1 interlude point.

Alternatively instead of 1 basic item, you can transmute up to 1000u of random junk into up to 250u of usable basic (ie: Iron, Pine etc) Blacksmithing Materials, Armorsmithing Materials, Carpentry Materials, Calligraphy Material, Magical Fuel Materials or Medical Materials units at a 4:1 ratio.

You can also use Deconstruction as an Errand Action, but the deconstruction limit is reduced to 1 basic item instead of 5 basic items.

Ability

Decree

1 AP1 MP
Range
60ft
Keywords
Mystic Eye,Mind Affecting

You command the target to Approach or Flee.

The target must make a Save or be forced to obey your chosen command, immediately moving up to their speed towards you (if you chose approach) or away from you (if you chose flee).

Ability

Defensive Flexibility

0 RP2 MP
Range
Self
Keywords
Circuit

You react to the triggering attack with the opposite reaction you used to meet the requirement of this ability. (IE if you used Dodge as your last reaction, you use the Block reaction for this).

The first time each encounter your RP goes below half your maximum RP, you regain the Circuit benefit on this.

Requirements

Must be the target of an attack and must have reacted to the previous attack against you with the Dodge or Block action.

Ability

Delay Time

0 RP1 MP
Range
40ft
Keywords
Stealth

You choose one or more negative effects on the target that would trigger at the start or end of their turn. They trigger on the turn after the turn they would normally trigger instead. 

You may only delay an effect once, but you are able to delay Stasis even though the target is normally immune to all abilities.

Start of turn effects still trigger at the start of the turn and end of turn effects still trigger at the end of the turn.

Ability

Delayed Hit

2 AP
Range
Melee Weapon Range

You make a Heavy Attack against the target, but don’t deal damage. On hit, even if it was guarded, the target takes Heavy Damage at the start of your next turn. (This delayed damage is calculated of the target’s Guard at the time it’s applied, not when the attack hit)

Requirements

-

Ability

Demonblood Regeneration

No listed cost
SourcesRaceDemon

You heal faster than those of other races. You gain the following benefits:

  • When using Grit, you heal for 6 HP instead.
  • When using Second Wind, you heal for an additional 3 HP.

Ability

Dense Mana

0 RP1 MP
SourcesRaceDemon
Range
Self

You augment your next ability, increasing the Potency of your next ability by 2.

Ability

Despair of Isolation

1 AP
Range
Self
Keywords
Song,Mind Affecting,Sound

Everyone within your Mist of the Vale becomes Slowed until the end of their next turn. They must also make a Save or become Dazed until the end of their next turn. On failure, they also cannot target allies with friendly effects while in the mist until the end of their next turn.

You may spend 1 Mana to exclude allies from this attack.

Requirements

Mist of the Vale must be active.

Ability

Destroy Ground

2 AP1 MP
Range
5ft

You destroy natural earth with magical speed, creating up to a 10ft x 10ft x 10ft hole in most natural earth. Those caught in the effect may spend 1 RP to Sidestep 5ft out of the effect. All caught in the effect fall down 10ft into the hole and take falling damage as normal.

The spell requires natural ground to be below the touching surface to function. It may work on the bottom floor of a house, but will fail if used higher up or in some dungeons

Ability

Destroying Angel

4 AP2 MP
Range
60ft
Keywords
Poison, Spell,Healing

You make a Precise Attack against an enemy unit within range, dealing Poison Damage. On damage, if the enemy is a Grunt, they are immediately reduced to negative their Max HP and die. On Killing Blow, the current host of Spore Symbiote is healed for 5 + Power x 2.

Requirements

-

Ability

Detailed Finish

No listed cost

Make a crafting check. Upgrade the dice to 2d8.

Requirements

This is your last crafting dice. Costs 1 Crafting Dice.

Ability

Deus Vult

1 RP
Range
Self
Keywords
Augment

Can use with active Holy Orders. Your next basic attack or Ave Maria against your Holy Order gains the Lock On and Shieldbreaker keywords against your Holy Order.

Must be used before you make an attack and cannot be used in reaction to an ongoing attack.

Requirements

A target of your Holy Order.

Ability

Devastating Strike III

1 AP
Range
Melee Weapon Range

You make a Light (1 AP) or Heavy (2 AP) attack against the target.

Requirements

Target must have 0 RP remaining and must be marked by Death Mark. One-handed weapons only.

Ability

Devil's Blow

1 AP1 MP
Range
Melee Weapon Range
Keywords
Full Pierce

You make a Heavy attack against the target. This attack does NOT have Full Pierce.

If you roll a 1 on the accuracy check, you take full pierce damage of same the type as the attack equal to the damage roll of the attack. You also regain the mana spent on this.

Ability

Devil's Curse

0 RP2 MP
Range
Self

The attacker takes damage equal to the damage roll of the triggering attack. They cannot Dodge or Block this damage.

Does not work against Secret Arts, Climax Arts or similar level abilities.

Requirements

An enemy accuracy check against you rolls a 1.

Ability

Dharani: Blooming Conciousness

2 AP
Range
20ft
Keywords
Secret Art,Healing

You release all gathered harmony as petals of radiant light that spiral outward from your body.

You consume all Harmony stacks and 1 mana per stack to heal all allies within range for (6 + Your focus) / 2 for each stack consumed.

If you do not have enough mana for all stacks, this ability instead consumes stacks equal to the mana you can spend.

Requirements

Must be in Luminous Form Stance and have 5 stacks of Harmony.

Ability

Dimensional Armory Expansion

No listed cost

Your burden limit for your Dimensional Armory is increased by 4.  Ahead of time, you designate one armor, one cloak and one weapon/shield or two weapons or one two-handed weapon that are inside of your Dimensional Armory as a “dimensional set”, this process takes 15 minutes of concentration.  You can only have one dimensional set at a time.

Ability

Dirge of Despair

2 AP
SourcesClassBard
Range
30ft
Keywords
Sound,Song,Upkeep,Mind Affecting

All enemies within range must make a save against your Potency or become affected by this Song. While affected, you may subtract 1d4 from a single roll they make until the start of your next turn. You may choose to add this after seeing the roll.

Upkeep: At the start of your next turn and every turn thereafter, you may spend 1 AP to continue this performance. Enemies that successfully made their save, do not have to save again against this continued performance, but those who were affected continue to be affected.

Requirements

-

Ability

Disarming Shot

2 AP2 MP
Range
Ranged Weapon Range
Keywords
Disarm

You may make a Heavy Attack against the target. If the attack beat the passive evasion of the target (before Dodge bonuses), you Disarm the target until the start of your next turn. The target may spend 1 RP to avoid the disarm effect. This is in addition to any RP the target may spend to avoid the attack itself.

Requirements

-

Ability

Discern Immunities

0 AP
Range
Sight
Keywords
Quick

You look at a single target and glean what its resistances are until the end of the encounter. When you are about to use an ability with a negative effect that would be passively negated by the target, you become aware of this and may cancel your action.

Does not apply if the target has an active ability that can remove it, such as a paladin’s Paragon of Virtue for example.

Ability

Discipline

0 AP
Range
Self
Instead of rolling, you can choose instead to accept 10 as the dice value for a skill check.

Requirements

You have at least 5 skill points in the called for skill. Use when you need to roll a skill check.

Ability

Dispel Magic

2 AP3 MP
Range
60ft
Keywords
Arcane,Dispel,Spell

You dispel a temporary magic effect from an area or target. All non-permanent effects within range that are created by an ability with the Spell or Enchantment keyword are affected. Spells that do not have a time limit listed or create a permanent effect such as a Geomancer's fissure are not affected. Bounded Fields and Secret Arts cannot be removed with Dispel Magic.

Requirements

-

Ability

Divine Barrage

2 AP-1 MP
Range
Ranged Weapon Range

You make a Light attack against the target and instruct others to follow your lead.

X allies other than you within 30ft of you may also make a Light attack against the same target.

Ability

Divine Guard

1 RP
Range
Self

You may immediately use the Block action to guard against the triggering attack with a +5 bonus to Guard.

Requirements

Must be transformed by Divine Release and targeted by an attack.

Ability

Divine Providence

0 RP
SourcesRaceHuman
Range
Self
Keywords
Rage,Daze

When you use this ability you choose one of the following effects:

 

Divine Protection: You are protected from harm through divine protection, gaining 100 damage reduction against the next source of damage you take.

Fortune: When used for this effect, this ability becomes Instant. You may reroll your last d20 and take the new result.

Health: You heal someone (or yourself) within touching distance for 15 hp.

Light: You summon a bright light at your position that shines a bright light up to 30ft around you. You may detonate this light by spending 0 AP to Daze all enemies within its range.

 

Once you use this ability, you may not use it again until after a rest.

Ability

Divine Release

0 AP
SourcesRaceDemon
Range
Self

Demons can feed on their own lifeforce to release a brilliant display of divine powers. Horns can elongate, fangs might grow, eyes glow and even wings can sprout as the Demon realizes their Divine Roots.

Upkeep: 11 HP

You transform into your new form and take 11 true damage. You may end this form at any time by spending 0 RP. While the form lasts you gain the following benefits:

Fallen Guard: When you take the Block basic action, you gain an additional +5 to guard.
Fallen Alacrity: You gain +5 movement speed and the ability to fly.
Fallen Might: You gain +1 AP at the start of your turn.
Fallen Conviction: When you are reduced to 0 HP, you do not enter the downed state. You still receive the wounded status. While at or below 0 HP, the upkeep for this ability is increased to 16. If you end this ability while at or below 0 HP, you are immediately placed into the downed state. If your HP become equal to or lower than your negative maximum HP, you are immediately incapacitated and this ability ends.

Once you use this ability, you cannot do so again until you finish an interlude rest phase.

Ability

Divine Smite

2 AP2 MP
Monster use1exact-name match
Range
Melee Weapon Range

You may make a Heavy Attack that deals Holy Damage against the target. If your target’s HP is lower than the max damage your attack would deal, this attack gains Full Pierce and does maximum damage instead of rolling.

This calculation only involves your base damage (Base weapon damage + the power). Any other effects added to the damage such as Heavy Blade's bonus damage, Anathema on target etc do not affect the calculation and aren't maximized.

Requirements

Target has your Mark of Justice on them.

Ability

Divine Smite II

2 AP1 MP
Range
Melee Weapon Range
Keywords
Divine

You may make a Heavy Attack that deals Holy Damage against the target. On damage, you may give yourself or an ally within 30ft temporary HP equal your 5+Power until the end of the encounter.

Requirements

-

Ability

Divine Storm

3 AP2 MP
Range
Melee Weapon Range
Keywords
Scatter,Divine

You make a Heavy attack with your weapon against the target of your Mark of Justice.

You then make a Light attack against all other enemies within 5ft and push them back 10ft, regardless of whether the attack hit or not. This light attack is not made with your weapon and always does the damage type of your god (as determined by your Holy weapon key ability).

Requirements

Target has your Mark of Justice on them.

Ability

Divining Petalfall

1 Strike Dice Other

 Make a gathering check with a +5 bonus. If the final dice value is even, add it to Node Points. If it’s odd, add it to Lucky Points.

Requirements

Must be in a gathering session.

Ability

Doctor Jekyll

No listed cost
Range
30ft
Keywords
Encounter Start

You draw and either drink a Potion or Elixir, or throw one to a willing ally within 30ft who immediately drinks it.

Ability

Dog Form

1 RP
Range
Self

You transform into your Dog Form, becoming a medium size dog. You lose 2 guard and 4 block, but gain a +1 Size bonus to Evasion and Dodge.

While in Dog Form, you can only make melee unarmed attacks and you are considered proficient in these attacks. 

If you take damage in Dog Form, you immediately return to your normal form. You can dispel this form for 0 AP or 1 RP. 

Ability

Double Elements

0 AP
Range
Self
Keywords
Quick

Your next Elemental Strike or Elemental Sweep ability used this turn may add in the effect of another element. This element must be one you have mastered and different from the effect that's already dealt by the attack.

Ability

Double Punch

1 AP
Range
Melee Weapon Range

You may make two Light Attacks against the same target.

You may not make a dual wield attack until the start of your next turn.

Requirements

Must not have made a dual wield attack this turn.

Ability

Double Slam

1 AP1 MP
Range
Melee Weapon Range
Keywords
Unbalanced

You may make up to 2 Light attacks against the target, paying 1 AP and 1 Mana for each. On damage of either hit, the target becomes Unbalanced. If the target is already unbalanced, they are knocked prone.

If you are wielding only 1 Two-Handed weapon, you are limited to 1 attack.

Requirements

Two-Handed weapons only

Ability

Downburst

2 AP1 MP
Range
720ft
Keywords
Lock On,Spell,Wind

You may make a Heavy Attack that deals Wind damage against the target. 

On damage, the target immediately plummets to the ground and takes falling damage. This falling damage cannot be negated through the use of abilities that would normally negate falling damage.

Requirements

Target must be Flying.

Ability

Downburst II

1 RP1 MP
Range
720ft
Keywords
Lock On,Spell,Wind

You may make a Heavy Attack that deals Wind damage against the target. 

On damage, the target immediately plummets to the ground and takes falling damage. This falling damage cannot be negated through the use of abilities that would normally negate falling damage.

Requirements

Target is knocked airborne or is Flying.

Ability

Draconic Presence

No listed cost

You gain a +10 bonus to Negotiation and Intimidation checks against Grunts and against Heroics that have a lower Spirit Core than you.

Ability

Dragon Breaks The Ranks

4 AP
Range
80ft

You gain Flight and surround yourself in fire, then Sidestep to a point in a direct line. You destroy low cover you pass through, though the GM may rule that some cover is too sturdy to be destroyed. In either case, you continue until you reach the target and may make a single melee Heavy Attack against an enemy in range with your weapon. Any other characters in your path may spend 1 RP to move 5ft out of your charge or take Light Fire Damage.

If you have an element mastered, you may change the Fire damage of this ability to the element you have mastered.

This spell does not provoke attacks of opportunity.

Requirements

-

Ability

Dragon's Breath

2 AP
Range
Self
Keywords
Water,Lightning,Fire,Arcane,Wind,Frost,Scatter,Safe

You exhale a devastating breath attack, making a ranged Light attack against all targets in a 30ft long 60 degree cone. This attack deals the same type of damage as your element chosen in Ryujin's Mastery.

Ability

Dragonfire Dive

2 AP2 MP
Range
40ft
Keywords
Fire,Jump,Blanketing

You jump to the target, not provoking any attacks of opportunity, and attacking the target plus all other creatures within 5ft of the target for Heavy Fire Damage.

Requirements

Polearm only.

Ability

Dramatic Death

1 RP
SourcesClassMime
Range
Self

You fall prone and may immediately use the Play Dead action. You may use your Art(Mime) for this roll instead of Deception.

At the start of your turn, you may stop playing dead and immediately stand up from prone for 0 AP.

Requirements

You've taken damage and that damage is done resolving.

Ability

Draw Elements

0 AP1 MP
Range
-
You may choose an element. Until the start of your next turn, you are considered to have mastered that element.

Requirements

-

Ability

Draw-In

1 AP
Range
Melee Weapon Range
Keywords
Combo

You make a Light attack against the target. On damage, they are pulled up to 5ft towards you.

Combo: If used after Lunge, the range of this attack and the pullback distance are doubled. This consumes the Lunge effect.

Requirements

Polearm only.

Ability

Driftwind Evasion

1 RP
Range
Self

You take the Dodge action against the attack and gain a Windflow bonus to your Dodge equal to your Windflow stacks.

Afterwards, you lose all Windflow stacks.

Ability

Drink to Battle

2 AP or Encounter Start action Other
Range
Self
Keywords
Encounter Start
You drink some Alcohol in preparation for a battle, granting you 1 stack of Tipsy.

Requirements

-

Ability

Dualcast

0 AP1 MP
SourcesClassSage
Range
Self
Keywords
Arcane

You immediately repeat the last used ability with the same target. Any cost must be paid as normal.

Requirements

Must be used immediately after successfully using an ability with the spell keyword.

Ability

Duelist Blow

2 AP1 MP
Range
Melee Weapon Range

You make a Heavy Attack against the target. Your next Block or Dodge reaction against that target costs 0 RP. This benefit disappears when you use an RP ability against a target other than the target of this ability.

Requirements

-

Ability

Dullahan's Mount

1 AP
Range
Self

You conjure up a black horse that becomes part of you. You immediately mount when using this ability and upon dismounting, the horse vanishes. While mounted, your movement speed is increased by 30ft and you are considered a large creature, but you may only move in a straight line. When attempting to move through 5ft wide spaces, it is considered difficult terrain for you. You also suffer a -10 penalty to most finesse athletics checks as well as climbing and swimming checks while mounted.

Any attack against the horse is considered an attack against you instead. As the horse is considered part of you, any displacement or teleport abilities move the horse alongside with you. You may dismount by spending 0 AP.

Ability

Duplicate

1 RP1 MP
Range
Sight
Keywords
Spell,Arcane

You attempt to analyze the spell and duplicate it. After the triggering spell resolves, immediately cast a copy of it. You must select a valid target for this copy, pay any additional mana cost originally on the spell as well as pay any costs that are not AP or RP. Failure to do so will make the duplicated spell fizzle, dissipating the magic harmlessly into the air.

Upon successfully copying the spell, it resolves with the same damage and effects as the original spell, though using your stats to resolve them.

The cost is 1 RP for a 0-2 AP spell or 2 RP for a 3-4 AP spell. Spells with a higher cost cannot be duplicated.

Secret Arts and Esoteric Arts also cannot be duplicated and upon attempting to do so, this ability is canceled and any cost refunded. Unique spells by heroic or boss enemies may also be impossible to duplicate (GM's discretion).

Requirements

An enemy in range casts a Spell

Ability

Dust Kick

1 RP1 MP
Range
5ft
Keywords
Blinded

You kick the ground in front of you, causing a veil of dust to appear. The target becomes Blinded 3 until the attack resolves. If the triggering attack misses, you kick the target and may push it 5ft into any horizontal direction.

If under the effects of Exposing Edge, you apply Blinded 5 instead.

Requirements

Must be within 5ft of the ground. An ally or you are being attacked by an enemy in range.

Ability

Eagle Hunt

2 AP
Range
-
Keywords
Combo,Jump

You leap up to 30ft into the air and then horizontally up to twice your Speed, this movement does not provoke attacks of opportunity. You may use Silentium at any point during the movement, gaining the Combo bonus.

Requirements

-

Ability

Earth Armor

2 AP
Range
5ft
Keywords
Enchantment,Aid,Earth

You touch a willing ally’s armor and enchant it with earthen power. Until the end of the encounter, it grants a +1 guard and +4 block bonus.

Ability

Earth Infusion

1 AP
Range
30ft
Keywords
Spell,Type,Earth

You surround a willing target in mud and rocks, changing their typing to Earth II. 

As an Earth II type, they take half damage from Lightning and Earth damage or attacks with the Lightning or Earth keyword unless that attack deals true damage. They take 50% more damage from Wind damage or attacks with the Wind keyword.

Ability

Earth Shield

1 RP1 MP
Range
30ft
Keywords
Spell,Aid,Shield,Earth

You grant the target 1 RP they must spend on the Block action against the triggering attack. They gain a bonus to their Block for this action equal to your focus x 2.

Requirements

An ally within range is the target of a melee attack and/or physical attack.

Ability

Earthen Divide

3 AP2 MP
Range
5ft
Keywords
Spell,Earth

You create a wall up to 20ft high, 5ft wide and 20ft long in a straight line. Each Segment of the wall has HP equal to 20 + Focus.

Overcharge: You may spend X mana to increase the length by 20 x Xft.

Ability

Earthen Guardian

1 RP2 MP
Range
40ft
Keywords
Sidestep,Jump

You jump and sidestep towards the attacked ally and the triggering attack resolves against you instead. You automatically take the Block action against this attack.

Requirements

In Steadfast Earth Stance, ally within range is the target of an attack.

Ability

Efficient Strike

1 Strike Dice Other
SourcesClassMiner

Make a gathering check and apply it to NP. If this maxes node points, all overflow is converted into lucky points.

Requirements

Must in a gathering session. 

Ability

Elemental Bolt

1 AP1 MP
Range
120ft

You make a Light attack against the target. The damage type is chosen at the type of casting and must be that of an element you have mastered. 

On damage, inflict an effect based on the damage type of this attack:

Arcane: The target loses 1 Mana
Fire: The target becomes Burning X, where X is your Focus x 3.
Water: The target becomes Soaked X, where X is your Focus, until they take lightning damage.
Lightning: The target becomes Static X, where X equals your Focus x 3.
Frost: The target becomes Slowed until the start of your next turn.
Earth: The target becomes afflicted with Sunder X, where X equals your Focus, for the next damage they take.
Wind: You push the target 10ft.
Holy: The target becomes inflicted with Illumination X, where X is your focus / 2.
Dark: The target becomes inflicted with Blinded X, where X is your focus, for their next attack.

Ability

Elemental Burst

1 RP
Range
120ft
Keywords
Spell

You cause your attack to burst into the target causing them to take additional damage of that element equal to 2d4 + Focus.

Requirements

Can be used after dealing elemental damage that does not contain the Full Pierce or Sure Hit keywords.

Ability

Elemental Convergence

No listed cost
Range
Self
Keywords
Encounter Start

You may choose 1 element from Arcane, Fire, Water, Frost, Wind, Lightning or Earth. Until the end of the encounter, you are considered to have mastered that element.

You may swap this element once per turn for 1 Mana.

Ability

Elemental Strike

1 AP1 MP
Range
Melee Weapon Range

You make a Light Attack against the target. On damage, your attack applies an additional effect based on one of your attack's damage type. (If you are able to have multiple damage types on the attack such as through Holy weapon, you may pick any of the effects).


Arcane: The target loses 1 mana. 
Fire: The target becomes Burning X, where X equals your Power x 3. 
Water: The target becomes Soaked X, where X equals your power/2 (rounded down), until they take Lightning damage.
Lightning: The target is afflicted with Static X, where X equals your Power x 3
Earth/Frost: The target becomes Slowed until the start of your next turn.
Wind: You may push the target back 10ft. 
Holy: You gain temporary hit points equal to your Power + 5.
Dark: The target becomes Blinded 5 until after their next attack.

Requirements

-

Ability

Elemental Sweep

2 AP1 MP
Range
Melee Weapon Range

You may make a Light Attack against all enemies within range. On damage, your attack applies an additional effect based on one of your attack's damage type. (If you are able to have multiple damage types on the attack such as through Holy weapon, you may pick any of the effects).

Arcane: The target loses 1 mana.
Fire: The target becomes Burning X, where X equals your Power x 3.
Water: The target becomes Soaked X, where X equals your power/2 (rounded down), until they take Lightning damage.
Lightning: The target is afflicted with Static X, where X equals your Power x 3. 
Earth/Frost: The target becomes Slowed until the start of your next turn.
Wind: You may push the target back 10ft.
Holy: You gain temporary hit points equal to your Power+5.
Dark: The target becomes Blinded 5 until after their next attack.

Ability

Emergency Maneuvers

0 RP1 MP
SourcesRaceDemon
Range
Self

When you fail a check when operating an airship, you may use this to reroll the check. You must accept the new result and cannot reroll it again.

Ability

Emergency Recall

1 RP
Range
Sight

You give your summon 100 Damage Reduction against the attack. Afterwards, if it is still alive, it is immediately unsummoned.

Requirements

Your summon from Summon Animal is the target of an attack.

Ability

Emergency Shield

1 RP2 MP
SourcesNo player source listed
Range
40ft
Keywords
Shield,Spell

The target gains temporary HP equal to 7 + Power.

Ability

Empower Mana Shield

1 AP-1 MP
SourcesNo player source listed
Range
Self
Keywords
Shield

You spend X mana to add X*8 to the value of your mana shield until the start of your next turn.

Requirements

-

Ability

Empty Body

0 RP2 MP
SourcesClassMonk
Range
Self
You may reroll the failed saving throw and must accept the new result.

Requirements

You failed a saving throw.

Ability

En-dama

2 AP1 MP
SourcesClassJonin
Range
5ft
Keywords
Hiding,Stealth

You throw a smoke bomb on the ground within range that blocks line of sight in a 5ft radius (15x15 area total) of where it was thrown. Targets inside or within 5ft of the smoke can only see up to 5ft into or out of the smoke.

If you’re inside of it at the point it's thrown, you may immediately gain the Hiding state from anyone you have cover or concealment from.

The smoke lasts until the start of your next turn. When it ends, if you are inside your smoke, you may immediately move up to your speed and you are considered hidden up until you finish that movement. If you end your movement in cover, you keep being Hidden from people you have cover from.

Ability

Enduring Warmth

No listed cost

You can emit comforting heat within 30feet that counters the effects of most cold weather. You can activate or deactivate this heat every 1 second.

Ability

Energy Drain

0 AP2 MP
Range
60ft
Keywords
Spell,Dark

You deal Light full pierce dark damage to a willing ally other than yourself. This damage ignores damage resistance against dark damage (such as from gloom infusion or corvuskite armor), unless that DR is an universal type of DR.

You gain Haste, which gives you 2 AP for the rest of this turn. A target can only be affected by haste once per turn.

Ability

Escape Artist

1 AP1 RP
Range
Self
You immediately escape the grapple by twisting and kicking. May be used by spending either AP or RP.

Requirements

You are grappled.

Ability

Eternal Mirane Cage

0 RP1 MP
Range
Sight
Keywords
Frost,Spell

Instead of killing the target, they are reduced to negative their Max HP +1. The target is encased in Magical Ice for 10 years, rooted on the location and cannot be moved.  The Ice never melts despite temperature and can only be dispelled by Higher Order Magic (such as a Divine Arms), or by you. The Spell effect ends if you die. You can extend the duration of the Frost by 10 years for every 2 mana spent.

Requirements

Use when an ally attack would kill a target and target is not an ally.

Ability

Eternal Vigil

No listed cost

While in statue mode and sleeping, you make perception checks as if you were awake.

Ability

Evil Eye of Fear

1 AP1 MP
Range
60ft
Keywords
Mystic Eye,Upkeep,Fear,Mind Affecting

You open your Mystic Eye and inflict fear on everything in sight.

All targets in a 90 degree cone up to range must make a save against your potency or become Shaken until the start of your next turn.

Upkeep: 1 AP. When you pay the upkeep cost, you may repeat this attack.

Ability

Evil Eye of Lethargy

1 AP1 MP
Range
60ft

You open your Mystic Eye and inflict lethargy on everything in sight.

All targets in a 90 degree cone up to range become Slowed until the start of your next turn, unless they spent 1 RP to resist the effect.

Upkeep: 1 AP. When you pay the upkeep cost, you may repeat this attack.

Ability

Excavation Crash

1 AP1 MP
SourcesClassMiner
Range
Melee Weapon Range

Choose one adjacent location 5ft from the target. The target may immediately use a move action for 0 RP to move there if they wish, you cannot make an attack of opportunity during Excavation Crash. If the target does not move to the location, make a heavy attack against them.

Ability

Expert Farmer

No listed cost

Greater Infuse Qi
Keywords: Rapid
Description: 
You infuse one of the planted herbs with Qi, upgrading it from rare to mystic and adding 20 to its difficulty.

Bountiful Harvest II
Keywords: Rapid
Description: 
You bless one of the planted seeds that grants Food units or Alchemy materials. It grants 4 times that amount and you add 10 to its difficulty. Does not stack.

Ability

Expertise Study (Armorsmithing)

No listed cost

You gain 5 Expertise Points in 2 different armorsmithing crafts. You also gain wielding proficiency in Heavy Armor or Greatshields.

In addition, you always gain the expertise bonus when crafting an armor for yourself. An armor crafted this way cannot be worn by other creatures and is effectively valued at 0 clim.

Ability

Expertise Study (Blacksmithing)

No listed cost

You gain 5 Expertise Points in 3 different blacksmithing crafts. You also gain wielding proficiency in one smithing melee weapon of your choice. You may select specialized weapons with this.

Ability

Expertise Study (Carpentry)

No listed cost

You gain 5 Expertise Points in 3 different carpentry crafts.  You also gain wielding proficiency in one carpentry weapon of your choice or artifice chainsaws.

Ability

Explosive Advance

No listed cost
Range
Self
Keywords
Encounter Start

You immediately activate Horse Step Acceleration and it becomes active for the entire first round of combat.  Immediately make up to 1 AP of movement actions.

Ability

Explosive Ward

2 MP
Range
Touch
Keywords
Bounded Field, Fire,Spell,Scatter

A ward that can be placed on a door or medium-sized container of some sort. If other than you knowingly tries to open the door or container in any way (whether normal opening, attacking it etc), the ward triggers creating a loud noise and dealing Heavy Fire Damage to all creatures in a 10ft radius around the container. All items inside the container (if any) also take this damage. Once triggered, the bounded field vanishes. Casting this takes 10 minutes of uninterrupted casting. You may at the time of casting choose a number of people equal to your Focus that can also open the container or door without triggering the ward. If not triggered, Explosive Ward lasts until you remove it. For each Explosive Ward you maintain your maximum mana is reduced by 2. This is considered a tier 2 ward.

Requirements

-

Ability

Exposing Stab

2 AP
Range
Melee Weapon Range

You make a Light attack against the target. On damage, you may use your Devastating Strike against the target until the end of your turn as if the target had 0 RP.

Ability

Fading Counter

2 RP
Range
Self
Keywords
Counter,Illusion

When the enemy attacks you in melee, they instead attack an illusionary clone, missing you. You may then immediately attack the enemy with a basic Light Melee Attack. You may then move up to 5ft in any direction and this movement does not provoke attacks of opportunity.

Requirements

-

Ability

Fae Knight Style: Carapace

0 RP
Range
Self

One of your Fluttering Blades returns to you and interferes with the attack. You may take the dodge or block action against the attack. 

Your Fluttering Blade needs LoS to you or the target it is assisting.

This cancels Fluttering Blade on that weapon.

Overcharge: You may spend 1 RP or 1 mana to make it assist an ally within 30ft of the sword instead. 

Requirements

Heavy Spin Fluttering Blade Active. You or an ally is the target of an attack and your chosen Heavy Spin Fluttering Blade is not part of that attack.

Ability

Fae Knight Style: Devouring Locust

2 AP1 MP
Range
120ft
Keywords
Pass

Your Fluttering Blade moves in a straight line up to 60ft. Make a light attack that affects every target that the Blade passes through.

Requirements

An active Fluttering Blade within range.

Ability

Fae Knight Style: Gadfly

2 AP
Range
90ft
Keywords
Challenge

Sends a Fluttering Blade to harass the target within 90ft of you, making a light attack against them. 

The Fluttering Blade then occupies the same space as the target and follows them throughout all movement, including teleportation. 

The Gadfly then Challenges the target. You can upgrade this attack of opportunity to a heavy attack for 1 RP or 1 Mana.

Requirements

Fluttering Blade Active

Ability

Fae Knight Style: Megasoma

0 RP
Range
30ft
Keywords
Rapid

You direct a Heavy Spin Fluttering Blade at a target within 30ft of you, making a Heavy attack and cancelling Fluttering Blade on that weapon afterwards.

The chosen Blade must have Line of Sight to the chosen target.

Requirements

Can only be used with Heavy Spin Fluttering Blades that have been active for at least 1 whole round.

Ability

Fae Knight Style: Petal Swirl Flash

-1 AP1 MP
Range
20ft
Keywords
Teleport

You teleport to an enemy within range.

Make a melee Light (1 AP), Heavy (2 AP) or Precise attack (2 AP) against that enemy. Afterwards, you regain the use of your Faerie Flash allowing you to use it again this encounter.

Ability

Fae Knight Style: Second Plague

2 AP
Range
720ft
Keywords
Combo

Your Fluttering Blade returns to your hand in the fastest possible path (typically a straight line), it avoids obstacles in the most direct way possible. Make a light attack that affects every target that the blade passes through. Deactivates Fluttering Blade when it returns to you.

Combo: If used after Devouring Locust, reduce the AP cost by 1.

Requirements

An active Fluttering Blade within range and in Oak Stance. Must have a hand available to catch the weapon.

Ability

Fae Knight Style: Willow Stance

0 AP
Range
Self
Keywords
Quick,Stance

You enter Fae Knight Style: Willow Stance. Increasing your Fluttering Blade Limit to 2. Shields can be used as Fluttering Blades while in Willow Stance

For 2 mana, all Fluttering Blades created in Willow Stance this turn can be enhanced with Heavy Spin, allowing them to be used for some Willow abilities but they no longer gain your agility as extra evasion.  Heavy Spin blades also deal 5d6 upgraded heavy attack damage, even if they were originally a one-handed weapon.

When directing your Heavy Spin blades to move, you may direct two blades for 1 AP instead of just 1 blade.

Ability

Faerie Eyes: Calling

1 AP1 MP
Range
30ft
Keywords
Charm, Illusion

You activate your Faerie Eyes, charming a target to move their Speed towards you. If your Focus is higher than the target’s the target moves up to its speed towards you. The target immediately stops their movement if they are going to take damage from further movement. Against Grunts, this attack always hits regardless of Focus, costs 0 mana, and the target will continue to move even if it will take damage.

Requirements

-

Ability

Faerie Flash II

1 AP1 MP
Range
-
Keywords
Teleport

You Teleport up to twice your Speed to an unoccupied space that you can see.

If you gain an effect that would let you regain the use of Faerie Flash and you use Faerie Flash II that turn, instead reduce the mana cost of this ability by 1 (to a minimum of 0).

Requirements

-

Ability

Faerie Light Eyes: Empty

2 AP
Range
60ft
Keywords
Concentration,Mind Affecting,Illusion,Mystic Eye

You lock eyes with an enemy, casting an illusion onto the target’s mind. Name an ability that the target had previously used in the current encounter. The target forgets the target ability, being unable to use it completely while the Illusion is in effect. This ability cannot target Secret Arts, Climax Arts or Esoteric Arts. Only one target may be under the effect of this illusion at a time. If the target is non-heroic and under the effect of Faerie Light Eyes: Hold Person, instead the target immediately is rendered insane permanently. An insane target takes no further combat actions.

If used on a grunt under the effects of Hold Person, they do not need to meet the normal requirements for this ability.

Does not work against Boss type enemies. Some abilities such as those granted by items, passives or racial abilities (such as flight) also cannot be removed by this ability (GM's discretion).

Requirements

Enemy has used the target ability

Ability

Faerie Light Eyes: Golden Illusion

0 RP
Range
Self
Keywords
Illusion,Mind Affecting,Mystic Eye

You copy the target’s ability that was forgotten and add it to your abilities until the end of the encounter. You must still fulfill all requirements to use this skill. This ability is generated from illusions and gains the keyword, Illusion. You can only have one Golden Illusion ability at a time.

If the target stops being affected by Empty, you lose your Golden Illusion ability.

Requirements

A target is affected by Faerie Light Eyes: Empty.

Ability

Faithful Shield

2 AP
Range
Self
Keywords
Overcharge

You may use Shelter once at 0 RP cost if the target is your Soulmate. This effect lasts until the start of your next turn.

Overcharge: You may spend 4 AP on this ability to instead gain 2 free uses of Shelter.

These free uses ignore the normal limitation of using an ability only once per turn.

Ability

Fan of Knives

2 AP
Range
20ft
Keywords
Scatter

You may make a Light Attack against all enemies in range. This is considered a Ranged Weapon Attack that does not provoke attacks of opportunity.

Requirements

Throwing Weapon, Set of Missiles or Thrown attack only.

Ability

Farming Basics

No listed cost

Spiritual Ground
Cost: 1 Interlude Point
Description: 
You infuse the land with your spiritual energy, creating up to 10 plots of land suitable for farming. These plots of lands can grow food and herbs at an accelerated rate and allow the planting of tier 1 rare herbs.

All plots of land must be filled with seeds before they begin growing. 

After creating a spiritual ground, you may immediately use Sow Seeds in it for 0 IP.

You can only have 1 spiritual ground at the same time.

Sow Seeds
Cost: 1 Interlude Point
Description: 
You may plant seeds in plots of land. You may plant 1 set of seeds in each plot of land you can work.

Harvest
Cost: 1 Interlude Point
Description: 
You harvest the planted seeds or take care of the plants not ready to be harvested yet. Do a crafting session. Your crafting score is the total value of seeds you can harvest or take care of.

If your crafting score is not high enough to harvest or take care of all seeds you planted, you must give up on some of the seeds. Starting from the seed with the highest difficulty, you drop seeds until your total crafting score matches or exceeds the total difficulty of the seeds.

Infuse Qi
Keywords: Rapid
Description: 
You infuse one of the planted herbs with Qi, upgrading it from common to rare and adding 10 to its difficulty.

Bountiful Harvest
Keywords: Rapid
Description: 
You bless one of the planted seeds that grants Food units or Alchemy materials. It grants double that amount and you add 5 to its difficulty. Does not stack.

Ability

Fast Dimensional Equip

0 RP1 MP
Range
Self

You summon an item from your dimensional armory into your hand. You can also send a held weapon (not wielded or carried by another creature) under your full control to your Dimensional Armory and swap it with another from your Dimensional Armory.  

You may use 1 RP to activate this ability. If you do, the Mana cost is reduced by 1.

Requirements

You have a Dimension Armory active.

Ability

Feeding Frenzy

0 RP
Range
Self

You may use this after reducing an enemy’s hit points to 0 or less.

You may immediately use your Vampire Bite ability for 0 RP against the enemy you downed.

Requirements

Must be under the effects of Blood Frenzy.

Ability

Feign Death

No listed cost

The first time you enter the Downed state in an encounter, you may use Play Dead as a reaction for 0 RP. In addition, you gain a +10 bonus to playing dead.

Ability

Feigned Retreat

2 AP1 MP
Range
40ft
Keywords
Sidestep

All allies in a 15x15ft square within range may Sidestep up to their speed towards you. 

If they successfully left an enemy’s melee range and are not in an enemy’s melee range after moving, then the first time an enemy enters their melee range before the start of their next turn, they may make an Attack of Opportunity against that enemy.

Ability

Feint

1 AP
SourcesClassRogue
Range
15ft
Keywords
Stealth

You target an enemy. If the target is a Grunt or you have higher Agility than the target, then they cannot make an attack of opportunity against you until the start of your next turn.

Requirements

-

Ability

Feinting Stab

2 AP1 MP
Range
5ft

You make a Heavy attack against the target. If they react to it in any way, you may cancel your attack on them and instead make it against a different enemy in range. Any RP spent by the first target is not refunded.

Requirements

At least two enemies within range.

Ability

Felling Strike

2 AP1 MP
Range
Melee Weapon Range

Make a heavy attack against a target enemy that is no larger than large size category. On damage, sidestep to any unoccupied space next to the target, of the same elevation as the target, and knockback the target 10ft.

Requirements

Axe, Chainsaw and Giant Scissors Only

Ability

Field Medic

No listed cost
SourcesClassMedic

Medical and Surgery kits (including any upgraded versions) you carry have their burden reduced by 1, down to a minimum of 0.

Ability

Fiery Rebirth

0 RP5 MP
Range
Self
Keywords
Downed,Blanketing

You regain HP until you are at 1 HP, stand up from prone and deal Light full pierce fire damage to all enemies within 5ft of you.

All buffs and debuffs on you are removed.

After using this ability, the mortal wound condition is removed from you and you cannot use Fiery Rebirth again for the rest of the arc.

Requirements

You’ve suffered a mortal wound.

Ability

Fight or Flight

0 RP
Range
Self
Keywords
Rage

Fight: You immediately gain 2 AP that can be used on basic abilities, but lose 1 RP.

Flight: You immediately gain 1 RP, but recover 2 less AP on your next turn.

You regain the use of this ability after the Encounter Conclusion phase.

Ability

Fireball Barrage

3 AP
Range
60ft
Keywords
Fire,Spell,Scatter

You hurl three Fireballs at three separate 15x15ft areas, making a Light Attack that deals Fire Damage against all units in each area. Each unit can only be attacked once per use of this ability, even if hit by multiple fireballs.

Requirements

-

Ability

Fireball II

2 AP1 MP
Range
60ft

You hurl a Fireball at a 15x15ft area, making a Light Attack that deals Fire Damage against all units in the area. On damage, they become Burning X where X equals your Power x 3 Overcharge: You may spend extra mana to increase the size of the area. Every mana spent increases the size by 5ft.

Requirements

-

Ability

First Aid

0 RP
SourcesClassMedic
Range
40ft
Keywords
Aid,Healing

You grant an ally First Aid X, where X is the damage they took.

When an ally has First Aid applied by you, you may spend 1 AP while within 5ft of them to remove all First Aid and heal the target for your Focus up to the First Aid value.

Requirements

An ally is damaged

Ability

First Response

No listed cost

If you have a Medical Kit, you may use your encounter conclusion to give the Second Wind encounter conclusion effect to someone else. You heal for an additional 1d6 (+3 from your Demonblood Regeneration if you have it) when doing this. 

Ability

Fissure

2 AP2 MP
Range
30ft
Keywords
Spell,Earth

You slam the ground and create a 15ft wide fissure up to the target point. Those at the edges of the spell’s range may spend 1 RP to Sidestep 5ft out of the effect. All caught in the effect fall down 20ft into the fissure and take falling damage as normal.

The spell requires natural ground to be below the touching surface to function. It may work on the bottom floor of a house, but will fail if used higher up or in some dungeons.

Requirements

Special

Ability

Flame Infusion

1 AP0 MP
Range
30ft
Keywords
Fire,Spell,Type

You surround a willing target in searing flames, changing their typing to Fire II. As a Fire II type, they take half damage from Fire and Frost Damage or attacks with the Fire or Frost keywords unless that attack deals true damage. They take 50% more damage from Water Damage or attacks with the Water keyword. While the ward lasts, they also gain immunity to Burning. The ward lasts until the end of the encounter or until their type is overwritten by a more powerful type.

Requirements

-

Ability

Flame Wall

2 AP3 MP
Range
60ft

You create a wall of Fire that is 30ft long, 5ft wide and 30ft high. This wall must be a straight line. Anyone passing through the wall or starting their turn in it takes Heavy Fire Damage. The wall lasts for 10 minutes or until canceled. Those in the wall when it is casted, may spend 1 RP to sidestep out of the wall. A person can only take this damage once per round.

Requirements

-

Ability

Flash Bomb

1 AP
Range
20ft
Keywords
Daze

You throw a Flash Bomb at a point within range that explodes in an 25x25 area centered on that point. All targets within the area must save against Potency or become Dazed.

Requirements

-

Ability

Flash Cut

2 AP3 MP
Range
Melee Weapon Range
Keywords
Iaijutsu,Sure Hit

You draw your katana and attack with such Speed it becomes impossible to perceive, making a Heavy Attack against the target, after which you resheathe the weapon. This ability does not break the Iai state.

Requirements

Katana only, must be in Iai state.

Ability

Flash Star Style Secret Art: Twin Nova Pursuit

4 AP
Range
50ft

You teleport to the target and then knock them 25ft in any horizontal direction.  You then teleport in a straight line to them again and make a Heavy attack.  If the attack is responded to with any RP action, knock them straight back 25ft again, teleport in a straight line to them and make another Heavy attack.

Requirements

Light sword, Longsword, Katana, dueling weapon only.

Ability

Flash Star Style: Photon Line

2 AP
Range
25ft

You sidestep exactly 25ft in a straight line in any direction and can move over gaps of terrain as long as you end on solid ground. You make a Light attack against all targets that are in your path.  If only one target is in your path, make a Heavy attack instead.

If you were flying at least 10ft above the ground when using this ability, you do not need to end on solid ground.

Requirements

Can move 25ft in a straight line. Light sword, longsword, katana, dueling weapon only.

Ability

Flash Star Style: Starlight Crescent Reversal

0 RP1 MP
Range
Melee Weapon Range
Keywords
Counter

You take advantage of the slow windup of the enemy’s attack, countering with a Light attack of your own. You may still Dodge or Block the triggering attack after this counter.

Requirements

You are targeted by a heavy attack. Light sword, Longsword, Katana, dueling weapon only.

Ability

Flash Star Style: Thunderbolt Slash

2 AP1 MP
Range
Melee Weapon Range
Keywords
Combo

You slash the target in a thunderbolt pattern, making a 3-hit attack.  Make 3 separate Light attacks against the target.  

Combo: If used immediately after Flash Star Style: Photon Line, mana cost reduced by 1.

Requirements

Light sword, Longsword, Katana, dueling weapon only.

Ability

Flight

0 AP
Range
Self

You gain controlled Flight up to your speed. If you take damage while flying higher than 5ft above the ground, your altitude drops by 20ft. If this would reduce your altitude to the point where you touch the ground, you become rooted and cannot fly again until the end of your next turn. If the attack that reduced your HP came from a flying creature other than yourself, you do not lose altitude.

When you end your turn within 5ft of the ground, Flight ends.

Requirements

-

Ability

Flower Squirt

1 AP1 MP
Range
5ft

You press your flower and make a Light attack against the target that deals Water damage. On damage they are Soaked for X, where X equals your Focus until the next time they take Lightning damage.

Ability

Flowing Kick

2 AP
SourcesClassMonk
Range
Melee Weapon Range

You make a Heavy Attack against the target. Combo: If used after an unarmed attack misses, reduce the AP cost of this by 1.

Requirements

-

Ability

Flowing Wind Strike

1 AP1 MP
Range
Melee Weapon Range
Keywords
Sidestep

You make a Light attack against the target that deals additional damage equal to double your Windflow stacks. Afterwards, you lose all Windflow stacks.

Afterwards, you may Sidestep 5ft though this movement does not give a Windflow stack.

Requirements

Must have moved at least 10ft before using this.

Ability

Flushing Shot

2 AP
Range
Ranged Weapon Range
Keywords
Sure Hit

You make a Heavy attack against the target. The target may choose to sidestep out of cover from your attack to automatically avoid the attack. Otherwise, the attack gains Sure Hit.

Requirements

Target must be in Low or High cover.

Ability

Fluttering Blade

0 AP
Range
120ft

You infuse a melee weapon within ability range that you are familiar with (belongs to you and was originally in your combat inventory at the start of the encounter, or has been in your dimensional storage for at least a day) with magic, causing it to float into the air that listens to your directions. You can have one Fluttering Blade at a time. 

When a Fluttering Blade weapon takes damage, it drops to the ground and becomes inert.

Fluttering Blade has a base evasion of 7+Your Agility.

You can direct your Fluttering Blade to move, it has a base movement speed of 30ft and does not provoke attacks of opportunity by moving. You can also direct your Fluttering Blade to attack within its attack range. It can make basic Heavy, Light and Precise attacks as well as special Fae Knight attacks. The blade is counted as its own entity for the purpose of attacking, though it uses your stats.

You need at least 1 hand free to direct a blade.

Ability

Fly

1 AP2 MP
Range
Touch

You or the creature you touch gains Fly, which gives them controlled Flight, Hover and their movement speed is doubled while flying until the end of the encounter. If they take damage while flying higher than 5ft above the ground, their altitude drops by 20ft. If this would reduce their altitude to the point where they touch the ground, they become rooted and cannot fly again until the end of their next turn. If the attack that reduced your HP came from an flying creature other than yourself, you do not lose altitude.

Requirements

-

Ability

Flyby Attack

1 AP1 MP
Range
Self
Keywords
Sidestep

You sidestep up to your speed. At any point during this movement, you may spend 1 AP to make a Light attack with a weapon or spend 2 AP to make a Heavy attack with a weapon. After this attack, you may change the direction in which you spend the rest of your movement.

Requirements

Must be mounted on a flying mount.

Ability

Flying Kick

1 AP
Range
40ft

You may Sidestep next to the target within range and make a Light Attack against it. You gain Flight for this movement. Combo: Your Strike of Still Water has its AP cost reduced by 1.

Requirements

Must have hit a target with Ki Blast in the previous action.

Ability

Focused Detonation

1 Strike Dice Other

 Make a gathering check against either Node or Lucky points. If this strike would max it out, you may instead leave it at 1 away from completion and you gain +1 Strike Dice

Requirements

Must in a gathering session. 

Ability

Focused Power

0 RP1 MP
Range
Self

When you’re about to take the extra damage from Inexorable Shadow Stance, you may choose to maximize the damage instead of rolling. Affects both the self damage and the damage you deal with it.

Requirements

Must be in Inexorable Shadow Stance.

Ability

Forager's Eye

1 AP
Range
120ft

Initiate a sight and sound based search for hidden plants, fungi, creatures or living enemy units in a 30x30 area within range.  You become automatically aware of the targeted species of plants, fungi or creatures or you can choose to be aware of all hostile enemy units.  You must have line of sight to the target in order to spot them.  After revealing the target your Lifebeat Sense gains (if used immediately after):

Combo:  If used after Forager's Eye, the AP and mana cost of this is reduced by 1 and the target's location is known to you and your allies until the end of your next turn. This removes Hiding from them.

Requirements

Can see or hear the target category.

Ability

Forest Walker

No listed cost

You ignore difficult terrain created by vines, foliage and similar natural phenomena.

Ability

Foretell

1 AP
Range
Self
Keywords
Divination

You receive a vision of the near future. Roll a d20 and store that number. When you or your allies are going to roll that dice type, you can instead replace it with your dice roll, you then lose your Foretell dice. You can only have one Foretell dice at a time, casting Foretell again overwrites the previous dice. Foretel dice last until the end of your next turn.

After rolling, you may spend 1 mana to reroll the dice once. After doing this, you can't do so again for this use of the ability.

Requirements

-

Ability

Forged Knowledge

0 RP1 MP
Range
Self

Using your knowledge of weapons, you infuse the strongest point of your weapon with mana and then strike at the perfect angle dealing maximum weapon damage.  Maximize one damage dice for the attack.

Requirements

Attack must be made with a weapon you crafted.

Ability

Forged Knowledge II

0 RP2 MP
Range
Sight
Keywords
Augment

Your bond with the weapon allows you to infuse it with mana at a crucial point. Use when determining attack damage, maximize all weapon dice for that attack.

Requirements

You or an ally attacked with a weapon or item you crafted.

Ability

Forgemaster Core Crafting

No listed cost

Blacksmith’s Modification B
Cost: X Crafting Points
Description: 
You add an B-Type modification to the weapon or tool. See the Universal Weapon or Crafting mods page as well as the individual weapon page for details. Each modification has its own cost.

Ability

Forked Lightning

2 AP
Range
120ft
Keywords
Lightning,Spell,Blanketing

You make a Light Attack against two different targets who can be no further than 20ft apart, dealing Lightning Damage and on damage, inflict Static X where X equals your Focus x 2.

Requirements

-

Ability

Forward Momentum

0 AP
Range
Self
Keywords
Quick

Until the start of your next turn, on damage of every melee attack you make, you may push the target back 5ft. You must then move 5ft towards that target (if possible to do safely) without provoking attacks of opportunity. This only works with attacks that target a single enemy.

Requirements

-

Ability

Four Field System

No listed cost

Make a crafting check. Afterwards, whenever you use an ability for crafting that you haven’t used before in this crafting session, it gains a +2 bonus to the crafting points it gives.

Requirements

Must be in a crafting session and costs 1 crafting dice.

Ability

Four Point Strike

2 AP2 MP
Range
Melee Weapon Range

You may make a Light Attack against the target. On damage, you apply Wave Palm II. 

Combo: If used after Two Point Strike or against a target afflicted with Wave Palm I, the mana cost is reduced by 2 and the AP cost by 1. If the target is afflicted with Wave Palm I, you apply Wave Palm III instead of Wave Palm II.

Wave Palm increases the mana cost of the afflicted target’s next action that uses mana by an amount equal to the amount of stacks applied. If the triggering attack makes the number of total stacks exceed the target's current mana, they lose mana equal to the amount of total stacks and take true damage equal to triple this amount. Wave Palm does not stack with itself, use only the higher value.

If the target has no mana, they immediately take true damage as if their stacks exceeded their current mana.

When the Wave Palm effect triggers, either by increasing the mana cost or by dealing the true damage, the Wave Palm effect is removed.
 

Requirements

-

Ability

Freerunner

No listed cost
SourcesNo player source listed
You do not incur difficult terrain penalties in Forest, Cities or Ruins.

Ability

Frost Coffin

3 AP3 MP
Range
30ft
Keywords
Frost,Spell

You cast a Spell that flash freezes a target Grunt, killing them instantly and creates a two Glacial Wall cube stack at their location. These cubes have HP equal to 15 + Focus. These structures can function as cover. Ice wall segments take double damage from Fire Attacks.

Requirements

-

Ability

Frost Driver

2 AP1 MP
Range
80ft
Keywords
Frost,Root,Slow,Spell,Combo

You send ice spikes along the ground towards a single target, making a Heavy attack that deals Frost Damage. This cannot hit a target higher than 5ft above the ground. On hit, the target is Slowed until the end of their next turn.  If the target is already Slowed, they instead become Rooted, making them unable to move until the end of their next turn.

Combo: When used after Icicle Nail or White Thunder hits, reduce the mana cost to 0.

Ability

Full Dimensional Equip

0 AP1 MP
Range
Self

You swap your armor, cloak and weapons currently wielded with a dimensional set.  The weapon and armor you had equipped as you used to this ability become a Dimensional Set, allowing you to switch back to it.

Requirements

You have a Dimensional Armory active.

Ability

Full Power Swing

4 AP
Range
Melee Weapon Range

You may make a Heavy attack that does double heavy damage.

Requirements

Two-handed weapons only.

Ability

G. Shift

No listed cost
Range
Self
Keywords
Encounter Start

You take 11 true damage, then choose to either lose 1 RP or reduce your AP by 1 for your first turn. 

You temporarily mutate your body, granting an effect similar to one of the following Alchemy Elixirs:  Rabbit, Reaper, Shark, Tunnel, Bull, Bear. This effect does not stack with their corresponding Elixir Effect. This effect cannot be dispelled and lasts until the end of the encounter.

Ability

Gale-Wind Aura

2 AP
Range
Self
Keywords
Aura, Upkeep

You project a Gale-Wind Aura around yourself that increases the movement speed of allies (excluding yourself) within 60ft of you by 20ft. An ally that starts their movement in the Aura, keeps the Speed increase for that move even if they leave the aura. Upkeep: You must spend 1 AP at the start of each turn or the aura fades.

Requirements

-

Ability

Gene Activation

0 RP
Range
Self

You transmute yourself, consuming a gene. You transform,  granting yourself a single chimera racial ability that corresponds with the gene. 

You are transformed until the end of your next turn. Doing this consumes the gene from your DNA. You can deactivate the transformation for 0 RP.

You cannot obtain and use abilities that require an IP or EP to use through this ability.

Requirements

Must have the required Gene in your gene inventory.

Ability

Genjutsu Kai

0 AP1 MP
SourcesClassJonin
Range
5ft

You focus your internal energies and dispel any Illusions affecting you or an ally within 5ft of you.

Requirements

Target is under the effects of an Illusion.

Ability

Glacial Bastion

1 RP1 MP
Range
Self
Keywords
Frost,Spell

You encase yourself in a Glacial Wall that fills your space until the start of your next turn, making you untargetable for attacks during the duration. This Glacial Wall has HP equal to 20 + Focus, any remaining damage is transferred to you (mitigated by your armor).  While encased, you can cast White Thunder on your encased Ice for 1 RP which removes Glacial Bastion. Other than White Thunder, you cannot take any other actions while under the effect of Glacial Bastion.   

This Spell does not provoke attacks of opportunity.

Ability

Glacial Wall

2 AP-1 MP
Range
30ft
Keywords
Frost,Spell

You create 4 * X connected ice structures that are 5ft x 5ft cubes that last for up to 24 hours. These cubes have HP equal to 20 + Focus. These structures can function as low cover. Ice Wall segments take double damage from Fire Attacks.

Requirements

-

Ability

Glide

1 RP
Range
Self
Keywords
Spell

You slow down your falling speed to 15ft per round and you are able to move horizontally as if normally moving. If you hit the ground while Glide is active, you do not take any falling damage and this effect ends.

Requirements

-

Ability

Glittershards

2 AP1 MP
SourcesClassMage
Monster use2exact-name match
Range
40ft range, 5ft radius

Numerous sparkling arcane crystals swarm the area and block line of sight. Targets inside of or within 5ft of the Glittershards can only see up to 5ft into or out of Glittershards. Glittershards lasts for up to 10 minutes and you can only have 1 Glittershards active at a time. You can end this effect for 0 AP on your turn.

Ability

Gloom Infusion

1 AP
Range
30ft
Keywords
Spell,Dark,Type

You surround a willing target in gloom and shadow, changing their typing to Dark II. As a Dark II type, they take half damage from Dark Damage or attacks with the Dark keywords, unless the attack deals true damage. They take 50% more damage from Holy Damage or attacks with the Holy keyword. While the ward lasts, they also gain 60 feet Darkvision and a +4 bonus to saves against mind affecting effects. 

The ward lasts until the end of the encounter or until their type is overwritten by a more powerful type.

Ability

Gnome Claws

1 AP3 MP
Range
Self

You burrow into natural earth ground, granting Burrow, making you move underground at your normal speed.  While you are not attacking, you gain a +10/+20 bonus to your dodge except against other burrowed creatures. Using any action except movement or basic defenses cancels Gnome Claws.  Canceling Gnome Claws with a melee attack grants a +2 Accuracy Bonus to the attack.

Requirements

-

Ability

Good Fortune

No listed cost
SourcesNo player source listed

You always seem to find money in inexplicable ways.

At the end of an Interlude phase, you gain 500 Clim per Interlude Point spent during the phase.

Ability

Goring Charge

-1 AP
Monster use1exact-name match

You lower your head and charge in a direction with your horns. You move X times your speed in a straight line. If you move at least 15 feet, you make a Heavy attack against the first target in your path. They may sidestep this attack for 1 RP.

If a target sidesteps your attack, you continue charging for your maximum distance or until you hit an object. If you charge into another creature, you make a Heavy attack against them as well and the process continues. You do not provoke attacks of opportunity from creatures that sidestepped your attack for this movement.

If the object you charge into is destroyable, the GM may also ask you to make a Heavy attack against it.

These attacks are considered unarmed attacks that you are proficient in, even if you normally wouldn't be. It does not benefit from any sort of gauntlet bonuses.

Ability

Graceful Landing

0 RP
Range
Self

You gain Graceful Landing until the start of your next turn, treating all fall distance as 50ft lower.

Requirements

-

Ability

Graceful Service

No listed cost

You assist a target character, giving them 1 additional encounter conclusion action.

This uses up your own encounter conclusion action.

Ability

Grand Theft Horse

2 AP2 MP
Range
5ft

The target must make a save against your Potency or be immediately dismounted and knocked prone next to their mount. You may then spend 0 RP to immediately mount it.

Does not work against creatures that are considered a mount by themselves such as Dullahans or Centaurs.

Requirements

Target must be mounted.

Ability

Gravitational Ki

1 RP
Range
10ft
You target one unit and either push them away from you 5ft or pull them towards you 5ft. Cannot move a creature or object that’s bigger than 5ft and automatically fails against enemy heroic creatures.

Requirements

-

Ability

Greater Imbue Weapon

1 AP1 MP
Range
Self
Keywords
Enchantment

You may enchant your weapon as though you had used Imbue Weapon, but it also gains a +1 Power bonus in addition to the normal benefits. If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.

Requirements

-

Ability

Grindstone Echo

1 Crafting Dice Other

You make a crafting check. You may choose the dice result from a previous check this crafting session and use that as your roll value.

Requirements

Must be in a crafting session.

Ability

Grudge

0 RP1 MP
Range
Sight
Keywords
Safe

You curse the attacker and make a Light attack that deals Dark(Curse) damage against them.

Requirements

An enemy hits you with an attack.

Ability

Guard Dog

1 RP1 MP
Range
5ft

You redirect the attack towards you instead of your ally and may take the Block action against it for 0 RP.

You may use this even if you’re also a target of the attack and both attacks will resolve against you. Your Block action works against both of these attacks.

Requirements

An ally within range is the target of an attack.

Ability

Guided Aim

0 AP-1 MP
Range
Self

You gain a bonus to your next accuracy roll equal to the mana spent on this ability. If the attack is a Precise Attack, the bonus gained is doubled.

Requirements

-

Ability

Half Restore

2 AP2 MP
Range
5ft
Keywords
Healing

You heal your summoned animal for 11 + Power x 2 HP. It also removes 1 negative effect from it. If the amount healed exceeds the target’s maximum HP, any extra HP is converted into temporary HP.

Requirements

Can only target your summoned animal.

Ability

Hardening Fist

1 AP1 MP
Range
Melee Weapon Range

You make a Light attack against the target. Afterwards, you gain Hardening Fist, which gives +2 guard and +8 Block, but lose 4 evasion (including dodge) until the start of your next turn.

Combo: If used after Steadfast Earth Stance, the mana cost is reduced by 1.

Ability

Harvest Moon

2 AP3 MP
Range
Self

You call down a harvest moon over the area that shines in a 60ft radius around yourself. 

All allies in range may spend 2 Mana at the start of their turn to heal for 15 HP.

All enemies starting their turn in its range must make a Save against your potency or become slowed.

You may end this ability early by choosing to make a 0 AP heavy attack against an enemy slowed by this ability. This attack must be made with a Scythe. On killing blow of that attack, you recover 1 mana.

Upkeep: You must spend 1 mana at the start of your turn to continue this effect.

Ability

Haste

1 RP2 MP
Range
60ft
Keywords
Spell,Circuit

Grants the target Haste, granting them 2 AP for the rest of this turn.  A target can only be affected by haste once per turn.

Ability

Haunting Bark

1 AP
Range
60ft
Keywords
Mind Affecting,Fear,Shaken,Full Pierce,Sound

You bark at an enemy forcing them to make a Save or become shaken until the end of their next turn. The third time in a combat you use this against the same target, they also take Light Full Pierce Lightning damage in addition to the shaken effect if they fail their save.

Requirements

Must be in Dog Form.

Ability

Headwind

2 AP
Range
Self
Keywords
Aura, Upkeep,Slow

You project an aura around you that hinders the movements of enemies. 

All enemies that start their movement within 30ft of you become slowed. If an enemy takes a Move basic action outside of your zone and spends more than 1 AP, they are still slowed after calculating each individual AP spent on the move.

Upkeep: 1 AP

Requirements

-

Ability

Healing Seed

1 AP
Range
60ft
Keywords
Spell

The next time Regrowth naturally triggers on that ally and heals them, it also removes all stacks of a debuff on the target.

If the debuff has Persist, you pay this additional mana cost when the Regrowth triggers and not upon using this ability.

Requirements

Target ally must have Regrowth on them.

Ability

Hearthlight

No listed cost
You can glow, emitting a comforting light within 30 feet. You can activate or deactivate this light every 1 second.

Ability

Heavenfall Descent

1 RP
Range
Self

You crash to the ground without taking falling damage and make a Light attack against all enemies within 5ft of you.

May target a point on the floor as long as it’s within 20ft of you horizontally.

Requirements

Must be airborne and between 20ft and 120ft above the ground.

Ability

Heavenly Lightning Stance

0 AP1 MP
Range
Self
Keywords
Stance

You enter the Heavenly Lightning Stance, a stance that lets you move with the unpredictability of the heavens. For your first movement of your turn, you may pass through enemies and your movement becomes a Sidestep.

If you have mastered Sky Talon Style, entering this stance also counts as your Wind Stance.

This stance lasts until you enter a different stance or make an attack with anything other than a melee attack or an ability with the Unarmed Strike keyword.

Ability

Helix Siphon

0 RP1 MP
Range
Melee Weapon Range or Touch

When you make a melee attack against an enemy that is a Chimera, you copy some of their DNA, granting you a gene for any ability of their race.

This gene is temporary and only lasts until the end of combat. Alternatively, you can touch an ally Chimera or downed enemy and copy a single gene.

Requirements

Melee attack deals damage against a known Chimera.

Ability

Hibernate

No listed cost

When you take the rest IP action, the temporary HP gained is doubled. When you rest during the night as a rest action, you recover an additional toughness HP.

Ability

Hidden Wards

No listed cost
Range
-

You may choose to hide your Bounded Fields when casting them by making a Stealth check. The casted ward uses the result of your Stealth check. Hidden Bounded Fields cannot be seen with Sense Magic without a successful perception or insight check.

Requirements

-

Ability

Hide in bush

2 AP1 MP
SourcesClassScout
Range
Self

You take the Hide action and are considered to be in cover for the purposes of remaining stealthed. This lasts until you take any action or speak.

Requirements

Must be in natural terrain.

Ability

Hide in Shadows

2 AP2 MP
Range
40ft

You jump into a target’s shadow. If you were hidden before using this ability, you remain hidden inside the shadow. Else, the target or any other enemy may attack the shadow as if they were attacking you. If you take damage, you are forced out. While you’re inside the shadow, you travel with the target when it moves, including if it teleports, but cannot take actions other than exiting it.

You may exit the shadow willingly for 0 RP. When you exit it, if you were hidden, your next basic attack that turn against the target whose shadow you were hiding in gains Full Pierce.

Requirements

Must be day.

Ability

High Power Shell

2 AP1 MP
Range
Ranged Weapon Range
Keywords
Cannon,Artillery

You make a Heavy attack against the target. On damage, they are pushed back 10ft.

You are pushed back 5ft away from the target regardless of whether it hits or not.

Requirements

Cannon only.

Ability

Hit & Run

1 AP1 MP
SourcesClassNomad
Range
Weapon Range

You make a Light attack against the target. Afterwards, you may move up to your speed.

Requirements

Must be mounted.

Ability

Holy Orders

0 AP
Range
60ft
Keywords
Sidestep

You target an enemy unit within range, causing the target to become your Holy Order until the start of your next turn. 

While active, only your Holy Order may be chosen as the target for any offensive ability, or must be included as a target to use an offensive action. 

If you make an attack of opportunity against your Holy Order, or if they move away from you while in your melee range, you can Sidestep up to twice your Speed towards them for 0 RP after their movement finishes.

Can only be used on your turn before you use an offensive action.

Requirements

-

Ability

Holy Shield

1 AP
Range
Self
Keywords
Overcharge

Your gain Holy Shield, which gives your next Block action gains a +2 guard bonus (not doubled again). If you reduce the damage you take with your next Block action to 0, you gain 3 temporary HP.

Overcharge: You may spend up to 3 additional AP on this ability. Each extra AP spent increases the Guard bonus and temporary HP gained by 3.

Requirements

Must be using a shield.

Ability

HONK!

0 AP
Range
5ft
Keywords
Quick

You place a clown nose on the target and honk it. The target must succeed at a Save or become challenged by you until the start of your next turn.

Ability

Horse Body

No listed cost

You may carry an ally on your back without lowering your movement speed and your Burden is increased by 2. However, you are considered a large creature. When attempting to move through 5ft wide spaces, it is considered difficult terrain for you and many humanoid buildings will struggle to accommodate you. You also suffer a -10 penalty on most finesse athletics checks, as well as a -10 penalty on climbing and swimming checks.

Picking up an ally takes 1 AP and they cannot take AP actions while on your back. You or they may spend 1 AP to dismount and act like normal.

Ability

Horse Step Acceleration

0 AP
Range
Self
Keywords
Opener

You gain Horse Step Acceleration until the start of your next turn, which increases movement speed by 30.  All of your movement is now Line Movement (You may only move in a straight line when making a movement action).

Ability

Horse Whistle

0 RP1 MP
Range
Sight
Keywords
Sidestep

Your mount (the last mount you were riding on this arc) may sidestep up to its speed towards you and it gains Trample (as per the ability, if you have it) for this movement. If this movement moves your mount onto your square, you may mount it for 0 RP. If you were prone and mount your mount, you are no longer prone.

Requirements

Must NOT be mounted.

Ability

Hover

No listed cost

You can passively hover up to 5ft above the ground. While hovering, you are not an eligible target for abilities that require a target to be flying or airborne unless you'd meet those conditions normally.

Ability

Human Adaptability

No listed cost
SourcesRaceHuman
Keywords
Errand

As an errand action, you may refund an ability and choose to learn another ability. You cannot pick an ability that makes you ineligible for any of your prerequisites. Your new ability must cost the same as your unlearned one, or you must pay additional normal EXP to make up for the cost difference. If you choose to unlearn a class and learn a new one with this ability, you must spend IP for that new class as normal. Any previous IP spent on learning the class you unlearn is NOT refunded.

If you choose to refund primary stats, secondary stats or skill points and then level up the class again, you must put those points back in the same things you originally put them in.

Does not work on breakthroughs.

Ability

Hunting Wolf

-1 AP
Range
Self

You may move towards the target as if you had spent X AP on movement. Your movement speed is doubled for this movement.

Requirements

The target enemy is below half HP.

Ability

Hydromancer

No listed cost
SourcesNo player source listed

You start with the Hydromancer class unlocked and at level 2.

Ability

Hyphal Force

1 RP
Range
Sight
Keywords
Earth,Spell,Augment

Your spore symbiote surges the host’s muscles with temporary power. When the host of Spore Symbiote is making a melee attack, increase the damage by your Light Attack Damage. The extra damage dealt is Earth Damage.

This spell does not provoke attacks of opportunity.

Requirements

The host of your Spore Symbiote is making a melee attack.

Ability

Iai Strike

1 AP
Range
Melee Weapon Range
Keywords
Iaijutsu,Lock On

You draw your weapon and attack with lightning speed, making a Heavy Attack. You lose the Sheathed state afterwards.

Requirements

Katana only. Must be in the Iai state.

Ability

Icicle Nail

1 AP1 MP
Range
60ft
Keywords
Frost,Slow,Spell

You fire a shard of ice at a target unit, making a Light Attack that deals Frost Damage. On hit, the target is Slowed until the end of their next turn.

Requirements

-

Ability

Ignite

1 RP
Range
40ft

You may use this as a reaction after you deal Fire Damage to an enemy to set them on fire, causing them to become Burning X, where X equals your Power x 3. Overcharge: You may target additional enemies with this ability if you hit them with the same ability or attack. You may pay 1 mana per target beyond the first to also affect them with this ability.

Requirements

-

Ability

Imaginary Consumables

1 AP-1 MP
SourcesClassMime
Range
Self
Keywords
Illusion

You ‘draw’ an imaginary basic consumable alchemy item or minor item that can cost no more than 100c per mana spent on this ability and no more than 500c total. 

This consumable works like regular consumables would, but only you can use it, normal people can’t see it and it doesn’t work with abilities that require you to use real consumables like counter-potion.

Any items created with this ability only last until the end of the encounter, or for 5 minutes outside of one.

Ability

Imaginary Weapon

0 AP
SourcesClassMime
Range
Self
Keywords
Quick,Illusion

You ‘draw’ an imaginary weapon or shield in which you are proficient. 

This weapon works exactly like a normal weapon would, but only you can wield it and normal people can't see it.

Ability

Imbue Weapon

1 AP
Range
Self
Keywords
Enchantment
You enchant your melee weapon with an element you mastered. Your weapon now deals the chosen element’s damage instead of its normal damage. If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.

Requirements

-

Ability

Improvised Defense

1 RP
Range
Self
You grab a nearby item and use it as cover against the triggering attack while taking the Dodge or Block action. The type of item used determines whether it is light, heavy or full cover.

Requirements

You become the target of an attack.

Ability

In The Zone

No listed cost

You add a crafting check to the item. This craft gains a +X bonus where X is equal to the amount of crafting dice spent this session.

Requirements

Must be in a crafting session. Costs 1 Crafting Dice

Ability

Increased Reach

0 RP1 MP
SourcesClassSage
Range
Self

The range of the next Spell you cast is doubled. Only works on Spells that have a range listed in ft.

Requirements

-

Ability

Independent Action

0 RP
Range
Sight

Your animal summoned through the Summon Animal ability gains the ability to act independently. It acts at initiative 0, though you may still control its action. A summon with Independent Action starts with 2 AP and 1 RP and may use those as normal. If they have an ability that costs mana, then you still have to pay that mana cost.

While it is under the effects of Independent Action, you cannot command your summon through the use of your own AP.

A summon targeted by this ability takes up 2 slots towards the summon limit. If this would put you past your limit, you cannot use this ability.

Requirements

Can only target your summoned animal.

Ability

Inexorable Shadow Stance

0 AP1 MP
Range
Self
Keywords
Stance,Augment

You enter a stance that enhances your attacks at the cost of your own life. Whenever you hit an enemy with an unarmed attack, you may deal Light or Heavy true damage to yourself to increase the damage of the attack by the same amount. This may be done after reactions to the attack have been declared, though an enemy may still choose to react to it again or differently afterwards.

If used with an attack that hits more than 1 target, this extra damage only applies to one of the damage rolls.

You may do this effect twice per round. If an enemy dodges to make you miss and refund the effect, it still counts as one of your uses. When enhanced, these attacks gain the Augment keyword.

This stance lasts until you enter a different stance.

Ability

Infernal Bastion

1 RP1 MP
Range
Self
Keywords
Burning

You surround yourself with flames and take the Block action against the attack. If you reduce damage of this attack to 0, inflict Burning X on the target where X is your focus x 3.

Requirements

You are targeted by a melee attack.

Ability

Inspired Finish

No listed cost

Make a crafting check. The dice is upgraded to 3d10 and you still add your crafting bonus to this. The crafting immediately ends after using this ability and you may not spend Crafting Points to add artisan bonuses, alloys or similar things.

Requirements

This is your last crafting dice. Costs 1 Crafting Dice.

Ability

Inspiring Song

2 AP
SourcesClassBard
Range
30ft
Keywords
Song,Sound,Upkeep

All allies within range (including yourself) may add 1d4 to a single roll they make until the start of your next turn. They may choose to add this after seeing the roll.

Upkeep: At the start of your next turn and every turn thereafter, you may spend 1 AP to continue this performance, granting all allies within range the benefit once again.

Requirements

-

Ability

Instinct

No listed cost

The first time per encounter that you are attacked by a Stealth attack, that attack does not gain the Trick Attack benefit. If you become the target of an attack while you're surprised, you may still react to it and any special properties of an attack that require you to be unaware of the attack (such as Killshot) do not apply to it. 

In addition, when you are about to take an action that leads to grave harm or death (example: The enemy has an instant death ability), you can receive a premonition from the DM.

Ability

Intercept

1 RP1 MP
Range
Your movement speed.

You move towards an ally, Sidestepping them 5ft in a direction of their choice and occupying their square. The triggering attack is made against you and you automatically take the Block action against it.

Mounted move rules apply to your movement for this action.

Requirements

Must be mounted and an ally is the target of an attack.

Ability

Into the Fray

1 RP
Range
Self
Keywords
Rage

You may move up to twice your movement speed. You must end this movement in range to make a melee attack against an enemy. Can only be used on your turn.

Requirements

-

Ability

Invisible Wall

1 AP
SourcesClassMime
Range
5ft
Keywords
Illusion

You create an invisible 5ft wide and high wall within range. It gives Low Cover, but it counts as High Cover against the first ranged attacks the wall gives cover from.

Ability

Judgement Shot

2 AP1 MP
Range
Ranged Weapon Range

You make a Light attack against the target.

Afterwards, an ally other than you within 30ft of you may make a Light attack against the target. They may spend 1 RP to make this a Heavy or Precise attack instead.

Ability

Jump

2 AP
Range
-
Keywords
Jump,Sidestep

You leap up to 30ft into the air and then Sidestep up to twice your Speed. You may use Skydive at any point during this movement.

Requirements

-

Ability

Jump Back

0 AP
Range
120ft
Keywords
Jump,Quick

You Jump Back to your previous location. This movement does not provoke any attacks of opportunity.

Requirements

Previous action had the jump keyword.

Ability

Just a hug

2 AP
Range
5ft
Keywords
Grapple

You coil and grapple a non-heroic enemy that is not larger than you, rooting both of you and rendering the target incapable of any attacks.  You automatically guard against any attacks made towards the target as if using Block.  You can also use this on a willing ally target.

The target may spend 1 Ap or 1 RP to attempt to escape, granting them escape power equal to their power.  Further escape attempts continue to add escape power.  When the escape power is equal to 8, then the target successfully escapes.  You may end this effect at any time for 0 RP.

Requirements

-

Ability

Justice Blade

1 AP1 MP
Range
Melee Weapon Range

You make a Heavy Attack against the target.

Requirements

Target has your Mark of Justice on them.

Ability

Kage Shuriken no Jutsu

2 AP
SourcesClassNinja
Range
Weapon Range
Keywords
Ninjutsu

You attack by throwing two weapons at the target, one hidden in the shadow of the other. Both of these are considered Light Attacks. If you fail your Accuracy roll on the first one, the second gains Sure Hit.

Requirements

Set of Missiles, Throwing Weapon or Thrown attack with small weapon only.

Ability

Kawarimi no Jutsu

2 RP
SourcesClassNinja
Range
Self

The triggering attack automatically misses and you may move up to your Speed without provoking attacks of opportunity. You then gain the Hiding state from anyone you have cover or concealment from.

Requirements

Targeted by an attack.

Ability

Ki Blast

2 AP
SourcesClassMonk
Range
120ft
Keywords
Arcane,Rapid

You may make a Heavy Attack against the target. This attack deals Arcane damage.

Requirements

-

Ability

Ki Blast II

1 or 2 AP Other
Range
120ft
Keywords
Arcane,Rapid

You may make a Light (1 AP), Precise (2 AP) or Heavy (2 AP) Attack against the target. This attack deals Arcane Damage.

Requirements

-

Ability

Ki Burst

0 RP-1 MP
Range
Self

Your attack deals an extra X damage.

If used with a basic attack or double punch, deal 2X extra damage instead up to a maximum of +10 damage. Only affects 1 damage roll even if an attack makes multiple attacks.

Requirements

Can be used after damaging a single opponent with an Unarmed Strike attack.

Ability

Ki Recovery

No listed cost
Range
Self
Keywords
Encounter Conclusion

You spend your Encounter Conclusion action to regain 2 mana.

Ability

Ki Sense

0 AP1 MP
Range
40ft
Keywords
Stealth

You send out your Ki and become aware of any creatures without presence concealment within 40ft of you, giving you a rough idea of their location. This does not remove Hiding from them, but their attacks against you do not gain Trick Attack or any other stealth or surprise bonuses until the start of your next turn.

Ability

Kibaku Fuda Shuriken

3 AP
SourcesClassNinja
Range
60ft

You may make a Heavy Attack by throwing a weapon with an explosive tag attached at a target. Regardless of whether it hits, the target and others within 5ft of the target must then make a save against Potency or take Light Fire Damage.

Requirements

Set of Missiles, Throwing Weapon or Thrown attack with small weapon only.

Ability

Killshot

4 AP
Range
Ranged Weapon Range
Keywords
Trick Attack

You may make a Heavy Attack against the target that deals double Heavy Damage instead.

If fired in the first round of combat while all enemies are unaware of you, the target has to spend an additional RP to react to your attack. This stacks with the Trick Attack keyword, but is ineffective against abilities that negate surprise or stealth attacks such as Instinct.

Requirements

Sniper Rifles only

Ability

Knockback Shot

1 AP1 MP
Range
Ranged Weapon Range (Up to 60ft)

You make a Light attack against the target. On damage, the target is pushed back 20ft.

Ability

Knockout Punch

4 AP
Range
Melee Weapon Range

You may make a Heavy Attack against the target. On damage if the enemy is a Grunt, they immediately drop to 0 HP and fall unconscious.

Requirements

-

Ability

Last Rites

No listed cost

You deal +1 damage to undead creatures. This is increased to a +2 bonus on Heavy attacks.

Ability

Last Stand

2 RP-1 MP
Range
Self
Keywords
Stance

Until the start of your next turn, you may use the Block action for 0 RP and you gain additional Guard equal to the mana spent on this ability. Once you use this ability, you cannot use it again in this encounter.

Requirements

-

Ability

Lay on Hands

1 AP1 MP
Range
Touch
Keywords
Healing,Overcharge

You Heal the target for 4 + Power. Overcharge: You may spend an additional mana to remove a negative effect from the target. Injuries and Mortal Wounds cannot be removed with this.

Requirements

-

Ability

Leashing

1 AP
Range
Sight
Keywords
Teleport

You teleport your summoned animal to an empty square within 5ft of you.

Requirements

Can only target your summoned animal.

Ability

Lengthened Incantation

0 AP
SourcesClassSage
Range
Self
Keywords
Arcane

You lengthen the time it takes to cast your next Spell to empower it. You may add 2 AP to the cost of your next spell with the Spell gaining additional Light Damage on it. If you cannot pay this AP cost this turn, the Spell also gains the Setup keyword.

If the Spell has multiple attack rolls or different damage rolls, this bonus only applies to one of them.

However, if the spell is a Scattering AoE spell then the bonus damage applies to all targets of that spell. If that Scattering spell hits a target more than once it only applies to one damage roll. If the spell lasts for multiple turns, it only applies to the initial casting.

Requirements

-

Ability

Lifebeat Sense

1 AP1 MP
Range
30ft
Keywords
Expose,Analyze

You can assess the approximate HP percentage of the target until the end of combat.  (The DM should enable health bars for the unit, or you can ask for an approximate percentage). In addition, the target is afflicted by Expose 1, reducing the target’s crit threshold by 1. (20 to crit becomes 19.) Expose is removed once the target is critically hit (regardless of if they defend or not)

Ability

Lifesense

1 AP
Range
Unlimited

You know the direction your Soulmate is in and if you’re within 300 feet of them, you know their exact location.

You also know their current HP, Mana and RP.

Ability

Light Work

No listed cost

Only usable as the first crafting action. All material costs are doubled and all produced items are doubled. You may only use basic crafting actions for the rest of the craft. Make a crafting attempt.

Requirements

Costs 1 Crafting Dice.

Ability

Light's Care

1 MP
Range
Touch
Keywords
Encounter Conclusion,Healing

At the end of combat you may use 1 Encounter Conclusion action to heal a single target for 11 + Power x 2 and grant them First Aid. First Aid: The target can expend an Encounter Conclusion Action to prevent one injury to themself.

Requirements

-

Ability

Lightning Lariat

2 AP1 MP
Range
Self

You gather lightning energy and move up to your speed in a direct line and make a Heavy attack against a target. If you moved more than 60ft before making the attack, your attack gains the Trick Attack keyword.

Overcharge: You may spend X mana to move an additional 2 x X times your speed. 

Combo: If used after Heavenly Lightning Stance or Secret Art: Lightning Release, the mana cost is reduced by 1.

Ability

Lightning Rod

1 RP
SourcesNo player source listed
Range
Self
Keywords
Rapid

You gain Damage Reduction 100 Lightning for the triggering attack. If you reduce damage in any way from this ability and the attacker isn't you, you gain a Power Bonus on your next Lightning Elemental Attack equal to the attacker’s Power.

Requirements

Attack Deals Lightning Damage,

Ability

Localized Collapse

2 AP1 MP
Range
60ft
Keywords
Gravity,Full Pierce

You target a 15x15ft square. All in the area take damage equal to your Focus / 2. If a creature occupies multiple squares in your target square, they take damage for each square they occupy.

A creature caught in it may spend 1 RP to avoid the effect.

Ability

Lone Wolf Stance

No listed cost
Range
Self
Keywords
Encounter Start,Stance

You enter a stance in which you declare you fight alone. This lasts until the end of the encounter or until you are Downed.

While in this stance, you cannot become the target of allied abilities, except AoE ones that also hit enemies at the same time. At the same time, you cannot use abilities on allies either except damaging ones that also work on enemies.

However, you may use Aid abilities on yourself.

Ability

Long Toss

2 AP
Range
Ranged Weapon Range

You may make a Heavy Attack against the target. This attack has triple the range it would normally have.

Requirements

Throwing Weapon, Set of Missiles or Thrown attack only.

Ability

Lord of Mercenary

No listed cost
SourcesClassMogul
Range
Self
Keywords
Flashback

At the start of a new adventure, you can hire an NPC to help you for the entire adventure. You can also use this ability at other times that the DM allows you to. When you summon them, choose a name and appearance for the character unless the DM does.

The cost is per week and depends on the NPC. If your hired help dies, you cannot use this ability until you complete a new separate adventure. This ability counts as 1 towards your summon limit as long as the mercenary is in your employ, unless specified. These mercs can be modified through Expert Summoner breakthrough, but this must be done the moment you hire them.

Refer to the Monster guide for stats of mercenaries. The mercenaries and costs are:
Archer: 250/ Week
Acolyte: 750c / Week
Tank: 500c / Week
Apprentice: 750c/ Week
Rogue: 200c / Week
Brute: 200c / Week

Ability

Loyalty

No listed cost

When standing within 5ft of a heroic ally, your Guard is increased by 1 and your Block is increased by 2.

Ability

Lucid Sleep

No listed cost
High Fae remain aware of their surroundings while they sleep and do not suffer from Surprised from being asleep.

Ability

Luminous Form Stance

0 AP1 MP
Range
Self

You enter the Luminous Form Stance and create the Threads of Light. These manifest spiritual cloth, spectral arms or something similar that enhances your reach.

While in this stance, you gain an additional 10ft range on your unarmed attacks and your threatened range becomes 5-15ft. Whenever you deal damage to an enemy with an unarmed strike ability (not basic attacks), you gain 1 stack of Harmony up to a maximum of 5. You cannot gain more than 1 Harmony per use of ability.

When you leave this stance all stacks are lost.

This stance lasts until you enter a different stance or you willingly move, with the exception of movement abilities with the unarmed strike keyword. Abilities from allies that allow you to move, such as Gravitional Ki, count as willing movement.

Ability

Lunge

0 AP
Range
Self

The attack range of your next basic Light, Heavy or Precise Attack with a melee weapon is doubled.

Requirements

-

Ability

Mage Armor

No listed cost
Range
Self
Keywords
Arcane,Encounter Start,Spell

You gain magical Light Armor, Medium Armor or Heavy Armor until the end of the encounter. This function just as normal armor of that type would, giving the same benefits and penalties. Does not stack with other armor, apply the effects of the Mage Armor This magical armor does not require proficiency of any sort and does not cost any Burden to wear and carry.

You may apply the effects of Barrier, Fortress, Manaweave, Protective Coating or Spidersilk to this armor (It must still meet the requirements, you cannot put fortress on a light armor for example). This can only be done when you first apply it, not if you later change your armor during combat.

If Mage Armor is active, you may spend 2 AP to change its type or to remove it. 

Requirements

-

Ability

Magic Blast

1 AP
Range
40ft
Keywords
Spell,Rapid

You make a Light (1 AP), Heavy (2 AP) or Precise (2 AP) attack against the target that deals Arcane damage.

If you have an element mastered, you may change the damage of this spell to that element.

Ability

Magic Blast II

1 AP
Range
120ft
Keywords
Spell,Rapid

You make a Light (1 AP), Heavy (2 AP) or Precise (2 AP) attack against the target that deals Arcane damage.

If you have an element mastered, you may change the damage of this spell to that element.

Ability

Magic Missile

1 AP1 MP
SourcesClassMage
Range
60ft
Keywords
Arcane,Lock On,Spell,Rapid

You fire a highly accurate blast of arcane energy at the target, making a Precise Attack that deals Arcane damage against the target

This attack does not gain Pinpoint.

Ability

Malevolent Phantasm

1 AP1 MP
Range
60ft
Keywords
Spell,Dark

You siphon the energy lost from your allies and make a Heavy Attack against the target that deals Dark Damage. 

Requirements

An ally (including yourself) took damage on your turn.

Ability

Mana Burst

1 RP1 MP
SourcesRaceDemon
Range
Self
Keywords
Augment

You augment your next attack, increasing accuracy by 3 and dealing 3 bonus damage on hit.

You may use AP for this attack instead. 

Ability

Mana Eater

No listed cost
You cannot consume biological food and instead consume equal monetary value of Magical Fuel for sustenance. You do not need to breathe.

Ability

Mana Razor

0 AP
Range
Self

Until the end of your turn you gain Mana Razor granting your basic melee attacks an additional 30ft range. Augmenting melee attacks with this ability makes them into ranged attacks. If using a Two-Handed melee weapon with Mana Razor, gain an additional 45ft range instead.

Overcharge: You may spend 1 mana to have this also affect basic ranged attacks and to remove the Quick keyword from it.

Ability

Mana Shield

No listed cost
Range
Self
Keywords
Encounter Start,Shield

You use your Encounter Start action to give yourself Mana Shield, which gives you Temporary HP equal to your Toughness + 3 or Focus + 3 (whichever is higher). 

Wearing armor reduces this to 2/3rd, 1/3rd or 0 if wearing Light, Medium or Heavy Armor respectively. While Mana Shield is active, you do not provoke attacks of opportunity from casting Spells from enemies that are Challenged by you.

Until the end of the encounter, at the start of your turn you may spend 1 mana to restore your Mana Shield to its maximum value. (With similarly reduced values for wearing armor)

If you did not use this as an encounter start, you may also spend 1 AP and 1 Mana to activate this.

Ability

Mana Sight

0 AP
Range
Sight
Keywords
Quick

You can assess the approximate mana percentage of a unit until the end of combat. (The DM should enable mana bar for the unit).

Requirements

-

Ability

Mantra: Flowing Perception

2 AP
Range
30ft

You extend your Threads of Light and make an unarmed light attack against a target within range. On damage, you may pull yourself towards the target and sidestep to the nearest square within 5ft of them.

You may also use this on ally. If you do, this always hits and deals no damage. It still gives you a stack of Harmony.

Requirements

Must be in Luminous Form Stance.

Ability

Mantra: Pure Intentions

1 AP
Range
15ft
Keywords
Healing

You wrap your Threads of Light around the chosen ally and channel your Harmony into them.

You may spend up to 5 stacks of Harmony and 1 mana per stack you consume to heal an ally within range for 3+Focus for each stack.

Requirements

Must have at least 1 stack of Harmony.

Ability

Mark of Justice

1 AP
Range
120ft

You mark a single enemy, inflicting Mark of Justice on them. A marked enemy’s movement speed is reduced to 20ft. Abilities that allow for movement cannot move the target for more than 20ft per use. Secret Arts and Esoteric Arts are not affected by this. You can only have a single enemy marked by this at the same time. It lasts until the end of the encounter. Does not work on vehicles.

A marked target may spend 1 mana per AP/RP of the action (with a minimum of 1 mana even for 0 AP abilities) to temporarily ignore the restricting effect for a movement action.

Requirements

-

Ability

Mashup

0 AP2 MP
SourcesClassIdol
Range
Self

You may activate another song with the Idol keyword. This song’s AP cost is reduced by 2 and this song may go past your regular maximum song limits.

Requirements

Must have at least 1 song with Idol keyword active.

Ability

Measured Collapse

2 AP
Range
Melee Weapon Range
Keywords
Full Pierce

You make a Heavy attack against the target. This attack is always considered to have rolled a 2 for accuracy instead of rolling the d20.

Against creatures that are large size, gain a +2 bonus. If they are huge size, gain a +4 bonus.

Ability

Memory of the Grove

No listed cost

 After making a gathering check, you may choose to reroll the die. If you do, store the original die result. You may replace a future gathering die result (before bonus) with the stored value.

Requirements

Usable after making a gathering a check.

Ability

Meteor Cleave

3 AP
Range
15ft
Keywords
Sidestep

You sidestep up to 10ft towards the target and make a melee Heavy attack against them. 

On damage, if your power is equal or higher than the target's, they are knocked Prone.

Requirements

Two-Handed melee weapon only.

Ability

Mighty Leap

2 AP1 MP
Range
40ft
Keywords
Unbalanced,Jump

You jump to a target within range and may make a Light attack against them. All enemies within 5ft of the target must make a save or become Unbalanced.

Requirements

Two-Handed melee weapons only.

Ability

Mind Connection

4 AP1 MP
Range
Touch

You physically touch up to five willing people, granting them Mind Connection—creating a mind link through you.  While linked, each creature can speak through telepathy to all other creatures linked to the same caster.  Mind Connection has unlimited duration but also reduces your maximum mana by 1, this effect lasts until you cancel Mind Connection.  Mind Connection has a maximum range of 500 ft—breaking this range doesn’t cancel the spell but interrupts the signal until within range again.

While Mind Connection lasts, you may spend 1 AP to transfer view through the eyes of one of the people connected with the mind link.

Ability

Mind's Eye

0 AP2 MP
SourcesRaceDemon
Range
Self

You may ask the GM for the rough best course of action during an encounter based on the information you have. The GM should answer truthfully, but does not need to go in depth. (For example: Retreat, kill the grunts, focus the boss, use magic attacks etc).

Ability

Miracle: Sanctuary

2 AP2 MP
Range
5ft radius centered on self

You create an immobile sphere of protection in a 5ft radius that prevents all entry into and out of it. The Shield has health points equal to 20 + Toughness x 8. Attacks and Magical Effects cannot be casted out of or into the Sanctuary, which functions as line-of-sight blocking for the purposes of abilities. Sanctuary lasts until the start of your next turn unless you pay Upkeep (1 Mana). The Spell also ends when the Shield’s health points are reduced to zero.

Requirements

-

Ability

Misdirected Blow

1 RP2 MP
Range
Self

You may take the Dodge action. If the attack is successfully avoided, the attack is then made against an enemy within 5ft of you and using the same accuracy roll. This enemy must be different from the one making the attack. The new target may react to this attack as normal.

Does not work against Secret Art or Esoteric Art level attacks.

Requirements

You are the target of an attack and have a different enemy within 5ft of you.

Ability

Mist of the Vale

2 AP1 MP
Range
Self
Keywords
Song,Upkeep

A mist rolls out from around you, trapping those caught in it in a misty vale in which travelers are doomed to die. All in the mist must make a save against your Potency when they try to escape it. If they fail their save when they attempt to move out, you may finish the remaining movement for them as long as they end within your mist. This movement does not provoke attacks of opportunity.

The mist also blocks Line of Sight. Targets inside of or within 5ft of the mist can only see up to 5ft into or out of mist.

The mist is a 15ft radius around yourself, but if flying it does not go below you. You may choose to exclude allies from the trapping effect. If you do, the upkeep mana cost and initial mana cost is increased by 1.

Upkeep: 1 AP

Requirements

Must be played on a flute.

Ability

Molten Domain

1 AP
Range
Self
Keywords
Domain,Burning

Until the start of your next turn, the ground 5ft around you becomes like burning ground.

Any enemy willingly leaving or moving through this area other than entering it becomes Burning X, where X is your Focus x 3.

The domain burns away other friendly damage aura effects while in effect. Effects that would normally trigger upon ending the turn in it (such as Poison Spore) don't trigger if someone ends their turn in the Molten Domain.

Ability

Momentum

2 AP1 MP
Range
Melee Weapon Range

You make a Heavy attack against the target. For every 10ft moved during your last action this turn, this attack gains +1 damage up to a maximum of +10 damage. Abilities with the Teleport keyword do not apply for this.

Requirements

Must be mounted.

Ability

Mordschlag

2 AP1 MP
Range
Melee Weapon Range
Keywords
Block Crush

You attack the target with the pommel or crossguard making a Heavy Attack against the target.

Requirements

Longsword, Heavy Blades and Bludgeoning weapons only.

Ability

Move Piece

1 AP1 MP
Range
60ft

You move a puppet piece you can see that's under your control. The way it moves depends on the type of piece. When a piece moves, it's a Sidestep.

Pawn: Moves up to 2 squares orthogonally or 1 square diagonally in a straight line.

Knight: Moves 1 square orthogonally, then 1 square diagonal in the same direction it moved in orthogonally (like a knight in chess). Can pass through allies and enemies.

Bishop: Moves up to 8 squares diagonally in a straight line. 

Rook: Moves up to 8 squares orthogonally in a straight line.

Queen: Moves up to 8 squares orthogonally or diagonally in a straight line.

Except for the Knight, chess pieces cannot move through allies and stop their movement when they hit an object or creature. If this happens, it makes a Heavy attack that deals Physical(Bludgeoning) damage against that target with your stats. A knight that makes an attack and does not kill the target remains in its original spot.

On damage, a piece is promoted into a higher rank (Pawn -> Bishop/Knight -> Rook -> Queen). A queen cannot promote.

On Killing Blow, a piece occupies the square of the thing it attacked.

Ability

Movement Burst

1 AP-1 MP
SourcesClassRogue
Range
Self
Keywords
Stealth

You may move up to your Speed + up to 15ft per mana spent on this ability. Any unspent movement is lost afterwards.

If you spend more than 1 Mana on this ability, it loses the Stealth keyword.

Requirements

-

Ability

Mud Wall

2 AP
Range
40ft
Keywords
Spell,Earth

You create a wall 4ft high, 1ft thick and up to 20ft long that serves as low cover. Anybody attempting to get over the wall treats it as difficult terrain. Walls must be placed on solid ground and cannot be stacked on top of eachother.

Each 5ft of wall has 60 HP and dissolves if it reaches 0. It otherwise lasts until the end of the encounter.

You may spend 1 RP instead of 2 AP on this ability instead.

Ability

Mudra: First Sensation

1 AP1 MP
Range
Melee Weapon Range

You deliver the first motion, a graceful strike that awakens awareness in both you and your foe and you make a Light attack against the target. On hit, you gain a Harmony stack (In addition to the one you might get if this deals damage.)

Combo: When used after entering Luminous Form Stance, the mana cost is reduced by 1.

Requirements

Must be in Luminous Form Stance

Ability

Multishot

3 AP1 MP
Range
Ranged Weapon Range

You may make a Heavy Attack against two different targets. Overcharge: You may spend X extra mana to attack 2 + X targets instead.

Requirements

-

Ability

Mystic Eyes of Life Perception

0 AP2 MP
Range
Self
Keywords
Mystic Eye

You temporarily empower your eyes. While active, you gain 360 degree vision and automatically detect all enemies within a 30ft radius of you that are not behind at least 1ft of full cover. In addition, you can see the approximate HP and Mana percentage of all enemies in this range. This lasts for 5 minutes or until you turn it off.

Requirements

-

Ability

Nature's Grasp

1 AP1 MP
Range
30ft
Keywords
Root,Earth

You shoot out a vine that wraps around the target and make a Light Attack against the target that only deals 1 Earth damage. On damage, the target becomes Rooted until the start of your next turn or until they spend 2 AP to remove the root with a slashing or fire based attack.

Against Grunts, this attack costs 0 Mana and gains Sure Hit.

Ability

Never Miss The Beat

2 AP
Range
30ft
Keywords
Song,Sound,Idol,Upkeep

You begin singing a supportive song.

Once per round per ally, when an ally fails to meet the base evasion with an attack, you may spend 2 Mana to add that ally’s focus bonus for that attack.

Upkeep: 1 AP

Ability

Ninja Run

0 AP
SourcesClassNinja
Range
Self
For your next movement action, you may treat the surface you’re walking on as horizontal ground, allowing you to walk over water or up walls.

Requirements

-

Ability

No getting past!

0 RP
Range
Melee Weapon Range

You may make a Light (0 RP) or Heavy (1 RP) attack against the target. On damage, the target becomes Slowed until the end of their turn. If the target is already Slowed, they become Rooted.

Requirements

Only usable when you would be able to make an attack of opportunity.

Ability

Obvious Intent

0 RP1 MP
SourcesClassMogul
Range
Self

If an enemy is planning to move into a space in which it can melee attack you, you may move up to your speed away from them.

Requirements

Can only be used at the moment an enemy declares a movement.

Ability

Offbeat Recovery

1 RP
Range
Self

You give your ally’s attack Lock On, but the damage is minimized (and cannot be maximized) and it loses Full Pierce, Block Crush and any on hit or on damage effects. If used after a target has already dodged, they may Block against that attack for free.

Can be used when an ally misses an ability to make it not count as a miss for your Secret Art: Full Combo (but the attack does not actually gain Lock On)

Requirements

An ally within your Idol Song’s range misses a basic attack.

Ability

Oil Slick

2 AP1 MP
Range
30ft

You throw a bottle of oil on the ground within range, creating a 15x15 area of slippery oil. If the target contacts the oil at any point of movement (even the start or end) and they moved more than 5ft in a single movement action, they immediately fall prone. The slick lasts until the start of your next turn.

Ability

Order: Retreat

1 AP
Range
60ft

You order one willing allied unit to retreat, moving up to their Speed. All movement must be made towards you, and does not provoke attacks of opportunity.

Requirements

-

Ability

Ougi: Taju Bunshin no Jutsu

2 AP3 MP
SourcesClassJonin
Range
Self
Keywords
Secret Art,Ninjutsu,Illusion,Upkeep,Active

You create 3 illusionary copies of yourself within 10ft of yourself or your Bunshin clone. These copies can take actions similar to your Bunshin Tai no Jutsu, but each of them may also act with its own 2 AP from the start of your next turn.

Each clone has 1 HP and upon taking any damage, they vanish. You may use RP for these clones as normal.

Upkeep: 2 AP

Ability

Outbreak

1 AP1 MP
Range
Weapon Range
Keywords
Poison,Toxic

You make a Light attack against the target. On damage, inflicts the enemy with Toxic, making them take 1d6 full pierce Poison damage at the start of their turn until they spend 2 AP to remove the poison effect.

If the target is already suffering from Toxic, instead immediately trigger the damage effect from it.

Requirements

Must be made with a melee weapon or with a Set of Missiles, Throwing Weapon or Thrown attack with small weapon only.

Ability

Overcharge and Discount

No listed cost
SourcesClassMogul
Range
Self
Keywords
Interlude

While on adventure, you get a 5% discount from NPC vendors, stacking with Bulk Orders if applicable, and can sell items for 10% more.

You may use an IP to give this discount effect to yourself and up to 9 other characters for that Interlude phase, for a total of a 800c discount.

Ability

Overclock

No listed cost

You may add 1d10 crafting points to the item. The item starts in the Broken condition. Cannot be used for Alchemy crafting.

Requirements

Must be in a crafting session.

Ability

Overpower

2 AP1 MP
Range
Melee Weapon Range
Keywords
Combo

You may make a Heavy Attack against the target. For every point of Power you have over the target, you deal 2 additional damage.

Combo: If used after Meteor Cleave, the AP cost is reduced by 1.

Requirements

Two-Handed weapons only.

Ability

Overtime again?

No listed cost
SourcesClassMaid

When you take the Heal Injury, Appraise or Mentor IP actions, you may do the same action again for an EP.

In addition, if you take the Rest interlude action you may give the benefit to a different character instead. This does not stack with any Rest bonuses they may have already.

Ability

Own Mount

No listed cost

You count as mounted for the purposes of abilities that require you to be mounted. This does not let you be a mount to other creatures.

Ability

Pack Tactics

0 AP
Monster use2exact-name match
Range
Sight
Keywords
Quick

Select a target within range. Until the end of your turn, while the target has one of your allies within 5ft of it, you gain Pack Tactics, which gives a +2 bonus on accuracy checks for melee attacks against that target.

Ability

Painkiller Injection

-1 AP
SourcesClassMedic
Range
5ft
Keywords
Aid,Active

You inject a willing ally with some helpful drugs to grant them temporary HP until the start of your next turn equal to your Focus x X. 

The target cannot benefit from this ability again until the end of your next turn.

Ability

Panda Roll

2 AP
Range
Self

You prepare to roll from an incoming attack. Your next Dodge action before the start of your next turn costs 0 RP. If you successfully avoid an attack with this Dodge action, you may Sidestep 5ft. 

Ability

Panda Stance

1 AP1 RP
Range
Self
Keywords
Stance

You enter a stance in which you use your tail for extra balance. When you would be knocked back or prone, you may end this stance to negate the effect. This stance then ends.

Otherwise, the stance lasts until you enter a different stance.

You may use AP or RP for this ability.

Ability

Paragon of Virtue

1 RP
Range
Self

You may remove a single negative non-physical effect from yourself (ie, fears, charms but not things such as bleed). If you are afflicted with more than 1 negative effect that is a valid target, you may choose which one you remove.

Requirements

-

Ability

Parry

1 RP1 MP
Range
-

Roll your Heavy Weapon Damage, but add your Focus instead of Power to the roll and treat that as your Block against the attack targeting you. If Parry reduces the damage to 0, you regain 1 RP (cannot go higher than your max RP). On hit effects and maces do not gain their effect if you reduce the damage to 0.

When using Parry against an attack, that attack cannot land a critical hit against you.

Requirements

Target of a melee attack, wielding a One-Handed melee weapon.

Ability

Past Self

0 AP
Range
Self
Keywords
Opener,Quick

You place a past self token at your current position that lasts until the end of the encounter. Your past self tokens are used for other abilities and cannot be attacked normally.

When you make a weapon attack, you may have the attack come from a past self token. After a past self token attacks, it becomes targetable by attacks and effects for 1 round as if you were in that position though you cannot be hit more than once by the same attack because of this.

Your past selves cannot be moved, willingly or forcefully.

Ability

Pathfinder

1 AP
SourcesClassScout
Range
Self
Keywords
Stealth

You may move up to your speed and you ignore difficult terrain penalties for this movement. Until the start of your next turn, all terrain within 20ft of you is not considered difficult terrain for your allies.

Ability

Penetrating Shot

2 AP1 MP
Range
Ranged Weapon Range

You may make a Heavy Attack against the target. This attack penetrates through thin layers of cover such as wood planks (GM’s decision), negating the bonus it would give.

Requirements

Sniper Rifles only.

Ability

Pepper Spray

2 AP1 MP
Range
5ft
Keywords
Blinded

You reach into your pocket and pull out a handful of ground chili pepper that you throw in front of you in a 15ft cube. Inflicts all targets with Pepper Spray, causing Blinded 4 and the inability to smell.  The target or an ally of the target within 5ft can spend 1 AP to wipe it off. Otherwise the effect ends at the end of the target’s next turn.

You may spend 1 RP and 1 additional mana instead of paying the AP cost.

Ability

Perfect Seasoning

1 Crafting Dice Other
Keywords
Rapid

Make a crafting check with a +3 Bonus.

Requirements

Must be in a crafting session. Must have added a special ingredient (box of food, alloy materials) in your last action.

Ability

Persistent Spell

0 AP2 MP
Range
Self

If the next Spell you cast applies a buff or debuff, the duration of this buff or debuff is extended by 1 turn. If the Spell allows for a save, the target may make another save after the original effect is over to resist the duration extension.

Requirements

-

Ability

Phantoms of the Mist

1 AP
Range
Self
Keywords
Song,Scatter

You conjure several phantoms in the mist and make a Light attack against all creatures within your Mist of the Vale.

You may spend 1 Mana to exclude allies from this attack.

Requirements

Mist of the Vale must be active.

Ability

Phoenix Tears

No listed cost
Range
Touch
Keywords
Encounter Conclusion

At the end of combat you may use 1 Encounter Conclusion action to heal a single target other than yourself for Power and prevent one injury on them.

Requirements

-

Ability

Pie Toss

2 AP
Range
40ft
Keywords
Sure Hit,Full Pierce,Rapid,Encounter Start,Encounter Conclusion,Downed,Safe,Opportunistic

You deal 2 damage to the target. This damage can not be increased and does not trigger extra damage effects on the target.

Can be used while downed, Encounter Start and Encounter Conclusion or as an AoO for 0 RP.

Ability

Piercing Stab

2 AP1 MP
Range
A target in melee weapon range and a target directly behind the first target in melee weapon range.
Keywords
Blanketing

You may make a Heavy Attack against the target and the target directly behind it.

Requirements

Polearm only.

Ability

Pillar of Earth

2 AP
Range
60ft
Keywords
Spell,Earth

You create a 5x5, 20ft high pillar below someone. The target may spend 1 RP to step out of the way.

Each block of the pillar has HP equal to 20+Focus and the entire pillar collapses if one block is removed from it.

Ability

Pinning Shot

1 AP2 MP
Range
Ranged Weapon Range (Up to 60ft)
Keywords
Root

You make a Light attack against the target with your weapon. On damage, if there is a wall or similar object directly behind the target, they become pinned against it. A pinned target is considered Rooted until they spend 2 AP to remove the arrow pinning them.

Requirements

Bow or Crossbow only.

Ability

Pistol Whip

1 AP1 MP
SourcesClassGunfu
Range
Melee Weapon Range

You make a Light Attack with a pistol in your hand. On damage, the target becomes Unbalanced.

This attack benefits from alloys and material bonuses on your pistol (but not from any on your unarmed strike).

Requirements

Must be holding a pistol.

Ability

Pixie Flight

0 AP
SourcesNo player source listed
Range
Self
Keywords
Upkeep
You gain controlled Flight and Hover up to your speed. This ability ends at the start of your next turn unless you pay Upkeep 3 Mana, if you choose to not pay upkeep, you cannot use Pixie Flight until the start of your next turn.

Requirements

-

Ability

Place Trap

Special Other
Keywords
Root,Stealth

You choose to spend either 1 minute or 1 hour to place an undetermined trap in an area. You may only have 2 traps placed at a time in this way.

When an enemy comes within 20ft of you, you may spend 0 RP to determine the effects of a trap and trigger it. If you spent 1 minute, you may choose a Simple Trap. If you spent 1 hour, you may choose either a Simple Trap or a Complex Trap.

Log Swing (Simple): The target takes Light bludgeoning damage and is knocked back 20ft.

Snare (Simple): You place up to 3 snare traps, each within 20ft of each other. When triggered, the target’s movement is interrupted and they fall prone.

Net (Complex): The target is caught in a net and raised up into the air. It remains rooted there until the net is destroyed by dealing 15 damage, after which the target falls prone on the ground below it.

Pitfall (Complex): The target falls down a 5x5, 20ft deep pit and takes falling damage as normal.

A used trap cannot be reused. Setting a trap consumes a Trapper's Trap.

Requirements

Sufficient time (see description)

Ability

Plaguebringer

No listed cost

When you damage an enemy with a melee attack while infected with a disease or suffering from poison, you inflict that disease or poison on the enemy. They can make a save against it as normal, if the original disease or poison allowed for it.

Ability

Plow the fields

2 AP
Range
15ft
Keywords
Blanketing

You strike the ground with magical power and make a Light attack against all enemies in a 15ft wide line up to range. The terrain within this range becomes difficult terrain until the start of your next turn.

Ability

Plume-Treading Art

No listed cost
Keywords
Stacking

After you use Cloudstep, you treat air as regular walkable terrain until the end of your turn. At the end of your turn, if still standing on air and not Flying, you float back down to the ground without taking fall damage.

In addition, after each AP spent on the Move action or an ability that lets you move, you gain 1 Windflow up to a maximum of 6. Each stack of Windflow gives a +5 Windflow bonus to your movement speed. These stacks last until the end of the encounter or until you end your turn without having moved.

Cloudstep also always gives you 1 stack, up to your normal cap.

Ability

Point of Death

2 AP2 MP
Range
Melee Weapon Range
Keywords
Full Pierce

You may make a Heavy Attack against the target. This attack deals maximum damage instead of rolling for the damage.

Requirements

Target is below half HP of their original max HP (Before True Death reductions).

Ability

Point of Death II

2 AP2 MP
Range
Melee Weapon Range
Keywords
Full Pierce

You may make a Heavy Attack against the target. This attack deals maximum damage instead of rolling for the damage.

On killing blow, refund the mana and AP cost spent on this ability.

Requirements

Target is below half HP of their original max HP (Before True Death reductions).

Ability

Poison Spore

2 AP1 RP
Monster use2exact-name match
Range
Self or The Host of Poison Spore. 15ft x 15ft Area with the target at the center.
Keywords
Concentration,Poison,Full Pierce

You may spend either 2 AP or 1 RP to use this ability.

You create an Area of Poison Spores around you or the Host of Spore Symbiote. Units who end their turn in the Poison Spore take Full Pierce Poison damage equal to your Power + 2. You and the host of Spore Symbiote are immune to your own Poison Spore. Poison Spore lasts until the end of the encounter but you can only have one instance of Poison Spore active at a time.

The spore stays centered around the original target, even if the target of this ability moves. If the original target of this ability was the symbiote target and you swap the symbiote target, the location of the poison spore moves with it.

Requirements

-

Ability

Poison Spray

2 AP1 MP
Range
30ft
Keywords
Poison,Safe,Toxic,Blanketing

You make a Light attack against all targets in a 60ft wide, 30ft long cone. On damage, you inflict the enemy with Toxic, making them take 1d6 full pierce Poison damage at the start of their turn until they spend 2 AP to remove the poison effect.

Ability

Power Jump

0 AP1 MP
Range
Self
Keywords
Jump,Circuit

You jump up to 60ft vertically straight up into the air.  You can additionally move 5ft horizontally afterwards.  Unless flying, you automatically land straight down from your position at the end of your turn or for 0 AP, this falling movement does not provoke attacks of opportunity and you don’t take fall damage from it. If you land inside an occupied square, you are shunted 5ft into an empty square (your original one if possible).

You cannot make any non-teleport movement actions while in the air unless you’re flying, but can still take other actions (such as attacking) while airborne.

Ability

Power Rock Strike

1 Strike Dice Other
SourcesClassMiner

Make a gathering check at only half of your gathering bonus (rounded down) add the rolled amount to both node and lucky points.

Requirements

Must in a gathering session. 

Ability

Power Word: Barrier

2 AP1 RP4 MP
Range
40ft
Keywords
Shield,Spell

Up to 5 target allies within range (including yourself) gain temporary HP until the end of the encounter equal to 10 + Power.

You may pay either the AP or RP cost for this ability, you don't need to pay both.

Ability

Power Word: Guardian Shield

2 AP4 MP
Range
40ft
Keywords
Spell,Shield

The target gains temporary HP until the end of the encounter equal to 11 + 2 x Power. While this temporary HP lasts, on damage effects do not trigger on them unless the damage dealt does damage to their actual HP.

If this source of temporary HP is overwritten by a stronger source, this effect is lost.

Ability

Power Word: Reinforce

1 RP
Range
40ft
Keywords
Aid,Shield

The target gains temporary HP equal to 2 x their current temporary HP. 

After the attack is done resolving, the target's temporary HP is set to the value it was before this ability was used unless the target's current temporary HP is lower than that.

Requirements

An ally is the target of an attack.

Ability

Precise Thrust

2 AP2 MP
Range
Melee Weapon Range
Keywords
Full Pierce

You may make a Heavy Attack against the target.

This attack does not disable the dueling weapon ability.

Requirements

-

Ability

Predict

1 RP1 MP
SourcesRaceDemon
Range
Self

You may take the Dodge action and remove the Lock On effect from the triggering attack.

Requirements

You are the target of an attack.

Ability

Prediction

1 RP
Range
60ft
Keywords
Aid, Divination

You remove the keyword Sure Hit and Lock On from the triggering attack and the target gains a +2 Dodge Bonus for their next Dodge action.

Requirements

An ally is the target of an attack.

Ability

Prehensile Tail

No listed cost

You may carry objects with your tail, allowing you to interact with objects as normal even when you have both hands full. The action you are performing must not require physical strength and you cannot wield weapons with your tail.

Ability

Prepared Talisman

No listed cost
Range
5ft

You may place a Talisman on a surface or on a target within range. This costs the same amount of AP and Mana as it would normally cost and placing it on an unwilling target requires an accuracy roll that the target may dodge as normal. A target may spend AP equal to the AP cost of the talisman (before reductions) to remove the talisman from themselves.

After placing it, until the end of the encounter or for the next 5 minutes, you may spend 0 RP to instantly trigger the effect of the talisman. You cannot trigger it anymore once a talisman has been removed or is in the process of being removed and a removed talisman loses its power entirely. A talisman placed on a creature gains Sure Hit against the creature it's on when triggered.

You can only have 1 talisman prepared in this way at the same time and Sealing Talisman cannot be prepared like this. A placed talisman cannot have an AP cost of greater than 4 (or 10 seconds for casting times).

Requirements

Special

Ability

Preparedness

No listed cost
Range
-
Up to 3 talismans, scrolls or similar objects you carry do not count towards your burden.

Requirements

-

Ability

Procurement

No listed cost
Keywords
Interlude

By spending an IP, you start the procurement process.

Choose a target base item (no modifications) and an amount of that item. Determine the price of the total items and set it as the Procurement Target goal.

Every time you gain an IP, you gain 500 points towards the Procurement goal. You may also spend an IP to add another 500 points towards the goal.

When the procurement value is equal to the Procurement Target, you may immediately purchase the item. You must purchase immediately or you lose Procurement. You can cancel a Procurement at any time. The Procurement Target Limit is 1000 and for materials this is capped at materials with an ingot/block etc cost of ≤1000.

You can only have 1 Procurement active at the same time.

Ability

Prone Cover

0 RP
Range
Self
Keywords
Stance

You become Prone. While Prone from this ability, you gain the benefits of low cover against ranged attacks. In addition, all Ranged Weapon Attacks gain the Prone keyword.

Requirements

Cannot be used while Flying.

Ability

Provoke II

2 AP
Range
60ft
Keywords
Challenge

You Challenge the enemy until the end of the encounter. You may only have 1 target Challenged at the same time through this ability.

Requirements

-

Ability

Psychometry

4 AP1 MP
Range
Touch
Keywords
Aura

By touching the door to a room you gain information as to the physical layout of the room and objects within it as if you were able to see inside of the room.  By reading the Auras of all creatures within the room, you can also get a general idea of any creatures within, which you see as blobs of light—brighter for more powerful auras.  You can also use this effect on containers as well to get a general idea of the layout within containers like backpacks, and chests.  This ability can be used at unlimited range as long as a creature under the effect of Mind Connection touches the door or container.

Ability

Pull the weeds

No listed cost

You destroy one of your planted seeds to give yourself +5 crafting points for this session.

Requirements

Must be in a crafting session. Only applies to a farming crafting session.

Ability

Purify

1 AP1 MP
Range
40ft
Keywords
Spell

You cleanse a target, removing all stacks of a negative effect of your choice that you are able to identify.

Ability

Quick Assist

1 RP2 MP
Range
20ft
Keywords
Teleport

You teleport next to your soulmate and force the triggering attack to resolve against you, gaining the benefit of the Block action against it.

Afterwards, if your Soulmate is in range of the attacker, they may make an Attack of Opportunity against it.

If you were already next to your Soulmate before you used this ability, the mana cost is reduced by 1.

Requirements

Your soulmate is the target of an attack and is within the range of this ability.

Ability

Quick Getaway

2 AP
SourcesClassThief
Range
-
Keywords
Combo,Stealth

You may move as if you had spent 2 AP on the movement action. Combo: If used after Feint or the Disengage action, the AP cost of this is reduced by 2.

Requirements

-

Ability

Quick Revive

0 AP2 MP
Range
40ft

You immediately resummon the summon from your Summon Animal that was killed in this current encounter. If multiple of your summons have died, you summon the one that died most recently.

Ability

Quickdraw

No listed cost
Range
Ranged Weapon Range
Keywords
Encounter Start

You may draw a pistol and make a Light Attack with the drawn pistol against the target. The target may not react to this shot.

Requirements

Pistol only.

Ability

Radiant Halo

2 AP6 MP
Range
120ft
Keywords
Healing,Spell

You Heal all allied targets in a 15ft radius from the target point for 11 + (2 x Power).

You may use 1 RP instead of 2 AP for this ability. When using RP on this ability, you may use it even when it is not your turn.

Ability

Rage Stance

2 AP2 MP
Range
Self
Keywords
Stance

You enter a Stance in which you prioritize offense over defense. The Stance lasts until the encounter ends, you get Downed or up to an hour. While the Stance lasts, gain 2 additional AP that can only be used on melee attacks each turn (including the turn you use this), but cannot use actions that use RP other than attack of opportunity unless they have the Rage keyword. You also cannot use abilities with the Spell keyword, unless they also have the Rage keyword. You are treated as having 0 RP for abilities with that as a requirement. While in your Rage Stance, you gain a +1 bonus to Guard and a +5 bonus to all Fitness checks.

Requirements

-

Ability

Raise Undead

2 AP
Range
30ft
Keywords
Summon,Spell,Safe

You raise the target corpse as a basic undead, such as a zombie. This zombie is treated as a non-heroic unit that you can command directly. You can have multiple zombies under your command, up to your Necromancer level + 1. However, the zombies act as a group under the same token rather than having an individual token. The group acts on your Initiative.

Each zombie has a single point of HP and immediately dies, but you only lose 1 zombie per attack the group takes, including AoE attacks that do not deal Holy Damage. AoE attacks that deal Holy damage remove a number of zombies equal to the damage taken. The zombie group has a focus and power of 3 + 1 for every 3 zombies, rounded down. They have an Agility of 2 and Toughness equal to 4. They have access to all basic actions, but otherwise have no special abilities. As a non-heroic entity, they only have access to a single RP. Because they are undead, they are immune to all mind-affecting effects.

A raised undead lasts until the end of the arc or until killed, after which the corpse cannot be raised again in any way.

Requirements

Target must be a dead humanoid.

Ability

Raise Undead II

1 AP
Range
60ft

You raise the target corpse as a basic undead, such as a zombie. This zombie is treated as a non-heroic unit that you can command directly. You can have multiple zombies under your command, up to your Necromancer level + 1. However, the zombies act as a group under the same token rather than having an individual token. The group acts on your Initiative.

Each zombie has a single point of HP and immediately dies, but you only lose 1 zombie per attack the group takes, including AoE attacks that do not deal Holy Damage. AoE attacks that deal Holy damage remove a number of zombies equal to the damage taken. The zombie group has a focus and power of 3 + 1 for every 3 zombies, rounded down. They have an Agility of 2 and Toughness equal to 4. They have access to all basic actions, but otherwise have no special abilities. As a non-heroic entity, they only have access to a single RP. Because they are undead, they are immune to all mind-affecting effects.

A raised undead lasts until the end of the arc or until killed, after which the corpse cannot be raised again in any way.

Overcharge: You may spend 1 Mana to raise a non-humanoid corpse.

Requirements

Target must be a dead humanoid.

Ability

Rapid Correction

1 RP
Range
Self

You turn your Light attack into a Precise attack.

Requirements

You miss with a ranged weapon Light attack.

Ability

Rappelling Dagger

1 AP1 MP
Range
30ft

You may make a Light Attack against the target. On damage, you may move to the closest available spot within 5ft of the target. This movement does not provoke attacks of opportunity. Can be used against non-living objects and the on damage part always applies when used in that way.

Requirements

Throwing Weapon or Thrown attack only.

Ability

Receive Oracle

4 AP
Range
Self
Keywords
Divination

You seek divine knowledge on a topic and can ask up to three yes or no questions. You then receive a vision on the answers from an unknown entity. The GM chooses the information you receive. You regain the use of Receive Oracle after a rest.

Requirements

-

Ability

Redirected Force

1 RP
Range
Melee Weapon Range
Keywords
Counter
You redirect the incoming attack back onto the attacker, using the same attack roll. The attacker may react to this attack as normal. Can not be used against the same attack used to enter the Serene Water stance.

Requirements

Must be in Serene Water stance and after a melee attack against you missed.

Ability

Redistribute

2 AP
Range
80ft

You may transfer temporary HP from a single willing ally within range to any number of other allies within range. The total amount of temporary HP must be the same after the transfer.

May only redistribute temporary HP you applied through the use of a Shieldwarden or Veilguard ability. Does not affect temporary HP added through Reinforce.

Ability

Refreshing Stream

1 RP2 MP
Range
15 ft
Keywords
Spell,Water

You cast this ability on water within range, recovering fatigue and granting a target within 15ft of that point 1 RP.  The target cannot go over their max RP from this. 

Ability

Reinforce Armor

0 RP2 MP
Range
Self

Until the start of your next turn, the guard and block value gained from an armor and shield you crafted and are wearing is doubled.

Does not affect armor plates.

Requirements

Must be wearing armor or a shield you crafted.

Ability

Rescue

2 AP2 MP
Range
60ft
Keywords
Spell,Teleport

You Teleport a willing ally within range to an empty square next to you. If the target is mounted, you may also teleport their mount together with the target.

Requirements

-

Ability

Rescue & Drop

1 AP
Range
5ft

You pick up a willing ally and put them on your mount. They travel with you on the back of your mount until either you or they spend 0 AP or 1 RP to place them back on the ground. An ally that is being rescued can not take any other actions until they are dropped.

Only 1 ally can be rescued at a time.

Requirements

Must be mounted.

Ability

Resist Poison

1 RP
Range
Self
Keywords
Rapid

You gain Resist Poison, which gives you Damage Reduction 100 against the triggering damage. You also resist the application of the poison, negating its effect.

Requirements

You're about to take Poison damage or become afflicted with a Poison.

Ability

Revealing Light

2 AP2 MP
Range
Self

You clap your hands and send out a pulse of solar light in a 40ft radius around you. All creatures within that range are immediately revealed, canceling any stealth, invisibility or similar technique to hide themselves. They glow brightly until the start of your next turn, giving them a -20 penalty to stealth checks.

Ability

Ricochet

1 AP
Range
Ranged Weapon Range

You may make a Light (1 AP) or Heavy (2 AP) Attack against the target. The target does not benefit from Light Cover against this attack.

Requirements

Pistol only.

Ability

Rider & Mount As One

No listed cost
Range
Self

While you are mounted and not flying you and your mount are considered the same entity for the purposes of what can target you. This means that while you are mounted, your mount cannot be targeted by anything (including allied effects) unless the effect specifically says it does. Any debuff or buff on you also affects your mount's movement and speed as if it was placed on the mount.

Ability

Riposte

1 RP
Range
Melee Weapon Range
Keywords
Counter

You may make a Heavy Attack against the target that you used your Parry ability against.

Requirements

May only be used after you use the Parry fencer ability and you regained the RP.

Ability

Riposte II

0 RP2 MP
Range
Melee Weapon Range
Keywords
Counter

You may make a Heavy Attack against the target that you used your Parry ability against.

Requirements

May only be used after you use the Parry fencer ability and you regained the RP.

Ability

Rock Fang

3 AP
SourcesClassMiner
Range
Melee Weapon Range
Keywords
Sunder

Make a heavy attack against the target. On damage the target is affected by Armor Sunder 2, reducing their guard by 2 until the start of your next turn. This attack also immediately benefits from the Sunder effect.

Requirements

Pickaxe only

Ability

Rocket Jump

0 AP1 MP
Range
Self
Keywords
Sidestep

You fire your cannon behind you and use the momentum to sidestep 10ft. This movement does not reduce the range of your cannon.

Requirements

Cannon only.

Ability

Running Shot

1 RP
SourcesClassNomad
Range
Ranged Weapon Range

You make a Heavy attack against the target.

Requirements

Must be mounted and taking a movement action.

Ability

Ryujin's Mastery

No listed cost

You gain one of Elemental Mastery of your choice from the following options: Fire, Water, Ice, Wind, Lightning, or Earth.

Ability

Sable Grace

1 RP1 MP
Keywords
Stealth

You take the Dodge action against the triggering attack. You remove Lock-On from this attack and treat your Dodge as 99 against it.

Requirements

You become the target of an attack. Can only be used during the night.

Ability

Sacrament

2 AP0 MP
Range
Touch

You touch one willing ally’s or your own weapon and bless it. Until the end of the encounter, the weapon deals Holy Damage and grants a +1 Power Enchantment.

Requirements

-

Ability

Sanctity Aura

1 AP
Range
Self
Keywords
Aura

You project an aura 30ft around you that blesses your allies.

When an ally makes an attack as part of one of your Gun Paladin abilities, they may choose to make the damage type of that attack the same as your Holy Weapon damage type.

Ability

Sapping Ward

2 MP
Range
Touch
Keywords
Bounded Field, Spell

A ward that can be placed on a normal-sized room or can be combined to ward off a house or larger area. Each ward can cover a 20ft radius and for each Sapping Ward placed in the same area as another Sapping Ward, this radius increases by 20ft (For example, 60ft with 3 Sapping Wards) If someone other than you enters the area, they must make a save against your Potency or become Weakened. Non-heroic units that enter the area must make a save or become Stunned instead. These conditions last while they remain inside the field and for an additional 2 rounds after exiting it. Casting this takes 10 minutes of uninterrupted casting. Once triggered, the field remains active for 5 more minutes before vanishing. You may at the time of casting choose a number of people equal to your Focus that can enter the area without triggering the ward. If not triggered, Sapping Ward lasts until you remove it. While it remains, your maximum mana is reduced by 2 for each instance of Sapping Ward you have active. This is considered a tier 2 ward.

Requirements

-

Ability

Saprophytic Bolt

1 AP1 MP
Range
60ft
Keywords
Healing, Spell,Earth

You may make a Light Attack against the target, dealing Earth damage. On damage, the current host of Spore Symbiote is Healed for your Power + 3.

Requirements

-

Ability

Scarecrow's Gaze

2 AP2 MP
Range
40ft
Keywords
Fear,Mind Affecting,Circuit

You summon the appearance of whatever someone fears the most. Every enemy within range must make a Save against your potency. On failure, they may not walk closer to you until the start of your next turn unless they have no valid targets to attack without doing so.

Ability

Scent

No listed cost

You gain a +5 Expertise bonus to Perception (Smell).

Ability

Scent of Blood

0 AP
Range
120ft
Keywords
Quick

You sniff the air and become aware of all targets within range that have below half of their maximum HP. This does not reveal their HP percentage.

Requirements

-

Ability

Schadenfreude

1 RP
Range
Self
Keywords
Dark

You redirect an attack to another ally in range of the triggering attack. If they don't react to this, your next Malevolent  Phantasm ignores the requirement and costs no mana.

Requirements

You are targeted by an attack.

Ability

Scorching Reprisal

1 RP
Range
Melee Weapon Range

You make a Heavy attack of opportunity against the target. Your next basic attack of opportunity against that target before the start of your next turn costs 0 RP.

Requirements

An enemy provokes an attack of opportunity.

Ability

Scout's Retreat

1 AP1 MP
SourcesClassScout
Range
Self
Keywords
Stealth

You disengage and may move up to two times your speed away from enemies towards the closest escape point.

Requirements

No known allies within 300ft of you

Ability

Scouting Ahead

No listed cost
Range
-

When traveling stealthily across the map, you can choose to move slightly ahead of the party when moving. If you do, you treat your roll as the lowest roll of the party.

Requirements

-

Ability

Scry

4 AP1 MP
Range
5000ft
Keywords
Divination,Spell,Concentration
You designate a point that you can see within range, creating a magical ward at that point. If you focus you can shift your perception to that ward and see and hear everything within line of the sight of that ward in a 30ft radius. The ward can persist as long as you want over any distance, but you can only have one instance of Scry active at a time. The ward is invisible and inaudible, but can be detected through magical means.

Requirements

-

Ability

Scurry Away

No listed cost

After using the Disengage or Feint action, your movement speed increases by 10ft until the end of your turn.

Ability

Seal Cloak

4 AP
Range
Self

You manifest and don a seal cloak that has been with you since you were born, transforming you into your Seal Form.  While in seal form you gain a swim speed of 80 feet but you can only take basic actions while in Seal Form and you are proficient in melee attacking without weapons in seal form.  While in Seal Form, you can hold your breath underwater for up to 2 hours and your land speed is reduced to 5.  You can remove the cloak for 0 AP.

Ability

Sealing Talisman

0 AP
Range
5ft
Keywords
Stun

You attach a Sealing Talisman to the target. Non-heroics become Stunned immediately, while heroic targets must spend 2 AP to remove it from themselves. If they do not remove it by the end of their turn, they become Stunned. While the talisman remains attached, the target is stunned. Anyone within touching distance of the talisman may spend 2 AP to remove the talisman, immediately removing the stun effect. If the talisman is not removed, it lasts until the end of encounter or until the target takes damage. A person can only be affected by 1 Sealing Talisman at a time.

Requirements

The target has 0 RP. Must have a Sealing Talisman in hand.

Ability

Secret Art: Revitalize

2 AP2 MP
Range
60ft
Keywords
Healing,Overcharge,Secret Art,Spell

You pray for a Downed ally. The ally’s HP becomes 0 and then heals for your Power x 3. They may stand up from prone after this healing.

Overcharge: You may pay X extra mana to make the target heal + 7 HP for every additional point of mana spent. 

This ability does not work on Mortally Wounded allies.

Requirements

Ally is downed.

Ability

Secret Art: Ambush Shot

2 AP
SourcesClassScout
Range
Ranged Weapon Range

You make a Heavy attack that does maximum damage instead of rolling. This attack does not break your stealth.

Requirements

Enemy must be unaware of your presence. Can only be used on the first turn of an encounter and must be your first attack.

Ability

Secret Art: Anima Synthesis Form

0 RP3 MP
Range
Self

You consume a gene and transform, granting yourself all abilities of the chimera subrace of that corresponding gene. 

This lasts until the end of the encounter. 

In addition, learning this skill grants you +1 to your gene inventory for the Biohacking skill. Despite being transformed, you can still use Gene Activation to add additional abilities.

You cannot obtain and use abilities that require an IP or EP to use through this ability.

Requirements

Must have the required gene in your gene inventory.

Ability

Secret Art: Assassinate

2 AP3 MP
Range
Melee Weapon Range

You attack the target for Heavy Damage. 

If you surprised the enemy, are currently stealthed and have not been spotted by an enemy this entire encounter, this attack deals double heavy damage. You may move next to an enemy and still qualify as being stealthed and not spotted, provided you use this ability immediately after that movement ends.

Requirements

Target must be marked by Death Mark. One-handed weapons only.

Ability

Secret Art: Bestial Wrath

2 AP3 MP
Range
Sight
Keywords
Secret Art

Your summon gains Bestial Wrath and AP equal to its maximum AP they may immediately use. Bestial Wrath gives +2 Focus and +2 Power and prevents the summon from dropping below 1 HP. This effect lasts for 3 rounds or until the summon is reduced to 1 HP.

Requirements

Can only target your summoned animal.

Ability

Secret Art: Black Hole

2 AP2 MP
Range
60ft
Keywords
Spell,Gravity,Secret Art

You create a Black Hole at a target location within range. When you cast this and when you pay upkeep, all enemies within 120ft of the black hole must make a save or get pulled 20ft towards it.

All enemies within 120ft of the black hole that are moving away from it are considered slowed for that movement.

Upkeep: 1 Mana. Instead of paying upkeep, you may detonate the Black Hole making a Heavy attack against all enemies within 15ft of the black hole.

Ability

Secret Art: Bladestorm

2 AP4 MP
Range
Self

You enter a stance in which you continuously spin your weapon around your body. When activating this ability, you may make a Heavy attack against all enemies within your melee weapon range. While the stance lasts you may make a Heavy attack against all enemies within your melee weapon range at the start of your turn.

You can move while in this stance. If you move close enough to an enemy for them to be within your melee weapon range, you may make a Heavy attack against them.

You can only attack a creature once per round through this ability, regardless of how many times you move closer to them.

Upkeep: 2 Mana, 1 AP

Requirements

Two-handed weapons only. Slashing weapons only.

Ability

Secret Art: Bloody Ritual

2 AP3 MP
Range
40ft

You create a blood tether to all enemies within range, causing them to be Slowed. The tether lasts until the start of your next turn or until they move out of the range of this ability.

At the start of your next turn, the tethers explode, dealing Heavy damage to all tethered enemies as it sucks the life energy from them. For every enemy dealt damage with this ability, you recover 1 Mana or 5 HP (your choice). If an enemy dies while under the effect of the tether but before it explodes, you also gain this regeneration effect.

Ability

Secret Art: Chase the Horizon

0 AP3 MP
SourcesClassNomad
Range
Self
Keywords
Secret Art

You focus on a single enemy and maintain a constant position from them. Whenever the target moves, you may move the same amount as they did (up to your movement speed) away from them for 0 RP. This movement does not provoke attacks of opportunity from the target, but does provoke from other enemies.

 Every time this happens, you may make a Light attack against the target with a ranged weapon. If the target spends multiple AP on a single movement action, you may make an amount of Light attacks equal to the AP they spent.

Lasts until the start of your next turn or until you can no longer see the target.

Requirements

Must be mounted.

Ability

Secret Art: Divine Judgement

2 AP4 MP
Range
Melee Weapon Range

You make a Heavy attack that deals Holy damage against the target. If your target’s HP is lower than the max damage your attack would deal, this attack gains Full Pierce and does maximum damage instead of rolling.

This calculation only involves your base damage (Base weapon damage + the power). Any other effects added to the damage such as Heavy Blade's bonus damage, Anathema on target etc do not affect the calculation and aren't maximized.

An enemy reduced to 0 HP or lower with this ability is immediately killed.

Requirements

Target has your Mark of Justice on them.

Ability

Secret Art: Divine Shield

0 AP
Range
Self
Keywords
Secret Art

Until the start of your next turn, you gain Damage Reduction 1000 against all damage types, but you only deal half damage.

You gain 2 AP.

Must be used as the first action in your turn.

Ability

Secret Art: Dragonslaying Jump

4 AP2 MP
Range
120ft

You Jump up to the target, not provoking any attacks of opportunity, and make a Heavy Attack against it. On damage, the target plummets to the ground taking falling damage as normal. Overcharge: You may spend additional AP on this ability to increase the range by 60ft for every extra AP spent. If this increases the AP cost to more than what you currently have, it gains the Setup keyword.

Requirements

Target must be airborne, polearm only.

Ability

Secret Art: Dynamic Duo

2 AP1 MP
Range
Sight

You challenge all enemies in range until the start of your next turn. Any time you would be allowed to make an Attack of Opportunity, your Soulmate may make it instead. They may Sidestep up to their speed before making each Attack of Opportunity.

Ability

Secret Art: Earthquake

4 AP3 MP
Range
160ft
Keywords
Spell,Earth,Secret Art,Scatter

You make a Light attack that deals Earth damage against all enemies in range that are touching the ground. On damage, they fall prone.

You also make a Light attack that deals Earth damage against all magically created walls and similar inanimate objects created by magic. You deal 10x damage against those targets.

Requirements

-

Ability

Secret Art: Entropic Magic Pulse

1 RP2 MP
Range
200ft
Keywords
Secret Art,Dispel

You send out a wave of energy that disrupts spirit circuits that cancels all temporary magic effects in range. All non-permanent effects within range that are created by an ability with the Spell or Enchantment keyword are affected. Spells that do not have a time limit listed or create a permanent effect such as a Geomancer's fissure are not affected.

Bounded Fields and Secret Arts cannot be removed by this ability.

In addition, artifices cannot be used by anyone except you until the end of your next turn.

Ability

Secret Art: Fan the hammer

4 AP3 MP
Range
20ft
Keywords
Secret Art

You may make 4 Heavy Attacks against the target. Afterwards, the weapon used for this ability cannot be used again until the end of the encounter.

If an enemy reacts to this ability with a Dodge or Block type reaction, that reaction is valid for all 4 attacks.

Requirements

Pistol only

Ability

Secret Art: Gae Bolg

2 AP2 MP
Range
Melee Weapon Range

Make a Heavy attack against the target. Unless your accuracy roll is a 1, your roll is treated as if you rolled a 20 and it gains Sure Hit

It is treated as a critical hit even though it's Sure Hit, unless the target blocks.

Requirements

Polearm only.

Ability

Secret Art: Galaxy Stop

3 AP3 MP
Range
2000ft Radius

You create a space-time anomaly that freezes time itself in a local area for a short while, affecting all but the strong-willed.  All non-heroic units in range cannot take any actions until the end of their next turn.

Ability

Secret Art: Gate of Fate

0 RP1 MP
Range
120ft
Keywords
Divination,Secret Art,Aid
You subvert fate and a bad end, twisting reality into its most fortunate outcome. When a target ally rolls a 1, you can instead change it to a 20.

Requirements

An ally rolls a 1.

Ability

Secret Art: Guiding Shot

2 AP2 MP
Range
Ranged Weapon Range

You may make a Heavy attack against the target. The target may spend 1 RP to avoid the attack. If they do, you may Sidestep them up to 20ft in a direction of your choice and then trigger a Place Trap effect, provided you have at least one set up.

This trap effect does not count towards your per encounter limitation. You may not Sidestep an enemy into a hazard (such as off a cliff or into fire) apart from your trap, unless the target has nowhere else to go.

Alternatively, you may choose to move an enemy into a Bear Trap you set up within the 20ft movement instead of a Place Trap effect. You can only choose one of these two options, not both.

Ability

Secret Art: Jade Skin

0 RP2 MP
Range
Self

You take the Block action against the triggering attack. If you reduce the damage to 0, the attacker becomes Disarmed until the start of their next turn.

Requirements

You are attacked by a Melee attack.

Ability

Secret Art: Life Bet

2 AP
Range
Melee Weapon Range
Keywords
Secret Art

You reduce your HP to 1 and make a Heavy attack against the target. You gain a bonus to the damage roll of this attack equal to the amount of HP you lost through this ability.

If this attack fails to meet the base evasion of the target, the HP you lost is refunded. It still counts as your one secret art use of the fight regardless.

Ability

Secret Art: Life Sacrifice

1 AP
Range
40ft
Keywords
Healing,Secret Art,Aid

You lose HP until your HP reaches 1. Target ally within range recovers that much HP. Any HP that exceeds the target’s max HP becomes temporary HP.

This HP loss cannot be mitigated in any way and ignores temporary HP. This does not trigger effects that would trigger upon taking damage.

Ability

Secret Art: Lightning Field

2 AP3 MP
Range
30ft
Keywords
Lightning,Secret Art,Spell,Upkeep

You conjure a statically charged field around you, applying Static X where X equals your Focus x 3 to all enemies within 30ft of you. Enemies already afflicted by Static immediately take damage equal to 3 + half the static value. While within your Lightning Field, the Static on enemies is not removed at the end of their turn.

This field lasts until the end of your next turn.

Upkeep: You may pay 1 Mana at the start of your turn to repeat the initial effect and extend the duration of the field by 1 turn.

Ability

Secret Art: Lightning Release

0 AP3 MP
Range
Self

You infuse yourself with Lightning and gain Lightning Release until the end of the encounter, allowing you to deal Lightning damage with your unarmed attacks and immediately enter the Heavenly Lightning Stance. While this lasts, you also gain the following benefits: 

  • Your movement speed is doubled.
  • You can make an additional attack when you use Double Punch. 
  • When making an unarmed attack, your critical threshold is lowered by 1 (19-20 base). Whenever you hit with a critical hit with an unarmed attack that deals Lightning damage, the attack arcs to a different enemy within 20ft of the original target. This attack uses the same attack roll and damage, but cannot arc again.

If you ever leave the Lightning Stance, you lose the benefit of this.

Ability

Secret Art: Meteor

2 AP4 MP
Range
120ft

You mark a 30x30ft area and begin summoning a meteor to strike it at the start of your next turn. Those in the area when it lands take Heavy Fire Damage. 

Overcharge: You may spend extra AP on this ability to increase the damage and size of it. For every extra 2 AP spent on it, the size increases by 5ft and the damage increases by your Power. If the Overcharge increases the AP cost to above 4, this ability gains the Setup keyword. You mark the area of this ability when you have finished spending all AP on it and not before. The maximum AP you can spend on this ability is 16 AP.

Requirements

-

Ability

Secret Art: Moving Castle

2 AP2 MP
Range
Self
Keywords
Secret Art,Aura,Upkeep

You project a defensive aura up to 15ft around you, granting all allies (excluding yourself) the Bulwark buff. While under the effects of Bulwark, allies take 3 less damage.

While projecting this aura, you may spend 0 RP to sidestep up to your movement. After you do so, you may not do so again until the start of your next turn.

Upkeep: You must spend 1 mana at the start of your turn to continue this effect.

Requirements

-

Ability

Secret Art: Mushroomize

2 AP
Range
Sight
Keywords
Healing,Spell,Upkeep,Concentration

You fill your target with mycelium from your spore symbiote, removing the Downed state from them and preventing them from entering the downed State while this effect lasts. Removing Spore Symbiote from the target cancels this effect. This effect ends at the start of your next turn unless you spend 1 mana to continue the effect.  When paying upkeep, if the target is below 0 HP, heal the target for your power + 3.

This effect ends if the target’s HP is reduced to negative their maximum HP amount.

You can use 1 RP instead of 2 AP to use this ability.

Requirements

Must be used on your Spore Symbiote target that is in the Downed state.

Ability

Secret Art: Mythical Awakening

No listed cost
Range
Self
Keywords
Secret Art

You channel your power into your mount, allowing it to unleash a devastating attack based on what type of mount it is.

Pegasus: Bellerophon: You Sidestep towards a target within 60ft and make a Heavy attack against it. This attack has Lock-on and costs 1 RP and 2 Mana

Wyvern: Reginliev: You make a Heavy attack against all enemies in a 5ft wide line up to a point within 60ft. You also make a Heavy attack against all enemies within 10ft of the selected point, though enemies can also take an attack from this ability once. This attack costs 2 AP and 2 Mana.

Dragonfly: Darting Mirage: You move at incredible speed and create several illusionary afterimages in your wake. Until the start of your next turn, every attack against you or your mount that is not a critical hit or does not have the Sure Hit keyword  automatically misses. This is an Illusion effect. This ability costs 0 AP and 4 Mana.

All these attacks are made with your mount’s stats instead of your own.

Requirements

Must be mounted on a mount mentioned in the description.

Ability

Secret Art: Override

3 AP3 MP
Range
Self

You make a Heavy attack against all enemies in a line and move through them. You keep moving through enemies until you reach an empty spot you can stand in. If there is no valid end position due to an ally occupying the spot or terrain (such as a wall) being in the way, you cannot use this ability.

Requirements

Must be mounted.

Ability

Secret Art: Perfect Repetition

2 AP
Range
Ranged Weapon Range
Keywords
Secret Art

You may make a Heavy Attack against the target. On damage, on the next turn, you may repeat this attack against the same target using the same accuracy check as the initial attack. You may continue to repeat this attack on subsequent turns until you spend a turn not using this move or if the attack fails to deal damage.

Requirements

-

Ability

Secret Art: Razor Hurricane

4 AP3 MP
Range
30ft

You create a rapid spinning hurricane with a 15x15 size and 50ft in height in the target location. All creatures caught in the hurricane immediately take Wind Light Damage and are pushed out of the Hurricane. Every creature that enters the hurricane immediately takes Wind Light Damage and must succeed at a save against your Potency or be pushed back 20ft. Leaving the hurricane does no damage and requires no save. Upkeep: You must spend 1 Mana and 2 AP at the start of each turn or the spell ends. When you pay this Upkeep, you may move the hurricane up to 20ft. Any creature that comes into contact with the hurricane during this move takes damage and must make a save as if they had entered it.

Requirements

-

Ability

Secret Art: Rewind

0 RP1 MP
Range
Self
Keywords
Secret Art
You rewind time to before your last action. All results based on your last action are reversed- All HP, Mana, AP and RP are returned to how they were. The ability you used in that action is no longer considered used, but this ability is.

Requirements

Can only be used on your turn.

Ability

Secret Art: Shatter

2 AP2 MP
Range
Melee Weapon Range

You make a Heavy Attack against the target using a Blacksmith’s Hammer. If the target chooses to Block the attack, they gain 100 damage reduction against it. If they do, choose one equipped non-divine arms weapon in their hand that has equal or less crafted enhancements than your hammer and destroy that item, giving it the Broken condition.

Requirements

Attack must be made with a Blacksmith's Hammer.

Ability

Secret Art: Shield Wall

1 RP6 MP
Range
20ft
Keywords
Secret Art

You and your allies in range gain Shield Wall, which reduces the damage they take from the triggering attack by 75.

Requirements

Usable when you are the target of an ability that affects an area, using a shield.

Ability

Secret Art: Shock & Awe

4 AP1 MP
Range
40ft
Keywords
Secret Art

You and up to 3 other allies within range gain 3 AP they must spend immediately. On their next turn, they regain 1 less AP.

These AP may not be spent on Setup abilities and normal once per turn ability limitations apply.

Ability

Secret Art: Shot From The Blue

0 RP3 MP
SourcesClassMogul
Range
Self

You recall hiring a sniper specifically for a situation like this. 

The sniper mercenary, off screen, takes a single shot at the target before retreating. You grant the signal, and the sniper fires, dealing heavy damage with full pierce and sure hit to the target. This shot uses the stats from the Sniper NPC, attacking with +6 Accuracy (if relevant) and dealing 4d6+10 damage.

Shot From The Blue does not gain Sure Hit and Full Pierce against targets with Instinct.

If the target is a grunt, kill them instantly.

Requirements

Target is outdoors or reasonably visible from outdoors. Costs 500 Clim to use.

Ability

Secret Art: Skeletal Champion

4 AP2 MP
Range
40ft

You drain the surrounding area of energy and form a skeletal champion until the end of the encounter. (Stats can be found in the Monster page)

This champion takes 2 of your summon limit. Any zombies you had active when you summoned this are instead converted into temporary HP for the champion at a rate of 5 HP per zombie.

The champion acts after you on the initiative, but cannot take AP actions on the turn it is summoned.

Upkeep: 2 AP

Overcharge: You may spend 5 mana to give your summon the ability to act on the turn it is summoned.

Ability

Secret Art: Spectrum Blade

1 AP2 MP
Range
Self

Until the end of the encounter, you enchant your weapon with every single element. When using Elemental Strike or Elemental Sweep, you may choose which effect you want regardless of the damage type your attack deals. When you deal damage, you apply the damage type that would deal the most damage.

In addition, your weapon gains a +1 Power bonus until the end of the encounter. If it already had a +1 Power bonus through an enchantment, this bonus is instead increased to +2.

If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.

Ability

Secret Art: Spirit Stigma

0 AP
Range
60ft
Keywords
Secret Art,Spell,Dark

You stigmatize the targets spirit, they are inflicted with Spirit Stigma until the start of your next turn. A target with Spirit Stigma counts as a willing ally for your Eremancer abilities and damaging them fulfills the Malevolent  Phantasm requirement.

Ability

Secret Art: Summon Eidolon

No listed cost
Range
30ft

Your contracted Eidolon hears your call and sends a proxy of themselves to fight for you.  The Eidolon called and the costs are dependent on your attunement.  Lasts up to 5 minutes.  You must pay the upkeep cost under the Eidolon’s Summon Skill or the Eidolon vanishes.

Unless the summon has a skill that says otherwise, a summon acts after you on initiative, but cannot act the round it is summoned, except for RP actions.

Overcharge: You may spend 5 mana to give your summon the ability to act on the turn it is summoned.

Ability

Secret Art: Surge of Elements

4 AP3 MP
Range
120ft

You channel all masteries of the elements and fire a barrage of elemental bolts at the target.

You make 7 light attacks, doing Arcane, Fire, Water, Frost, Wind, Lightning and Earth damage respectively.

Overcharge: You may spend one more mana to make additional Light attacks, one that does Holy damage and one that does Dark damage.

Ability

Secret Art: The Grand Theater

4 AP3 MP
Range
40ft
Keywords
Secret Art

All allies within range may sidestep up to their movement speed.

You may Sidestep all enemies within range up to their movement speed.

After all targets have moved, everyone that was originally in range of this ability immediately gains 2 AP they must spend on attacks against other creatures if possible. 

Ability

Secret Art: Titan Blade

2 AP4 MP
Range
40ft

You greatly increase the size and weight of your weapons, then slam them down in a direction. You make a melee Heavy attack against all enemies in a 15ft wide line up to the range. On damage, a target is knocked prone.

 

After the initial hit, a shockwave follows. You make another Heavy attack against any enemy still in the original line’s range. This second attack has the Sure Hit and Full Pierce qualities against a prone target.

Requirements

Must be wielding two Two-Handed melee weapons.

Ability

Secret Art: Transmute Proto Armatae

2 AP4 MP
Range
Self
Keywords
Secret Art

You touch the ground, transmuting a Proto Armatae of your own design.  The Proto Armatae lifts you up and immediately encases you into its cockpit.   The Proto Armatae is 15ft tall and is a large creature that occupies a 15ftx15ft space.  All creatures and moveable objects surrounding the Proto Armatae are pushed back away from its zone of control in a burst of steam.  The Armatae also gains a temporary shield with 20 HP that disappears at the start of your next turn.

You must use your own actions to cause the Proto Armatae to move and attack.  You can eject from a transmutation hatch on the top at the center of the Proto Armatae for 1 AP, in which the Proto Armatae stops functioning.  When you re-enter you must close the hatch for 1 AP before the Proto Armatae functions again. 

The Proto Armatae has health equal to 15 + 5x Focus and it uses your AP and RP for actions.  You can channel your Transmuter abilities through the Proto Armatae, and Transmute Weapon can create a giant sized weapon for the Armatae to use.

You may also spend 1 RP to use this ability instead of the AP cost.

Only usable once.  You regain the use of this ability when you gain an Interlude Point.

 

Proto Armatae

HP: –

Evasion: 9/19

Guard: 4/14

 

Mini Transmutation Cannon (Right Arm)

Cost: 0 AP

Range: 40ft

Description:  Fires a mini transmutation cannon of deconstructive energy making a light attack against a target.  Doesn’t provoke attacks of opportunity.

 

Humanoid Gripper (Left Arm)

Description: Humanoid Gripper can make all basic attacks. It is proficient in any transmuted weapon it holds. Its regular melee attacks deal physical damage and any transmuted weapon it wields gains the benefit of that weapon category.

Ability

Secret Art: Unholy Strength

2 AP3 MP
Range
Self

You Gain Unholy Strength which grants +2 Power and Focus. While Unholy Strength is active your attacks/abilities that use your melee weapon to deal physical damage inflict Dark Damage instead and your Bone Armor will not break from damage. 

Upkeep: 1 Mana.

Ability

Secret Art: Whirling Death

0 AP3 MP
SourcesClassGunfu
Range
Self

You enter the Whirling Death stance, spinning wildly and shooting at enemies within range. While in this Stance you may spend 2 AP to make a basic Light Attack with a pistol against all enemies within 20ft.

When you kill an enemy or make them enter the downed state from with this attack, you may repeat the attack.

The Stance lasts until you enter a different Stance or until you make an attack that is not tied to this ability.

Ability

Secret Art: Whiteout

1 RP1 MP
Range
2500ft radius on self
Keywords
Encounter Start,Frost,Spell,Upkeep,Concentration,Secret Art

You create a sudden snowstorm that obscures sight, creating difficult battle conditions. 

Attack accuracy for all affected units is reduced by your Focus and sight range is reduced to 60ft. A creature can only target something within their sight range.

You and creatures with Frost Immunity are not affected by this ability.

You may activate this ability as an Encounter Start action during the Encounter Start phase of an encounter. If you do, you do not pay the RP or initial mana cost.

Upkeep: You must pay 2 mana at the start of your turn or the effect ends at the end of that turn.

Ability

Secret Art: Within This Ink, The Perfect Answer

0 AP
Range
Special

You draw and immediately use a special talisman.

This talisman may have any spell in the base game on it (meaning it’s on the website), though it cannot be a secret or esoteric art. Any costs for this spell must be paid as normal. You must pay the required calligraphy units as if you made the spell yourself. If you can’t pay the required amount, you go into ‘debt’. While in debt, you cannot create any more talisman or use this ability.

To clear the debt, you must pay the required amount of calligraphy units at any point.

After you use this ability, you cannot do so again until the end of the arc.

Ability

Secret Talisman

Special Other
Range
Special
Keywords
Special

You use a talisman you possess that contains a Secret Art. This functions like using a normal talisman. You may only use this once per encounter. Does not count towards your Secret Art usage for this encounter.

Requirements

Special

Ability

Seismic Shove

1 AP1 MP
Range
80ft
Keywords
Spell,Earth

You make a Light attack that deals Earth damage against the target. On damage, you may push the target 5ft in any direction.

Ability

Selective Casting

0 RP1 MP
SourcesClassSage
Range
Self
Keywords
Circuit

For the next Spell you cast, you may choose to have it not affect a number of targets you can see equal to your Focus.

Only affects spells with an instantaneous effect (excluding setup things). Lingering spell effects such as Glittershards cannot be used with Selective Casting.

Requirements

-

Ability

Send To Armory

2 AP1 MP
Range
Touch
Keywords
Spell

You touch an item not held or carried by another creature and immediately teleport it to your Dimensional Armory into an unoccupied space (if there is room).  If there is no space the spell fails.  Some magic items can be rejected by the dimensional armory.  Living creatures cannot be teleported into the Dimensional Armory.

OverchargeYou spend 1 minute instead of 2 AP, reducing the mana cost by 1.

Requirements

You have a Dimensional Armory active.

Ability

Sense Magic

1 AP
SourcesClassMage
Range
60ft radius centered on self
Keywords
Sensory, Spell
You can detect active magical effects that aren’t hidden within range. Hidden magical effects may require a Perception or Insight check.

Requirements

None

Ability

Serene Water Stance

0 RP1 MP
SourcesClassMonk
Range
Self
Keywords
Stance

You enter the Serene Water Stance. While in this Stance, you gain a +3 bonus to your evasion and you may move 5ft everytime an accuracy check against you misses. This movement does not provoke attacks of opportunity. This Stance lasts until you enter a different Stance, you use the Block action or until you move, with the exceptions of this ability and movement abilities with the Unarmed Strike keyword. Making an attack does not cancel this Stance.

Requirements

An attack against you misses.

Ability

Shade Form

1 AP2 MP
Range
Self
Keywords
Shadow,Stealth

You become like a shade becoming near weightless and gaining the ability to pass through spaces occupied by other creatures. You can also slip through small cracks in walls or doors, as long as they are at least 1inch wide and tall. Upkeep: You must pay 2 mana at the start of each turn or this ability ends. During the night, the mana cost and Upkeep of this is reduced by 2.

Requirements

-

Ability

Shadow Cloak

2 AP2 MP
Range
Self
Keywords
Shadow,Stealth

You cloak yourself in Shadows, giving you a +5 bonus on Stealth checks for 1 hour or until end of encounter. It also allows you to hide even when not behind cover or concealment. During the night, the mana cost of this is reduced by 2.

Requirements

-

Ability

Shadow Counter

2 AP1 MP
Range
Melee Weapon Range

You prepare a powerful heavy attack against a single enemy. This attack deals extra damage based on half your missing health.

If that enemy provokes an AoO while you are charging this ability, you may immediately use this ability as if you finished charging it.

Requirements

Must be in Inexorable Shadow Stance.

Ability

Share Armor

1 RP
Range
30ft
Keywords
Aid

Your ally may treat their guard and block as if they were wearing your armor and shield until the end of the current creature’s turn. If multiple creatures of the same type move on the same initiative, it lasts through all of their turns.

Any temporary increases to the guard/block of this armor (such as through reinforce armor) is not transferred over. Any increases from armor plates or cloak are also not carried over. (But the target's own plates or cloak may apply.)

Requirements

Must be wearing armor.

Ability

Shared Defense

No listed cost
Range
120ft

Your mount (the last mount you were riding on this arc) may use your defenses instead of its own while within range. In addition, you may spend RP for it while dismounted if your mount is in range.

Requirements

Must be dismounted.

Ability

Shatter

3 AP
SourcesClassBard
Range
30ft
Keywords
Sound,Scatter

Every enemy within range must make a save against your Potency or take Light Damage. Any unattended objects made of glass or a similar vulnerable material also shatter.

Ability

Shatter Time

No listed cost
Range
Self
Keywords
Encounter Start

For this encounter you may act during different parts of a round. When you end your turn with AP remaining, you may choose to act immediately after another creature ends their turn. You do not regain AP or RP and these extra actions are not considered turns. You may take these extra actions multiple times during a round, provided you have AP remaining.

You cannot use Setup abilities or abilities with the Active keyword during these extra actions.

Requirements

-

Ability

Sheet Ice

1 AP
Range
120ft
Keywords
Frost,Spell,Upkeep
You freeze the ground in a 20x20 area, creating difficult terrain that lasts until the end of your next turn. You may use 1 mana per instance of this spell to continue the effect until the end of your next turn.

Requirements

-

Ability

Shelter

1 RP
Range
5ft

The attack targeting your VIP instead targets you. You may use this even if you’re also a target of the attack and both attacks will resolve against you. You also gain the benefits of the Block action against the triggering attack.

Requirements

Your VIP is the target of an attack.

Ability

Shield Burst

1 RP
Range
40ft
Keywords
Spell

You heal the target for an amount equal to half the temporary HP they have, then all temporary HP on them is removed. All enemies within 5ft of the target must make a save against your Potency or be pushed back 10ft.

You may use 1 AP instead of 1 RP for this ability.

Requirements

Target must have temporary HP that cost mana to apply or was applied by a Shieldwarden or Veilguard ability. This temporary HP must have been applied by you.

Ability

Shield the Fallen

0 RP
Range
30ft
Keywords
Aid

You give the ally temporary HP equal to the damage they would take from the attack.

Requirements

Downed ally takes damage from an attack.

Ability

Shieldcrusher

2 AP1 MP
Range
Melee Weapon Range
Keywords
Broken

You make a Heavy attack against the target. If they Block against this attack and are wielding a shield or greatshield, that shield becomes Broken.

Requirements

Two-handed weapons only.

Ability

Shooting Form

0 AP
Range
-
Keywords
Rapid

You transform a melee weapon you’re holding into a Wand Channeling Weapon or return a transformed weapon back to normal. While transformed, the weapon keeps any relevant enchants and functions exactly like how a wand would. You are considered proficient in this wand, even if you normally wouldn’t be and can fire Arcane Elemental shots with it, even if you normally wouldn’t be able to.

Lasts until the end of the encounter, for 5 minutes or until the weapon leaves your possession.

Requirements

-

Ability

Silentium

2 AP1 MP
Range
Weapon Range
Keywords
Combo,Holy

You infuse a light thrown weapon with Sacred Power and Light Attack the target for Light Holy Damage. On damage the weapon disrupts the target’s magic circuits, breaking concentration and preventing the target from using abilities with the Spell keyword. The lodged weapon can be removed for 1 RP or 2 AP, removing the disruption. Combo: If used after Eagle’s Hunt, reduce the AP cost to 0 from 2.

Requirements

One-handed Thrown Weapon or Sets of missiles Only.

Ability

Single-Minded Fury

0 AP
Range
Sight
Keywords
Quick

You choose a single enemy as the target of your Single-Minded Fury. Your movement speed is doubled when moving towards your target plus you gain immunity to Slowed and difficult terrain. You also gain immunity to any mind-affecting effect that would prevent you from chasing or attacking your target. You gain a 1d4 bonus to accuracy rolls against that target, but suffer a 2d4 penalty to accuracy rolls against any other target. This effect lasts until the end of the encounter or until the target falls to 0 HP or lower.

Requirements

In Rage Stance, ability is not already active.

Ability

Singularity Collapse

1 AP1 MP
Range
60ft
Keywords
Spell,Gravity

You target a 25x25 square and all creatures within that square must make a save or be pulled 10ft towards the center.

Ability

Siphon Material

No listed cost
Keywords
Interlude,Errand

Errand. You siphon the alloyed material from an item if possible, removing the effects that the original item would’ve had. If you cannot remove the effect then the skill fails. 

You remove the alloy and regain its original form, while also maintaining the form of the item minus the effect. The special material is retrieved in raw units.

Ability

Siren Song

3 AP
SourcesClassBard
Range
60ft
Keywords
Song, Sound

All enemies in range must make a save against your Potency. If they fail, they may only spend AP on their next turn to move closer to you using the most direct path possible and cannot make attacks before that. To move closer, they may take actions that would help in getting closer such as standing up from prone or using fae flash. 

If this path leads them through an obviously harmful hazard such as off a cliff, they are no longer affected by this ability. Otherwise, this ability lasts until they are within 5ft of you or until they take damage. While playing this Song, you can take no other actions. Taking any other action cancels the Song, immediately freeing all enemies from its effects. A creature can only be affected by this ability once per encounter.

Requirements

-

Ability

Skydive

2 AP
Range
Special
Keywords
Jump

You target an enemy below you, no more than 5ft away from you horizontally. You then immediately dive down to that target, making a Heavy Attack against them. You deal an additional point of damage for every 10ft you fell before making the attack, up to 10 extra damage.

Requirements

Must be airborne, polearm only.

Ability

Slam

1 AP
Monster use2exact-name match
Range
Melee Weapon Range

You attack a single target for Light Damage. On damage, the target is moved 5ft away from you if they are a Grunt or if your Power is higher than theirs, in addition the target must be no more than one size larger than you.

You may spend 1 Mana to ignore the Power requirement.

Requirements

-

Ability

Slide & Shoot

2 AP
SourcesClassGunfu
Range
Ranged Weapon Range

You slide forward up to 20ft towards your target. This movement does not provoke attacks of opportunity and you may pass through enemy space while moving. At the same time, you may make a Light Attack with your pistol against the target at any point during this movement.

Your next ability gains Combo: If this attack is an unarmed attack, its AP cost is reduced by 1.

Requirements

Pistol only.

Ability

Slime Body

1 RP
Range
Self

You gain Slime Body, which gives Damage Reduction 100 against physical damage against the next attack.

Requirements

-

Ability

Slow

1 AP
Range
60ft
Keywords
Spell,Slow

The target is slowed until the start of your next turn unless the target pays 1 RP to resist this effect.

Ability

Snack Time Everyone!~

2 AP1 MP
SourcesClassMaid
Range
Self
Keywords
Upkeep

You present a tray of refreshing Health and Mana snacks to your allies. All allies within 5ft of you may spend 0 RP to eat a snack.

Health: The ally may spend 2 Mana to heal for 15 HP.

Mana: The ally recovers 1 Mana. This counts as a character’s one food for the day and a character cannot benefit from this ability if they already had food. Does not count as a meal for the purposes of fending of starvation.

You keep the tray of snacks up for 1 turn and a character walking within 5ft of you while it’s up may also spend the 0 RP to eat a snack. 

Allies may also spend 0 AP to eat another snack. They can do this once per turn.

Upkeep: 1 Mana, you keep the tray up for an additional turn.

Requirements

At least 1 hand free

Ability

Snap Shot

1 AP
Monster use1exact-name match
Range
Ranged Weapon Range

You may make a Heavy Attack against the target with a ranged weapon or a thrown weapon. You do not add your Focus to the accuracy roll.

Requirements

-

Ability

Snap Shot II

0 AP1 MP
Range
Ranged Weapon Range

You may make a Light Attack against the target. You do not add your focus to this roll.

Requirements

-

Ability

Snatch

0 RP
SourcesClassThief
Range
5ft
Keywords
Stealth
You may use this when a target in range uses the interact with object action. If you can hold the object the target is interacting with in one hand, you steal it from them. Any AP they may have spent on their action is not refunded to them.

Requirements

At least 1 hand free.

Ability

Solar Radiance

No listed cost

You shine brightly like the sun in a 60ft radius around you. You cannot turn this off, but you can lower the range to just 5ft. This light counts as sunlight, though any negative effects a creature suffers from it are halved. It also counts as bright light for creatures weak to light.

Ability

Soul Absorption

0 AP1 MP
Range
20ft

You make a Light Attack against a willing target that deals Light Dark damage. Your next Dark type Spell or Attack other than Soul Absorption gains extra damage equal to damage taken by the target. (Does not stack)

Ability

Soul Strike

0 AP
Range
60ft

After landing a killing blow, you can use Soul Strike once on that target.  If they are still at 0 HP or less, you raise an orb of divine energy out of the target, killing them instantly.  You then use that orb against a second target, making a light attack that deals dark damage.  It is possible to use Soul Strike while in Cat Form. Overcharge: You may spend 1 extra AP to instead make a heavy or precise attack.

Requirements

You land a killing blow.

Ability

Soulreap

2 AP1 MP
Range
Melee Weapon Range
Keywords
Killing Blow

You may make a Heavy Attack against the target. On Killing Blow, you instantly kill the target and immediately cast Raise Undead on the target for 0 AP.

Requirements

-

Ability

Speak with dead

1 MP
Range
-
You attempt to communicate with the soul of a person who has died recently. This requires you to perform a ritual that takes an hour, that must be performed next to the corpse or where the person died. You must be aware of the identity of the person you’re trying to contact. Finally, you must have a tool such as an ouija board that allows the spirit to communicate with you. Even if the ritual succeeds, the spirit is not forced to answer your questions if hostile to you or it might answer in cryptic ways.

Requirements

Special

Ability

Spear Charge

-1 AP
Range
Self

You may spend 2 or 4 AP on this ability and move as though you had spent that AP on movement. After you finish moving, you may spend half of the AP you used on this ability on a single Light or Heavy attack.

For every 10ft moved, this attack gains +1 damage up to a maximum of +10.

If you spent 4 AP on this ability, you may also choose to use Wild Thrusts instead of making a Light or Heavy attack. These attacks only gain the damage bonus listed above for the initial attacks (and not the constant attacks of opportunity) and Wild Thrusts mana cost is reduced to 0 if used in this way.

Requirements

Polearm only.

Ability

Spellblade's Preparation

No listed cost
Range
Self
Keywords
Enchantment,Encounter Start

You unsheathe your weapon and enchant your weapon with an element you've mastered. Your weapon now deals the chosen element’s damage instead of its normal damage.

If you are not holding the enchanted weapon at the start of your turn, your weapon loses this benefit.

The weapon gains a +1 Power bonus to attacks until the end of the encounter.

Ability

Spellsteal

2 AP-1 MP
SourcesClassThief
Range
5ft

You attempt to steal an effect from the target, removing it from the target and applying it to yourself for the same duration, provided you meet the requirements (if any). You must pay mana equal to the effects original mana cost. Effects granted through stances, transformations and permanent effects cannot be stolen. After stealing an effect, you can’t use this again until the stolen effect has ended. The stolen effect also cannot be re-applied on the target until it has faded from you. You must have seen the effect be applied or otherwise identified an effect before you can steal it.

Requirements

-

Ability

Spellstrike

No listed cost
Range
Melee Weapon Range

You choose an ability with the Spell keyword that you can use. You make a melee attack against a target in range for the same AP and mana as the Spell

Your attack functions like the chosen Spell does, but does not provoke an Attack of Opportunity and is not treated as casting a Spell (meaning it can be used while Raging and Anti-Spell effects don't work). If the chosen spell was an AoE effect, the target point would be the target you strike with the spell. The requirements for applying any effects remain the same. 

The spell you chose cannot be used again in the same round like normal, and if used with Secret Arts it counts as your Secret Art use for that encounter.

Only works with Spells that are attacks.

Requirements

-

Ability

Spider Climb

No listed cost

You do not suffer any penalties from moving across webs, either natural or created through magic or items. You may climb up walls without using any tools or making any checks at half your normal movement speed and can remain attached to the wall.

If you take any action other than moving or climbing, you become vulnerable to be knocked off the wall you're climbing until the start of your next turn. When you take damage, you slide down 20ft. If you are hanging on a ceiling or similar surface, you instead fall down from it falling prone and taking fall damage as normal.

Ability

Spike Field

2 AP1 MP
Range
30ft
Keywords
Spell,Earth,Upkeep

You create a 20x20ft field of spikes. Any creature moving more than 5ft per movement action across it takes full pierce damage equal to your Focus for each 5ft they move across the field.

If the movement through it was forced movement, you only take the damage once.

Lasts until the start of your next turn.

Upkeep: 1 mana, extends the duration of the spike field by 1 turn.

Ability

Spiked Armor

1 AP1 MP
Range
Self
Keywords
Counter

Until the start of your next turn, the spikes on your armor and shield reflect damage when you are attacked. When an enemy hits you with a melee attack, they take 4 full pierce damage.

Requirements

Must be wearing armor and/or a shield.

Ability

Spirit Circuit Crash

2 AP
Range
45ft
Keywords
Block Crush

You send a wave of magic energy onto the target, afflicting them with Spirit Circuit Crash— jamming their Spirit Circuits.  The target cannot use Secret Arts or any abilities that require mana until the end of their next turn.  The target may choose to take damage equal to your heavy attack damage to cancel this effect.

You can cast this through a creature affected by Mind Connection.

Ability

Spirit Jump

0 AP2 MP
Range
Self

You and your mount jump up to 60ft vertically straight up into the air.  You can additionally move 5ft horizontally afterwards.  Unless your mount can fly, you automatically land straight down from your position at the end of your turn or for 0 AP, this falling movement does not provoke attacks of opportunity and you do not take fall damage from it.  You cannot make any non-teleport movement actions while in the air, but can still take other actions (such as attacking) while airborne.

You may trade height to move horizontally as part of the initial jump, moving 5ft horizontally as part of the jump in exchange for 5ft of height. You may move up to 40ft extra horizontally with this.

Instead of spending mana, you may instead spend a minute preparing this ability before activating it. When you do, this ability costs 0 mana.

Requirements

Must be mounted.

Ability

Spirited Bravado

No listed cost

When you are under the effect of Tipsy, you gain a Spirited Bravado which grants +1 Power.

Ability

Spiritual Reading

0 AP1 MP
Range
120ft
Keywords
Analyze

You are able to check the aura of a creature or object within range. 

If you check a creature, you can see whether a creature is non-heroic, weaker than you, around the same as you, stronger than you or much stronger than you. The GM may also give you their Spirit Core value if it has one. You also are aware if someone is concealing their spirit core level, but can’t get an accurate reading of their strength if they are. In addition, you are able to see their mana % until the end of the encounter.

If you check an item, you can determine whether it’s magical in nature. If it is, you may immediately make a Magic check against it to determine its effect as if you were using Decipher Magic with a +5 bonus.

Ability

Spiritual Sync

0 AP-1 MP
SourcesRaceYoukai
Range
Self
Keywords
Rage

If you paid mana for this ability, you gain Temporary HP equal to 8X. Any Temporary HP from this ability remaining after the encounter conclusion phase is turned back into mana at a ratio of 8 Temporary HP to 1 mana.

You may instead pay HP for this ability. If you do, you gain 1 Temporary Mana for every 8 HP you spend. You cannot spend more HP than you currently have. Any Temporary mana is lost at the encounter conclusion phase.

You may spend a maximum of 3 mana or 24 HP on this ability.

Once you use this ability, you may not use it again until after an encounter conclusion phase.

Ability

Spore Burst

2 AP
Range
5ft
Keywords
Earth,Spell

You create an explosion of spores in front of you. Make a Heavy Attack against the target that deals Poison damage. Afterwards, knock back the target 5ft and knock yourself back 5ft. This Spell does not trigger attacks of opportunity.

Ability

Spore Symbiote

0 AP
Range
60ft
Keywords
Quick
You send a Spore Symbiote to an ally or yourself. The Spore Symbiote lasts until the end of combat, or you move it to another target (You can only have one Spore Symbiote active at a time). If the host of Spore Symbiote moves more than 240 feet away from you, the Spore Symbiote ends.

Requirements

-

Ability

Squadsight

0 RP1 MP
SourcesClassScout
Range
300ft

An ally that can see or hear you within range may use your Perception score until the start of your next turn. They may also see from your position rather than their own and they may calculate their ranged weapon range (but not LoS) from your position instead of their own. This new range may not exceed twice their normal range.

Ability

Stab & Throw

3 AP
Range
Special

You may make a Heavy Attack against a target in melee range. You may then use the same weapon to Heavy Attack a different target within your ranged weapon range or thrown attack range. This second attack does not provoke attacks of opportunity from the target of your first attack.

Requirements

Throwing Weapon, Set of Missiles or Thrown attack only.

Ability

Stable Foundation

No listed cost

Make a crafting check, afterwards all future crafting dice for this session cannot roll below a 3.

Requirements

Must be the first crafting dice in a crafting session. Costs 1 Crafting Dice

Ability

Staggering Slice

1 AP1 MP
Range
Melee Weapon Range
Keywords
Stagger

You make a Light attack against the target. On damage, you inflict Stagger 1 until the end of your next turn..

If you're under the effects of Exposing Edge, you inflict Stagger 2 on damage instead.

Requirements

One-Handed weapons only.

Ability

Stalks of Comparison

1 Strike Dice Other

Make a gathering check and apply it to either Node Points or Lucky Points. If the result of this check (before bonuses) is higher than your previous roll this session, gain a bonus to the result equal to your Foraging skill (max +10).

Requirements

Costs 1 Strike Dice

Ability

Stardust Reverie

2 AP1 MP
Range
60ft
Keywords
Spell,Celestial,Upkeep

Declare a distance up to the range of this spell. You create a celestial dome at that range from you that harm those that pass through it.

Until the start of your next turn, whenever a creature willingly enters that distance from you, you may make a Light attack against them that deals Arcane damage. You may choose to spend an RP before making this attack to make it a Heavy attack. A character that Sidesteps or Teleports through your stars does not provoke this attack.

Upkeep: 1 mana. When you pay the upkeep cost, you may change the distance of the stars.

Ability

Starfall

2 AP
Range
360ft
Keywords
Spell,Celestial

You target a 25x25 square within range. On the start of your next turn, 4 stars fall down in the area.

At the start of your next turn, you make 4 light attacks that deal Arcane damage, evenly divided amongst enemies in the area. If there are less enemies than stars, you may hit an enemy more than once (though you must still attempt to hit each enemy an equal amount of times if possible).

Ability

Stasis

2 AP
Range
40ft

You put a Grunt level character or any willing ally into Stasis until the start of your next turn. While in Stasis, they cannot be affected by any ability, attack or anything similar but they also cannot take any actions.

Ability

Static Discharge

2 AP2 MP
Range
40ft
Keywords
Lightning,Spell

A single target in range must make a save or the Static stacks on them immediately discharge, triggering the Static effect as though it was the end of the target’s turn.

Whether the target succeeds at or fails the save, they lose all Static charges.

Requirements

The target must be afflicted with Static you applied.

Ability

Statue Form

4 AP
Range
Self

You turn yourself into a statue, petrifying yourself and the items on you. While in this mode, you gain a +5 bonus to your guard but cannot take any actions except Block. You may leave this mode by spending 0 AP.

You may rest as normal while in this form. While staying in this form, you do not need to eat.

You gain a +10 bonus to your Deception for convincing others that you are just a statue.

Ability

Status Assessment

0 AP
Range
Sight
Keywords
Analyze, Quick,Stealth

You can assess the approximate HP percentage of a unit until the end of combat. (The DM should enable health bars for the unit). You can also determine which parts of a creature can be targeted and destroyed, if any.

Requirements

-

Ability

Status Assessment II

0 AP
Range
Sight
Keywords
Analyze,Quick,Stealth

You can assess the approximate HP percentage of a unit until the end of combat. (The DM should enable health bars for the unit). You can also assess any damage type weaknesses and strengths that the enemy has at the current time. You can also determine which parts of a creature can be targeted and destroyed, if any.

Requirements

-

Ability

Status Assessment III

0 AP
Range
Sight
Keywords
Analyze,Stealth

You can assess the approximate HP and RP percentage of a unit until the end of combat. (The DM should enable health bars for the unit). You can also assess any damage type weaknesses and strengths that the enemy has at the current time. You can also determine which parts of a creature can be targeted and destroyed, if any.

Requirements

-

Ability

Steadfast Earth Stance

0 AP1 MP
Range
Self
Keywords
Stance

You enter a stance that grants you the toughness of the earth. You gain a +2 bonus to your guard and a +6 bonus to your Block.

This stance lasts until you enter a different stance.

Requirements

Not wearing any armor (including armor plates)

Ability

Steady Craft II

No listed cost

You add a crafting check to the item. The crafting dice is automatically a 7.  

Requirements

1 Crafting Dice.

Ability

Steady Ground

1 RP
Range
60ft
Keywords
Aid

The target gains Immovable until the start of their next turn.

You may also use this for 2 AP instead.

Requirements

The target must be touching the ground.

Ability

Steady Stance

0 RP1 MP
Monster use1exact-name match
Range
Self

You enter a Stance in which you become Immovable unless the enemy has more Power than you. If they do, you may pay an additional mana to retain the effect against them for that turn if they would prone you or knock you back.

This stance lasts until you enter a different stance.

Requirements

-

Ability

Steal Heart

2 AP1 MP
Range
40ft
Keywords
Spell,Charm,Mind Affecting,Stealth

The target must make a save or become Charmed until the end of the encounter.

If you use this on a Grunt level enemy and you charm them, you may choose their actions when it's their turn in addition to Charm’s normal effect.

You may only have 1 target charmed at the same time.

Ability

Steal Time

1 AP1 MP
Range
Melee Weapon Range

You may make a Light Attack against the target. On damage, you inflict Time Stolen, which lowers their Initiative by 1 and you gain Stolen Time, which increases yours by 1. This effect can stack both on you and on enemies.

Requirements

-

Ability

Steel Aura

0 RP2 MP
Range
Self
Keywords
Aura,Rage,Circuit

You gain Steel Aura, granting you 3 additional guard, but you can no longer use any RP actions besides Block and actions with the Rage keyword. You can end this effect at any time for 0 RP. This effect ends at the start of your next turn.

Ability

Stolen Power

-1 AP
Range
60ft
Keywords
Spell

Make a Light (1 AP), Precise (2 AP) or Heavy (2 AP) attack that deals Arcane damage against the target. You use their Power for the damage calculation.

This spell does not provoke attacks of opportunity.

Ability

Stolen Skill

1 AP
Range
40ft
Keywords
Spell,Stealth

You may name one skill (such as perception, athletics) and force the target enemy to make a save against your Potency. On failure, you steal their skill points spent into the skill until the end of the encounter or for 1 minute. You gain their skill points they have in that skill to your skill while they lose all of theirs.

Only affects skill points spent, not any other bonuses from abilities or stats.

Can not be used on artisan and gathering skills.

You may only have 1 instance of Stolen Skill active at the same time, but you may choose to drop your current stolen one for 0 AP.

Ability

Stoneskin

No listed cost

You gain Stoneskin, which grants +1 guard and +4 block, but also -2 evasion and dodge.

Ability

Store/Consume Item

0 AP
Range
Self
You store a consumable item within your body, this item still counts towards weight limits. Without needing to equip the item, you can consume an item to gain its effects.

Requirements

-

Ability

Strengthening the Bond

0 AP1 RP
Range
5ft

You swap places with a willing ally. This movement does not trigger any attacks of opportunity. You cannot use this ability if it causes an ally unit to occupy an invalid space. Before or after the swap you can take a 5ft step, but the swap must occur.

You may spend either 0 AP or 1 RP to use this ability.

Requirements

A willing ally is within 10ft range.

Ability

Stygian Screen

2 AP1 MP
Range
30ft
Keywords
Spell,Dark,Concentration

You create a wall of darkness that is 20ft long, 5ft wide and 10ft high. This wall must be a straight line.  This wall blocks line of sight. Targets inside of the wall can only see 5ft away

Ability

Summon Animal

1 AP
Range
40ft
Keywords
Summon

You summon a randomly chosen animal to a location you can see within range. The summon does not act by itself, but you may spend AP to make it act. The AP cost for these actions is the same as they would be for you taking the basic actions. (Example, you can spend 2 AP to make the summon do a Heavy attack).

The summon also gains access to the abilities the summoned creature normally has. The costs for these have to be paid by you, same as they would be for basic actions. Any attacks it makes are made with its own stats. When an animal summoned through this ability dies, you cannot use this ability again until the end of the encounter. You can undo the summoning manually for 0 AP.

The pool of creatures that can be summoned is the following: Wolf, Boar, Giant Spider.

Ability

Summon Lesser Eidolon

No listed cost
Range
30ft

Your contracted Eidolon hears your call and sends their minions to fight for you. The summon called and costs are dependent on your attunement. Lasts up to 5 minutes. You must pay the upkeep cost under the Summon’s Summon Skill or the Summon vanishes.

Unless the summon has a skill that says otherwise, a summon acts after you on initiative, but cannot act the round it is summoned except for RP actions.

Ability

Summon Piece

1 AP
Range
60ft

You summon a Pawn puppet under your control. It (and other puppets from this class) have HP equal to 20 + Focus, no evasion and no guard. These puppets are not living targets and are generally treated as structures rather than creatures.

They last until the end of the encounter.

Overcharge: You may spend extra mana to summon the following puppets instead:

1 Mana: Knight or Bishop

2 Mana: Rook

3 Mana: Queen

Ability

Swallow Acrobatics

0 AP
Range
Self

Your next movement before the end of your turn does not provoke attacks of opportunity.

Requirements

Can be used after you make a melee attack while flying.

Ability

Swap

1 AP1 RP
Range
20ft
Keywords
Rapid,Teleport

You Swap positions with a chosen willing ally or any non-heroic enemy.

You may use either AP or RP for this ability. You don't need to pay the cost of both.

Ability

Sweeping Stance

2 AP1 MP
Range
Self
Keywords
Stance

You enter a stance in which you spin your weapon around in a circular motion and lash out against any enemy that approaches. When an enemy enters your weapon’s range you may make an Attack of Opportunity against them. An enemy moving while already being in your attack range does not provoke. Your weapon's range for these attacks of opportunities is increased by 5ft (This does not affect your normal threaten range).

The stance lasts until you make an attack that isn’t an Attack of Opportunity.

Requirements

Two-handed weapons only.

Ability

Sweet Dreams

No listed cost

As a rest action, you may choose an ally other than yourself to heal for 5 + Toughness after their rest has finished.

Doesn't stack with Medical Kit.

Ability

Swift Wind Palm

1 AP1 MP
Range
Melee Weapon Range

You make a Light attack against the target. On damage, the target is knocked down 30ft or until they hit the floor (on top of any other height loss from being hit while flying) and you may Sidestep next to them afterwards. 

A target knocked down on to the ground with this ability is knocked prone and takes falling damage as normal. They do not take the normal extra damage as result of being knocked into the floor.

Requirements

You and the target must be airborne

Ability

Sword Riding Art

0 AP1 MP
Range
Self

You jump onto a light sword, versatile melee weapon, greatshield, bayonet musket or two-handed melee weapon you’re carrying and use it to move around. While riding on top of the sword, you gain Flight. You can fly this way for up to 5 minutes.

If you take damage while flying higher than 5ft above the ground, your altitude drops by 20ft. If this would reduce your altitude to the point where you touch the ground, you may hop off your weapon and put it back into your hand if possible for 0 RP. After this happens, your Sword Riding ends. If the attack that reduced your HP came from a flying creature other than yourself, you do not lose altitude but instead become unbalanced.

If you are knocked back by an effect, you must make a save against the attacker's potency. Else, you are blown off your sword.

Requirements

Must have a Light Sword or two-handed melee weapon in your hand.

Ability

Tackle

0 AP
Range
5ft

You attempt to tackle the target and may make a Heavy Attack against them. This attack deals no damage. On hit and if the target did not use the Block action against this ability, you and the target fall Prone. If the target successfully dodges this ability, you fall Prone.

Requirements

-

Ability

Tag Rotation

1 AP1 RP
Range
Two ally units, or yourself and an ally unit that are adjacent to each other that you can see.
The target willing allies, or yourself and a target willing ally switch places. This movement does not trigger any attacks of opportunity. You cannot use this if it causes an ally unit to occupy an invalid space. You may use either AP or RP for this ability.

Requirements

-

Ability

Tailwind

No listed cost
Range
40ft
Keywords
Encounter Start

You and all allies within 40ft gain Tailwind, which provides a +1 bonus to initiative and doubles movement speed in the first round of combat.

Requirements

-

Ability

Take Cover!

1 AP
Range
Light cover in sight
All Low Cover in a 20x20 area becomes High Cover for your allies (including yourself). This effect lasts until the start of your next turn.

Requirements

-

Ability

Take it easy

1 Strike Dice Other

Do not make a gathering check. Instead, immediately collect 25% of the Outcrop’s base material as a bonus (doesn’t affect material totals), but no Node or Lucky progress is made.

Requirements

Must in a gathering session.

Ability

Take Off

No listed cost
Range
Self
Keywords
Encounter Start

Immediately mount and blast off into the sky equal to double your movement. 

Cannot be used if you are the target of an attack during the Encounter Start round.

Requirements

Aerial Stave in Combat Inventory

Ability

Talisman Recursion

0 RP1 MP
Range
Self

After using a Talisman, you may immediately spend the cost of that talisman (before reductions) to repeat the effect without consuming another talisman. If the talisman had a target, you must choose the same target.

Does not work with Secret Talismans.

Ability

Tap Cracker

1 AP
Range
45ft
Keywords
Overcharge

You open a door or interact with an object remotely.  You can cast this through a creature affected by Mind Connection.  

Overcharge: You can pay 1 mana to magically unlock most doors and objects (DM can decide if an object is too complicated, and still make you roll a Skill Check).

Requirements

Object is in a room affected by Psychometry

Ability

Tempestuous Fire Stance

0 RP1 MP
Range
Self
Keywords
Stance

You enter the Tempestuous Fire Stance. While in this Stance, before you make an attack with the Unarmed Strike keyword, you may choose to move 5ft per AP spent on the move. This movement does not provoke attacks of opportunity. This Stance lasts until you enter a different stance or until you move, with the exceptions of this ability and movement abilities with the Unarmed Strike keyword. Making an attack does not cancel this stance.

Requirements

-

Ability

Tengu Aura Weapon

No listed cost
Keywords
Aura

Your infuse your weapons with fiend killing aura, making them equivalent to Silver weapons for the purposes of harming fiends. Attacking a fiend with a silver weapon disables their regeneration.

Ability

Terracing

1 AP
Range
Self

You raise the ground around you in a 25x25ft square centered on yourself. The ground is raised upwards by 10ft. Can only be used on natural ground and cannot be used on ground that’s already been raised.

Overcharge: You may spend 1 AP and 1 Mana to raise it upwards by another 10ft.

Ability

Tetsuzanko

3 AP
Range
Melee Weapon Range
Keywords
Bajiquan, Combo,Unarmed Strike

You may make a Heavy Attack against the target. This attack deals additional Light Damage added to the Heavy Damage. Combo: If used after an ability that moved the target, you may push the target for an equal distance again.

Requirements

-

Ability

Thanergetic Bloom

0 AP
Range
60ft
Keywords
Opener,Summon

You summon a temporary Zombie as if you used Raise Undead. It disappears at the end of the encounter (or immediately if used outside of an encounter).

Ability

Thermal Quench

1 Crafting Dice Other

You make a crafting check. For each time you rolled a 5 or higher this craft, this check gains a +1 bonus.

Requirements

Must be in a crafting session.

Ability

Thermal Vision

No listed cost

You can perfectly see and detect heat sources up to 120ft away, including stealthed creatures. This cannot detect things hidden by magical means. You can no longer discern a difference in heat once something reaches freezing temperatures.

Ability

Thick Skull

No listed cost

When you would get Dazed, you may make a Save against the effect even if it would normally not allow for one. If you already had to make a save to avoid it, then you don’t get another.

Ability

Throw Potion

1 AP
Range
30ft

You throw a Potion in your hands at a willing ally unit within range. The unit may pay the mana cost (if any) to receive the effect of the Potion.

Ability

Thunderstorm

3 AP
Range
40ft
Keywords
Lightning,Spell,Scatter

You may make a Light Attack that deals Lightning damage against all target enemies in range. As the attack comes from the sky, any cover is calculated from above the target rather than from your path to the target.

Ability

Timberwright's Core Crafting

No listed cost

Carpenter's Modification B
Cost: X Crafting Points
Description: 
You add an B-Type modification to the weapon or tool. See the Universal Weapon page as well as the individual weapon page for details. Each modification has its own cost.

Ability

Tiny Pixie

No listed cost

Your size is tiny and you are able to occupy the same square as an ally or enemy. Your Toughness is reduced by 2 and your Agility is increased by 2.

When walking (and not hovering or flying), your movement speed is reduced to 5ft.

Ability

Tireless Undead

No listed cost
Jiangshi do not know pain or fatigue, making them terrifying warriors. You are always counted as rested despite the most inhospitable conditions. You also do not need to sleep.

Ability

Torture Techniques

0 RP
Range
Melee Weapon Range

You twist the knife and inflict a debilitating wound on the enemy. You inflict one of the following conditions: Slowed, Unbalanced or Bleeding. These last until the end of the target’s next turn.

Requirements

You landed a crit on the enemy (and it wasn't blocked or dodged).

Ability

Toxic Blast

1 AP
Range
40ft
Keywords
Safe,Poison,Toxic

You fire a stream of poison and make a Light attack against the target. On hit, this deals no damage but inflicts the enemy with Toxic, making them take 1d6 full pierce Poison damage at the start of their turn until they spend 2 AP to remove the poison effect.

Ability

Track

1 AP
Range
Self
You find any tracks that aren’t hidden. Once you find tracks, you can follow them at normal speed without having to make checks.

Requirements

-

Ability

Trail Mix

Rest Action Other

For a camp action you create up to 5 servings of a trail meal.  It costs 20u of food per serving and only gives 1 mana (0 for Mirane), but it keeps starvation away.  Does not require a culinary kit, and does not count as cooking for the purposes of culinary actions such as using stocks.

Requirements

20u of Food Per Serving

Ability

Trailblazer

1 AP
SourcesClassNomad
Range
Self

You move up to your speed. Any allies within 30ft of where you started moving may spend 1 RP to move up to twice their speed towards you. They ignore the effects of natural difficult terrain for this movement.

Requirements

Must be mounted and meet the requirements of your Light Cavalry key ability.

Ability

Trample

0 RP
Range
Self
Keywords
Sure Hit

You may activate this after moving at least 20ft in a movement action to gain Trample until you stop moving. Abilities with the Teleport keyword do not apply for this, but declaring multiple AP to move at the same time counts as 1 action. While under the effects of trample, you don't provoke attacks of opportunity by moving and you can move into enemies that are at least one size smaller than your mount. An enemy may spend 1 RP to move out of the way to an empty spot within 5ft of them.

If they don’t move out of the way, you make a Sure Hit Light attack against them with your mount, using your mount’s stats. On damage, you knock them prone into the square you came from and keep moving, occupying the square they were in. Otherwise your movement action ends.

Each enemy can only be affected by trample once per activation of the ability, regardless of whether they are attacked or move out of it.

Requirements

Must be mounted.

Ability

Transfusion

0 AP
Range
40ft
Keywords
Healing,Aid,Quick

You lose HP up to your Toughness x 2. Target ally within range heals for the same amount of HP you lost.

This HP loss cannot be mitigated in any way and ignores temporary HP. This does not trigger effects that would trigger upon taking damage.

Ability

Transmutation Basics

No listed cost

Alchemic Catch
Description: 
Co-Craft. Use a hasty transmutation to attempt to fix a crafting error. You may reroll a crafting dice immediately after determining the result. You must keep the second number. Cannot be used for the last crafting dice.

Temperature Shock
Description: 
Co-Craft. Can be used immediately after the result of a roll is determined. The previous action has no effect and instead gain a +10 to your next crafting action.

Rage Quit
Cost: 1 Crafting Dice
Description: 
Co-Craft. Only usable once per crafting IP.  Destroy the uncrafted item and all materials invested into the craft.  You may immediately start another crafting session.  If you use this as a Co-Craft it requires 1 crafting dice from the main crafter.

Bouncing Ideas
Description:
Co-Craft. You assist with crafting adding 1d4 crafting points to the current craft.

Create Ingot
Cost: Errand
Description:
You create an ingot from blacksmithing base materials or from blacksmithing special materials.  See Item:  Blacksmithing Materials.

Create Oil Coating
Cost: Errand
Description:
You create an Oil Coating from Carpenter materials.  See Items:  Carpenter Materials

Create Wood Block
Cost: Errand
Description:
You create a Wood Block from Carpenter materials.  See Items:  Carpenter Materials

Craft Fuel Shells
Cost: Errand
Description: 
You craft up to 5 small shells.  You can instead craft a medium shell instead of 2 small shells.  Small shells require 50 magical fuel, medium shells require 200 magical fuel.

Create Artifice Parts
Cost: Errand
Description:
You create up to 3000u of artifice parts of the same type of blacksmithing material used to make them at a 1:1 rate. (3000u of Iron Creates 3000u of Iron Artifice Parts.)  See Items:  Blacksmithing Materials, Artificer Materials. When converting items of a higher tier, you can convert up to 6000 of tamahagane, 9000 of mithril, 12000 of Orihalcum or 15000 of escudo.

Tan Leather
Cost: Errand
Description: 
You create a tanned hide from armorsmithing base leather materials. See item: Armorsmthing materials.

Create Box or Bundle of Food
Cost: Errand.
Description: 
You create a perfect mix of ingredients that would be worthy of a stock with 500u of matching material.  Example:  500u of Meat can make 1 Box of Fresh Meat.  You can make 5 boxes of any kind for one errand action.

Ability

Transmute Effective Implement

1 AP1 MP
Range
5ft
Keywords
Overcharge

From the surrounding material you construct an “Effective Implement”, granting you a +5 to the skill of your choice.  You must explain how this implement will be effective towards the check using the relevant skill (example:  creating a springboard to jump higher with athletics) and the GM determines the validity or this ability has no effect.  Does not work with crafting or gathering skills. This implement lasts until you have attempted the specific check it was created for. 

You may also spend 1 RP instead of 1 AP for this ability.

Overcharge:  You can spend 1 additional mana to increase the skill bonus to +10.

Ability

Transmute Terrain

2 AP-1 MP
Range
5ft

Creates a connected transmuted terrain that grows from the point of origin.  For every mana spent, you can create up to 4 5ft squares of terrain that must be connected.  Choose solid ground normal terrain or difficult terrain.  Removes effects on the terrain such as ice, fire. The terrain can push objects and creatures in the direction its being created.  If the transmute terrain deals damage to a creature, the spell stops after and the 5ft segment that contacted them is destroyed.  Each segment of wall has HP equal to 20+Focus

Heroics caught in the terrain may spend 1 RP to step out of it. Once they do, they can't be shoved within this use of transmute terrain even if you attempt to hit them with it again.

Ability

Transmute Wall

1 RP-1 MP
Range
5ft

You quickly transmute multiple walls to defend against an incoming ranged attack.   Each wall you summon reduces the damage of the incoming attack by 2* Focus, you can summon as many walls as you like against the incoming attack for 1 mana per wall. After the attack resolves, every wall you made vanishes regardless of remaining HP.

Requirements

You or an ally in range is the target of a ranged attack.

Ability

Transmute Weapon

1 AP
Range
30ft

Using the available materials around you, you transmute any basic weapon or shield into your hand or next to an ally, your ally can grab the weapon at the time of its creation for 0 RP, as well as sheathe their weapons.  The weapon lasts until the end of the encounter and is destroyed.

You can transmute weapons out of special material if there is enough of it in the area, or if you have one (such as an ingot) but the material is destroyed afterwards.  The DM determines if this is possible in the specific case.

Requirements

There is suitable material available. (GM decides)

Ability

Transmuter Tricks

No listed cost

Stabilize Matter
Description: 
Co-Craft. Use a transmutation that stabilizes the material, making it easier to work with. The next crafting d10 cannot roll lower than a 6.

A Small Bit of Creation
Cost: One herb with a rarity higher than common.
Description:
You deconstruct and reconstruct the structure of an harvested alchemy herb. By lowering its energy level you attune an herb to another element. Choose one herb and lower its rarity by one step and then change its element into the element of your choice.

Ability

Traveler's End

0 AP1 MP
Range
Self

You play the final tunes of the melody that signals the traveler’s ending. 

While Traveler’s End remains active, the Potency of your Mist of the Vale and Despair of Isolation is increased by 3. Your Mist of the Vale can no longer be removed and any effect that would remove it instead dispels Traveler’s End.

At any point after activating this song, you may spend 1 RP and 5 Mana to make a Sure Hit Heavy attack against all enemies within your Mist of the Vale. On killing blow, you regain 1 mana you spend on the attack (up to 5). Afterwards, the Mist of the Vale ends and cannot be reused in this encounter.

Traveler’s End otherwise lasts until the end of the encounter or until the Mist of the Vale is gone.

Upkeep: 1 Mana

Requirements

Mist of the Vale must be active for at least 1 turn.

Ability

Tremorsense

1 AP1 MP
Range
40ft
Keywords
Overcharge

You become aware of the presence and exact location of any creature within range that is touching the ground until the end of your turn.

Overcharge: You may spend extra mana to increase the range by an additional 40ft per mana spent.

Requirements

-

Ability

Trial By Fire

1 AP
Range
Melee Weapon Range
Keywords
Challenge

You make a Light attack against the target. On damage, they are challenged by you until the start of your next turn.

 If this does not deal damage, they cannot be challenged by you until the start of your next turn.

Ability

True Death

No listed cost
Range
-
Damage from melee weapon attacks made by you also reduces the target’s max HP by the same amount. This lasts until the end of the encounter.

Requirements

-

Ability

True Divine Release

4 AP
Range
Self

You unleash your latent angelic powers and transform into a semi-divine being for up to an hour. While transformed, you gain controlled flight and +5 movement speed. Upkeep: 2 mana After using this ability, you cannot do so again until the interlude rest phase.

Requirements

Not already transformed

Ability

Two Point Strike

1 AP1 MP
Range
Melee Weapon Range

You may make a Light Attack against the target. On damage, you apply Wave Palm I. 

Wave Palm increases the mana cost of the afflicted target’s next action that uses mana by an amount equal to the amount of stacks applied. If the triggering attack makes the number of total stacks exceed the target's current mana, they lose mana equal to the amount of total stacks and take true damage equal to triple this amount. Wave Palm does not stack with itself, use only the higher value.

If the target has no mana, they immediately take true damage as if their stacks exceeded their current mana.

When the Wave Palm effect triggers, either by increasing the mana cost or by dealing the true damage, the Wave Palm effect is removed.

Requirements

-

Ability

Two Sword Crush

1 RP
Range
Melee Weapon Range
Keywords
Rage,Augment

You may add your Light damage to the attack.

Requirements

Can be used after hitting an attack with a Two-Handed melee weapon. Must be dual wielding a second Two-Handed melee weapon.

Ability

Uke Nagashi

1 RP
Range
Melee Weapon Range
Keywords
Counter,Iaijutsu

Roll Heavy Damage and treat that as your Block against the attack that’s targeting you. If you reduce the damage to 0, the attacker becomes Unbalanced. On hit effects and maces do not gain their effect if you reduce the damage to 0. After the attack is resolved, you may immediately make an Iai Strike against the attacker for 0 RP. This Iai Strike gains the Sure Hit keyword against an Unbalanced target. 

Requirements

Katana only, target of a melee attack and must be in the Iai state.

Ability

Unconventional Weapon

0 AP
Range
Self
Keywords
Quick,Augment

You may treat the weapon you’re currently wielding as a weapon of a different group for the next attack in addition to its normal group. In addition to receiving the base weapon properties of both weapon groups, this allows it to meet the requirements of abilities that require a certain group, and allows you to change its damage type to the chosen weapon’s damage type. The GM may rule that some abilities still cannot be performed with your equipped weapon.

Requirements

-

Ability

Unerring Aim

No listed cost
When you aim at an object not being worn or wielded within your ranged weapon range, you always hit your target.

Ability

Unholy Pact

1 AP2 MP
Range
Self
Keywords
Healing

You remove your Bone Armor to heal yourself for Power x 2 and gain a +2 Power bonus on your next attack.

Requirements

Bone Armor is active on you.

Ability

Unrelenting Assault

1 RP
Range
Melee Weapon Range
Keywords
Rage

You may use this ability when an enemy willingly moves out of your melee weapon range to make a Heavy attack against them. You can use this even if they took the disengage action or a similar action that would not make them provoke attacks of opportunity. If the target uses a teleport type move, then you cannot use this ability, unless they Teleport into your weapon range.

This is treated as an opportunity attack.

Requirements

An enemy moves out of your range.

Ability

Unsummon

3 AP
Range
Self
Keywords
Encounter Conclusion

Unsummon your Eidolon or Lesser Eidolon.  Recover mana equal to half of the mana cost of the summon cost.

You may use this as an Encounter Conclusion action.

Requirements

You have an active Eidolon or Lesser Eidolon.

Ability

Until My Voice Breaks

No listed cost

Whenever you’re about to pay mana on one of your abilities with the Idol keyword, you may instead reduce your current and max HP by 8 for each mana you’d spend.

This max HP reduction lasts until the end of the encounter and cannot be removed.

Ability

Vampire Bite

4 AP
Range
5ft

You may make a Light Attack against the target. On damage, you drain 1 mana from the target, recovering 1 mana yourself. If the target has no mana remaining, you instead deal an additional Light damage.

This unarmed strike must be made with your fangs, but may be made even with both hands full.

Damage done by this ability also reduces the target’s max HP until the target finishes a rest.

A target reduced to 0 HP by this ability is killed and if the target was a heroic unit, it has a chance (GM’s decision) to turn into a vampire subservient to you.

If the target has any mana remaining and is a willing target, you may choose to not deal damage with this attack.

Ability

Vampire Shapeshift

0 AP1 MP
Range
Self

You are able to change your form to that of a rat or bat.

While in this form, your size changes to that of the chosen animal and you are treated as a normal animal of that type. You cannot make any attacks or use any abilities while in this form.

You may exit this form at any time for 0 RP.

Ability

Vampiric Domination

4 AP
Range
20ft

You mentally dominate the target. The target immediately considers you their master and they will serve you like a loyal servant. You may command them and they will obey most commands. Any command that is obviously suicidal or completely goes against their nature (for example: telling a servant to jump off a cliff or to kill their own child) will end the domination prematurely. This effect lasts until dispelled, they die or until you use Vampiric Domination on another target.

After the effect ends, the target will remember everything it was forced to do while it was your servant and it cannot be affected by Vampiric Domination again for a year.

Requirements

Target must be under the effects of Vampiric Fascination

Ability

Vampiric Fascination

4 AP
Range
40ft
Keywords
Mind Affecting

You charm a non-heroic creature within range. While charmed, the target must spend its AP during its turns on moving towards you in the most direct path possible while avoiding any dangers it is aware of. If it is already next to you, it instead takes no actions.

At the start of your next turn, you may spend 4 AP to continue the charm. If so, the charm continues until you stop paying the AP cost or until the target takes damage from an attack other than a Vampire Bite.

While you have a target under the influence of Vampiric Fascination, your Vampire Bite costs 0 AP and has Sure Hit plus Full Pierce against that target the first time you use it each turn.

Requirements

Target must be able to see or hear you, Target must be non-heroic.

Ability

Vanish

1 RP1 MP
Range
Self
Keywords
Shadow,Hiding,Stealth

You gain the Hiding state from anyone you have cover or concealment from.

During the night, the mana cost of this is reduced by 1.

Requirements

-

Ability

Vengeance

1 AP
Range
Weapon Range

You may make a Heavy Attack against the target. If your VIP is at 0 HP or lower, this attack gains Lock On and Guard Crush.

Requirements

Your VIP was attacked last turn and you re-directed an attack from them to you or your VIP is downed.

Ability

Venom Strike

1 AP1 MP
Range
Weapon Range
Keywords
Poison,Rapid,Toxic

You make a Light attack against the target. On damage, inflicts the enemy with Toxic, making them take 1d6 full pierce Poison damage at the start of their turn until they spend 2 AP to remove the poison effect.

Requirements

Must be made with a melee weapon or with a Set of Missiles, Throwing Weapon or Thrown attack with small weapon only.

Ability

Verdant Instinct

1 Strike Dice Other

Make a gathering check and apply it to NP. After rolling, roll two more dice that will be used as your next 2 strike dice values. You may reorder them or replace one with a 5.

Requirements

Must be in a gathering session.

Ability

Victory or Death

0 AP
Range
Self
All melee weapon attacks that you make this turn deal maximum damage on hit. All weapon attacks made against you until the start of your next turn also deal maximum damage on hit. Once used, this cannot be used again until the end of the encounter.

Requirements

In rage stance.

Ability

VIP Protection

0 RP
Range
5ft
Keywords
Rapid

You change the target of the attack to you instead of your VIP.

This attack automatically hits you and you may not use the Dodge and Block or similar reactions against it. 

The re-directed attack is treated as having most the requirements met as if it was still targeting the original target, including effects that are conditional such as Full Pierce on a downed target, and you are considered to be in the original target's spot for the purposes of range of the attack you're re-directing. 

GM's may rule some conditional effects are based on you rather than the original target, such as attacks with effects based on race.

Does not work against Attacks of Opportunity and cannot be used against an attack that's already redirected.

Requirements

Your VIP is within 5ft of you and is the target of an attack that does not target you as well.

Ability

Vital Drain

1 AP1 MP
Range
20ft
Keywords
Earth,Full Pierce,Healing,Spell

You make a Precise Attack against the target creature that deals Earth damage equal to their Toughness with Full Pierce.  On damage the current host of Spore Symbiote is healed for the damage dealt.

Vital Drain can be casted from the location of the host of your Spore Symbiote.

Ability

Vital Drive II

0 RP-1 MP
Range
Self
Keywords
Healing

You regain HP equal to five times the mana spent. Vital Drive II cannot heal more than the damage you took from the triggering attack.

Requirements

You took damage from an attack.

Ability

Vivisect

3 AP1 MP
Range
Melee Weapon Range

You cut the target in half with your scissors or chainsaw, killing them instantly.

Requirements

Giant Scissors or Chainsaw only. Target is affected by Expose and is a grunt.

Ability

Volley

2 AP1 MP
Range
Ranged Weapon Range
Keywords
Scatter

You make a Light attack against all targets in a 25x25ft area.

Requirements

-

Ability

Wall Formation

1 AP1 MP
Range
40ft

Until the start of your next turn, every ally within range gains Wall Formation. If they are adjacent to another ally gains a +1 bonus to their guard and a +4 bonus to their block value.

Ability

Warm Together

No listed cost
When you have “Just A Hug” active. You and the target gain resistance to cold from environmental effects.

Ability

Warning Shot

0 AP2 MP
Range
Ranged Weapon Range
You fire a warning shot against a target in your range. Your next basic attack or Ricochet ability with a pistol against that target gains the Trick Attack keyword.

Requirements

-

Ability

Weapon Maintenance

No listed cost
Keywords
Encounter Start,Flashback,Stealth

You recall having previously assisted an ally in maintaining their weapon, causing it to be in top shape for battle. This weapon gains a +1 Power Material Bonus or +1 Focus Material Bonus. If you smithed the weapon it gains both. This Artisan bonus is considered the same bonus as from a weapon's material like Tamahagane and does not stack with it.

If the weapon you choose gets no bonus from this ability, it's critical range instead improves by 1. (A normal weapon now crits on a 19 and 20, a katana on a 18, 19 and 20).

Requirements

1 Ally’s Smithed Weapon, or your own smithed weapon.

Ability

Weight of the Mountain

0 AP
Range
Self

You prepare to strike with enhanced power.

Your next attack with a two-handed melee weapon this turn loses the keywords: Lock On and Sure Hit. In addition, you do not gain accuracy from your Focus on the enhanced attack. The attack also cannot benefit from Offstep and similar effects that guarantee the attack hits.

Instead, the attack deals extra damage equal to the accuracy lost from not gaining Focus due to Weight of the Mountain. If the attack is a heavy or precise attack, it deals extra damage equal to double the accuracy lost instead. 

If the attack made with this effect already did not benefit from focus, this ability has no effect.

Ability

Weight of the World

1 RP
Monster use1exact-name match
Range
40ft
Keywords
Gravity

You increase the target’s gravity, reducing their elevation by 40ft. This may interrupt movement and if you reduce their elevation down to 0, you slam them into the ground dealing fall damage for the distance they failed to move and knocking them prone.

Requirements

Target enemy is flying or jumping.

Ability

White Thunder

1 AP
Range
80ft
Keywords
Frost,Slow,Spell,Scatter

You target a Glacial Wall in range and fire a bolt of Frost energy that requires line of sight. On impact, the wall is destroyed and explodes into blades of ice, attacking all enemies within 5ft of the destroyed wall with a Precise attack that deals Frost damage. On damage, the target is Slowed until the end of their next turn. 

Ability

Wild Thrusts

2 AP1 MP
Range
Melee Weapon Range
Keywords
Scatter

You rapidly thrust your weapon in front of you, making a Light attack against all enemies in a 15ft wide, 10ft long box in front of you. Until the start of your next turn, you may make Attacks of Opportunity against any enemy walking through that box. You cannot make any other Attacks of Opportunity while this effect lasts.

You may cancel this effect for 0 RP.

Requirements

Polearm only.

Ability

Wind Blast

1 AP1 MP
Monster use1exact-name match
Range
120ft
Keywords
Spell,Wind

You may make a Light Attack that deals Wind against the target. On damage, you push the target back 20ft. Targets knocked into other characters or an object take damage as if they fell a distance equal to distance they failed to move.

Requirements

-

Ability

Wind Blast II

1 AP1 MP
Range
120ft
Keywords
Spell,Wind

You may make a Light (1 AP), Precise (2 AP) or Heavy Attack (2 AP) that deals Wind damage against the target. On damage, you push the target back 20ft.

Requirements

-

Ability

Wind Buffet

2 AP2 MP
Range
30ft cone
Keywords
Spell,Wind

You blow wind in a 30ft, 60ft degree cone in your chosen direction. All caught in the cone must make a save against your Potency or be blown back to the end of the cone and knocked Prone. Enemies with a size smaller than you suffer a 1d4 penalty to this roll, while enemies bigger than you get a 1d4 bonus instead. Targets knocked into other characters or an object take damage as if they fell a distance equal to distance they failed to move.

Requirements

-

Ability

Wind Infusion

1 AP0 MP
Range
30ft
Keywords
Spell, Type,Wind

You surround the willing target in protective winds, changing their typing to Wind II. As a Wind II type, they take regular damage from all other elements, but only half damage from Wind or Earth damage or from attacks with the Wind or Earth keyword unless that attack deals true damage. They take 50% more damage from Frost damage or attacks with the Frost keyword. While the ward lasts, they gain a +2 bonus to their Evasion against ranged weapon attacks. The ward lasts until the end of the encounter or until their type is overwritten by a more powerful type.

Requirements

-

Ability

Wind Scatter

1 AP
Range
60ft
Keywords
Spell,Wind
You select a point within range. All targets in a 15x15 area must make a save against Potency or be pushed back 15ft away from the point you selected. Targets knocked into other characters or an object take damage as if they fell a distance equal to distance they failed to move.

Requirements

-

Ability

Wind Shield

1 RP
Range
30ft
Keywords
Aid,Shield,Spell

You grant the target  1 RP that must be spent on the basic Dodge or Block action against the triggering attack as well as Wind Shield. Wind Shield grants a bonus to Dodge equal to your Focus against the triggering attack. The triggering attack can also no longer benefit from Lock On or Sure Hit

Requirements

Ally is targeted by a ranged attack.

Ability

Wind Wall

2 AP1 MP
Range
60ft
Keywords
Concentration,Spell,Wind

You create a wall of wind that is 30ft long, 5ft wide and 10ft high that slows down all ranged weapon attacks passing through it, treating them as having only half the normal range. This wall must be a straight line. These attacks also lose the Lock On, Sure Hit, Half Pierce, Guard Crush and Full Pierce keywords. In addition, the targets of those attacks are treated as having +2 Evasion and +1 Guard. Any Spells that are considered attacks (those that require an accuracy roll against a person that isn’t using the Block reaction) that pass through the wall also suffer this penalty.

Requirements

-

Ability

Wind-Empowered Aim

2 AP
Range
Self
Keywords
Aura, Upkeep

You project Wind-Empowered Aim aura around yourself that empowers the ranged attacks of your allies. When a heroic ally within 20ft of you (including yourself) makes a ranged attack, they may add 1d4 to the accuracy roll. Upkeep: You must spend 1 AP at the start of each turn or the Aura fades.

Requirements

-

Ability

Wind-up Punch

2 AP
Range
Melee Weapon Range

You may make a Heavy attack against the target. Overcharge: You may spend additional AP when using this ability to deal an additional Light Damage per AP used. Add all of this damage together before applying damage reduction from Guard or abilities.

Requirements

-

Ability

Wire Sweep

1 AP1 MP
Range
20ft

You whip your wire to ensnare the target. If they fail their save against your Potency+2 they are rendered Prone and take Light Damage.

Requirements

Saboteur Threaded Dagger only.

Ability

Wither the Stalk

1 AP1 MP
Range
Melee Weapon Range

You strike an enemy with an attack that saps their strength. You make a Light attack against the target. On damage, the target cannot add their Power for damage to their next attack.

Does not work against Boss enemies.

Requirements

Scythe only

Ability

X-Attack

2 AP
Range
Sight

You give your summon a +1 Focus and +1 Power buff.

Requirements

Can only target your summoned animal.

Ability

Zap

1 AP1 MP
Range
60ft
Keywords
Lightning,Lock On,Spell

You may make a Light attack against the target, dealing Lightning damage. On damage, inflict Static X where X equals your Focus X 3.

Requirements

-

Ability

Zhen Jiao

No listed cost

When you move toward an enemy as part of a Martial Artist or Bajiquan ability due to Fire Stance or an inherent move effect of the ability (such as Rushing Knee Drop), your attack deals three extra points of damage for every 5ft moved. If your attack hits more than once or more than one target, you only apply this damage once.

Key ability

Acolyte's Journey

Class feature
Grants+5 skill pointsReligion

Benefit 1

You gain proficiency in light armor, shields and a single common group of weapons. This group may include Channeling Weapons, even though they aren't consider common weapons. (But you only get 1 of the possible channeling weapons).

Benefit 2

You gain +5 skill points in the Religion skill. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You are welcome at establishments for your religion and they are obligated to help you with lodging, advice, food and sometimes equipment.

Benefit 4

Upon Mastery of the class, you gain Elemental Mastery in your chosen Divine's element (or Holy if just human).

Key ability

Advanced Artificing

Class feature

Benefit 1

You gain Artificer Advanced Crafting Abilities

Benefit 2

You are able to craft artifices that cost 10000 clim or less.

Benefit 3

You gain +1 Burden that must be spent on an artifice.

Key ability

Adventurer Essentials

Class feature

Benefit 1

You gain proficiency in 1 common weapon group. In addition, you gain proficiency in 1 common or specialized weapon groups.

Benefit 2

You gain proficiency in 1 armor category of your choosing. Alternatively, you may pick the shield or greatshield.

Benefit 3

You may use Presence Concealment.

Key ability

Aerial Mage

Class feature

Benefit 1

You may use Aerial Mode Switch.

Benefit 2

While grounded and riding an Aerial Stave, you may reload 2 shells instead of 1 when taking the Reload Artifice basic action on your staff. You may do this even if your hands would normally be full and can draw both shells with 1 action.

Key ability

Aftershocks

Class feature

Benefit 1

You may use Aftershock.

Benefit 2

When using a Fighter, Highlander or Reaver ability that compares Power against a Boss type enemy, you may treat your Power as 2 higher for that purpose. (Does not affect the dmg roll etc)

Key ability

Air Stability

Class feature

Benefit 1

The cavalier’s Rider & Mount As One ability applies even while flying. Any damage you take while flying on a flying mount will cause you to lose altitude as if your mount took damage.

Key ability

Armorsmith Basics

Class feature

Benefit 1

You gain proficiency in light armor, medium armor and shields.

Benefit 2

You gain proficiency in 1 basic melee weapon and can use a smith's hammer as a bludgeoning weapon in which you are proficient.

Benefit 3

You can craft armors, shields and cloaks using Iron, Tamahagane, Animal Hide and Direhide, as well as alloys. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 4

You gain Armorsmith Core Crafting abilities.

Key ability

Armorsmithing Expert

Class feature

Benefit 1

You gain the Master Armorer's core crafting abilities

Benefit 2

You may craft using Mithril, Orihalcum, Primehide and Dragonscale materials.

Key ability

Arms Mastery

Class feature

Benefit 1

You are considered proficient with every melee weapon you wield (This does not count as being proficient for class requirements).

Key ability

Artificer Basics

Class feature

Benefit 1

You gain Artificer Core Crafting Abilities

Benefit 2

You can craft using non-advanced materials and base materials. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can now craft Artifices and Firearms. You are able to craft artifices that cost 2500 clim or less.

Benefit 4

You gain proficiency in the musket and the Artificer's Multitool.

Key ability

Authority

Class feature

Benefit 1

You may treat any roll on Negotiation and Intimidation checks that are below 10 as being a 10 and may spend 2 mana before rolling to treat the roll as a 20 instead.

Benefit 2

One of your eyes becomes an Domination Eye. It may be used to make Mystic Eye type abilities of the appropriate type. An eye can only be a single mystic eye type.

Key ability

Benevolence

Class feature

Benefit 1

You gain Elemental Mastery: Holy

Benefit 2

Your attacks do not consume Illumination on miss.

Benefit 3

You may choose not to use the effect of Illumination on a target.(Must be declared before an attack is made).

Key ability

Botany Study

Class feature

Benefit 1

You gain the ability to detect if foraged food is poisonous or unsafe to eat, nearly guaranteeing its safety. If it is a common poison, you can also identify its effect.

Benefit 2

You gain the ability to properly process some poisonous mushrooms, fruits and herbs, making them edible as a Camp Action. You can process up to 100u at a time.

Benefit 3

You gain the ability to harvest Tier 2 Foraging Outcrops.

Benefit 4

You gain proficiency in Artifice Chainsaws and may use it as a gathering tool.

Key ability

Brace

Class feature

Benefit 1

When using the Prepare action to prepare a melee attack with a polearm, if your target of that prepared attack moved more than 20ft that turn (excluding teleports), your attack gains Full Pierce and does maximum damage. Against a mounted enemy this also gains Sure Hit and on damage, their movement becomes 0 until the start of your turn.

Benefit 2

On mastering this class, the Sure Hit property (but not the movement nullification) of your prepared attack against mounted enemies now also applies against Beast type enemies that are large size or bigger.

Key ability

Cannon Expert

Class feature

Benefit 1

You gain proficiency in Cannons.

Benefit 2

Your attacks with the Cannon keyword ignore the 1 attack limitation of cannons.

Benefit 3

You may use Rocket Jump.

Key ability

Carpenter Basics

Class feature

Benefit 1

You can use a carpenters chisel as a crafting tool for carpenters crafts and buildings.

Benefit 2

You can craft using Pine and Maple, as well as alloys. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You gain proficiency in axes. You also gain proficiency in either bows or crossbows.

Benefit 4

You can use the Carpenter's core crafting abilities.

Key ability

Celestial Artillery

Class feature

Benefit 1

When attacking an enemy outdoors that’s further than 80ft away, your spells with the Celestial keyword gain the Artillery keyword.

Benefit 2

You may use Comet.

Key ability

Controlled Opportunities

Class feature

Benefit 1

You gain Heavy Armor proficiency.

Benefit 2

When making an attack of opportunity, you gain a +2 bonus to the accuracy and damage roll.

Key ability

Controlled Wind

Class feature

Benefit 1

When pushing a target back or up with a Wind Spell, you may choose to push up to the maximum distance instead of always pushing the maximum distance.

Key ability

Cool Spotlight

Class feature

Benefit 1

Your Idol songs gain +15ft range. This stacks with other key abilities that increase their range.

Benefit 2

Your One Beat, One Heart song does not count towards your song limit.

Benefit 3

When paying upkeep for One Beat, One Heart, you may spend 1 mana to double its effect.

Key ability

Craft Weapons

Class feature

Benefit 1

You gain Blacksmith Core Crafting Abilities.

Benefit 2

You can craft using the Iron and Tamahagane base materials, as well as any alloys. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can use a Smith’s Hammer as a crafting tool for blacksmithing crafts. You may also use it as a Bludgeoning weapon in which you are proficient.

Benefit 4

You gain proficiency in 1 smithing weapon.

Key ability

Culinary Basics

Class feature

Benefit 1

You gain Culinarian Core Crafting Abilities

Benefit 2

You can craft stocks using advanced and base materials. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can use a Frying Pan as a crafting tool for culinarian crafts. You may also use it as a Light Bludgeoning weapon in which you are proficient.

Benefit 4

You gain proficiency in small weapons.

Key ability

Cultivator's Journey

Class feature
Grants+5 skill pointsAppraise, Athletics, Common Knowledge, Deception, Insight, Intimidation, Medicine, Perception, Stealth

Benefit 1

Your unarmed attack damage is treated as a One-Handed Weapon in which you are proficient.

Benefit 2

You gain proficiency in light armor, light swords and another weapon of your choice.

Benefit 3

You gain +5 skill points to spend in Appraise, Athletics, Deception, Perception, Insight, Medicine, Intimidation, Stealth or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Key ability

Dark Surge

Class feature

Benefit 1

After you deal damage to yourself, you gain Dark Surge for your next unarmed attack that turn. Dark Surge gives you +1 Accuracy.

Key ability

Dark Weapon

Class feature

Benefit 1

When attacking with a weapon, you may choose to have the weapon deal Dark Damage instead of its normal damage type. You must declare your chosen damage type before making the accuracy roll.

Key ability

Deflect Everything

Class feature

Benefit 1

You may use your Parry ability against every kind of attack, as well as against Save effects that you could Block.

Key ability

Dimensional Armory

Class feature

Benefit 1

You can create a pocket dimension with Dimensional Armory. Creating the pocket dimension and establishing its door takes 1 week and costs 1 errand point. The entry point can be any regular door that you fit through. When the creator opens this door, they can decide instead to access the Dimensional Armory, which is a 15ft x 15ft closet. This closet can hold up to 6 Burden worth of items. Some magic items can be rejected by the dimensional armory (GM’s discretion), such as Divine Arms not bonded to you. If the owner of a Dimensional Armory dies, everything inside of it appears in the next unoccupied space possible next to the owner.

Benefit 2

Any burden reducing items (such as an alchemy rig) in the armory have no effect.

Key ability

Disable Magic

Class feature

Benefit 1

When using Decipher Magic, you are able to disable both tier 1 and tier 2 level bounded fields.

Benefit 2

You are able to disable or change who is excluded from your own Bounded Fields for 0 RP.

Key ability

Divine Weapon

Class feature

Benefit 1

When attacking with a weapon, you may choose to have the weapon deal the damage of your chosen Divine instead. You must declare your chosen damage type before making the accuracy roll.

Benefit 2

You may choose to have your weapon emit light as if it was a lantern. You can enable or disable this effect for 1 AP.

Key ability

Earth Weapon

Class feature

Benefit 1

When attacking with a weapon, you may choose to have the weapon deal Earth Damage instead of its normal damage type. You must declare you chosen damage type before making the accuracy roll.

Key ability

Emergency Shields

Class feature

Benefit 1

You may cast Power Word: Shield and Power Word: Guardian Shield (when obtained) by spending 1 RP instead of 2 AP.

Key ability

Eternal Flames

Class feature

Benefit 1

When you would apply Burning on your turn, you instead apply Hellfire. Hellfire functions like Burning, but it can no longer be removed the normal way if not removed before the end of the target’s next turn. Hellfire can be applied to enemies immune to Burning, but it can still be removed like normal even after a turn has passed. Hellfire is automatically removed at the end of the encounter.

Benefit 2

If you apply Hellfire to a target that is already burning, you deal extra fire damage equal to your Power.

Key ability

Evil Eye

Class feature

Benefit 1

While you have a Mystic Eye active, you gain a +10 Mystic Eye bonus to perception checks relying on sight.

Benefit 2

One of your eyes becomes an Evil Eye. It may be used to make Mystic Eye type abilities of the appropriate type. An eye can only be a single mystic eye type.

Key ability

Expanded Menagerie

Class feature

Benefit 1

You may spend 1 mana with using Summon Animal to choose which animal you summon.

Benefit 2

You add the Cheetah and Landshark to the pool of animals you can summon.

Key ability

Expert Alchemist

Class feature

Benefit 1

You gain Alchemeister Core Crafting Abilities.

Benefit 2

When using Throw Potion, you may infuse it using your own mana. You spend X mana and the mana cost the target needs to pay to benefit from the potion is reduced by X (the mana cost cannot go below 0).

Key ability

Expert Scribe

Class feature
Grants+5 skill pointsArt

Benefit 1

You gain +5 points in Art: Calligraphy expertise skill. This is not doubled for expertise bonus.

Benefit 2

You may draw scrolls, talismans or similar objects for 0 AP once per turn. When you do, reduce the AP cost of that talisman by 1. Even if you do not consume the talisman, it only benefits from the AP reduction once per turn.

Key ability

Faerie Light Eyes

Class feature

Benefit 1

Faerie Light Eyes provide protection against Illusions, giving you the ability to immediately see the reality warping distortions that illusions cause. The user is not only notified of illusions, but immune to all but your own.

Benefit 2

One of your eyes becomes a Faerie Light Eye. It may be used to make Mystic Eye type abilities of the appropriate type. An eye can only be a single mystic eye type.

Key ability

Fallen Friend

Class feature

Benefit 1

When an Heroic tier ally reaches 0 HP, you may immediately enter Rage Stance for 0 AP and RP as well as 0 mana. You can use this even if you don’t have the Rage ability yet.

Key ability

Fancy Footwork

Class feature

Benefit 1

You gain proficiency with Dueling Weapons. While wielding a dueling weapon, you also gain the light blades' Nimble ability, even if not wielding or proficient with light blades.

Key ability

Farming Basics

Class feature

Benefit 1

You gain proficiency in the scythe specialized weapon and can use it as farming tool. You also gain proficiency in the Sickle and can use it as a farming tool and One-Handed axe.

Benefit 2

You can plant seeds in plots of land that sprout into harvestable Food and Alchemy materials. You can work 10 plots of land.

Benefit 3

You gain Farmer core abilities.

Key ability

Fighter's Journey

Class feature

Benefit 1

You gain proficiency in 5 common weapons groups.

Benefit 2

You gain proficiency in all light armor, medium armor and normal shields.

Benefit 3

You gain +5 HP.

Key ability

Fire Weapon

Class feature

Benefit 1

When attacking with a weapon, you may choose to have the weapon deal Fire Damage instead of its normal damage type. You must declare your chosen damage type before making the accuracy roll.

Key ability

Focused Weapons

Class feature

Benefit 1

You gain Forgemaster Core Crafting Abilities.

Benefit 2

You can craft using Mithril and Orihalcum.

Key ability

Forager's Path

Class feature

Benefit 1

You gain proficiency in Giant Scissors and proficiency in your choice between Axes or Hori. You may use axes for harvesting foraging outcrops.

Benefit 2

You gain the ability to harvest Tier 1 Foraging Outcrops.

Benefit 3

You gain the ability to use natural item as replacements for an Adventurers Kit and Torches such as: using the sun/moss as a compass, using vines as rope etc. The material must be available (GM’s discretion)

Benefit 4

You gain the ability to create Wood Blocks as an Errand. See item: Carpenter Materials. You may use an IP to do this 4 times instead.

Key ability

Frost Weapon

Class feature

Benefit 1

When attacking with a weapon, you may choose to have the weapon deal Frost Damage instead of its normal damage type. You must declare you chosen damage type before making the accuracy roll.

Key ability

Fungal Metabolite

Class feature

Benefit 1

Due to symbiotic fungi within your body, you become resistant to all commonly known (book) poisons and may use Resist Poison.

Benefit 2

After being infected by an exotic poison or disease and surviving, that poison/disease is added to your list of resistances. Any disease or poison that you are resistant to can be used with Amoxicillin.

Benefit 3

Against a poison you are resistant to, you may use Resist Poison for 0 RP, 1 Mana instead of 1 RP.

Key ability

Giant Strength

Class feature

Benefit 1

While in Rage Stance, you may choose to have your size be treated as one size bigger than it actually is. You get an additional +5 bonus to Fitness checks during Rage stance regardless.

Key ability

Gravity Master

Class feature

Benefit 1

When you push or pull an enemy on your turn, you may spend 1 mana to increase this distance by 10ft. You may also spend 1 mana to instead ignore the effects of 1 source of Immovable on a target you’re attempting to push, unless that target is permanently Immovable.

Key ability

Greatshield Master

Class feature

Benefit 1

You gain proficiency in Greatshields. While wearing a Greatshield, any ally standing behind you that is the target of a ranged attack may treat you as high cover.

Key ability

Gun Martial Arts

Class feature
SourcesClassGunfu

Benefit 1

You can fire your pistols while in melee range of an enemy without provoking attacks of opportunity.

Benefit 2

You can make unarmed attacks even if carrying a pistol in both hands. If wielding a weapon other than a pistol, this no longer applies. When wielding only pistols and no other weapons, your unarmed attacks benefit from your pistol material bonuses.

Key ability

Heavy Cavalry

Class feature
Monster use1exact-name match

Benefit 1

You gain Medium Armor and Heavy Armor proficiency.

Benefit 2

Every enemy damaged by your Trample effects become Challenged by you until the start of your next turn.

Key ability

Iaijutsu

Class feature

Benefit 1

If you become the target of an attack while you're surprised, you may still react to it and any special properties of an attack that require you to be unaware of the attack (such as Killshot) do not apply to it.

Benefit 2

You may sheathe and draw katanas for 0 AP once per turn per katana.

Benefit 3

You start each battle in the 'Iai' state, which is used for Iai abilities. Making an attack with a katana removes the Iai state for that weapon. Using a skill that requires the Iai state requires the weapon to be sheathed and will remove the Iai state for ALL your weapons, unless specified otherwise.

Key ability

Ice Cold

Class feature

Benefit 1

You are immune to Slows and difficult terrain effects with the Frost keyword.

Benefit 2

You are immune to regular weather effects involving cold.

Benefit 3

You gain Frost Mastery. Mastery of an element allows you to use it in Channeling weapon attacks and use it to perform minor tricks relating to it.

Key ability

Idol's Journey

Class feature
Grants+5 skill pointsArt
SourcesClassIdol

Benefit 1

You gain proficiency in wands, small weapons and light armor.

Benefit 2

You gain +5 skill points in Art. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You may use One Beat, One Heart

Key ability

Improved Death Perception

Class feature

Benefit 1

You can see the death of non-living things allowing you to automatically do maximum, full pierce damage against objects.

Benefit 2

You apply 1 Mark of Death every time you hit an enemy with ‘Lines of Death’ or ‘Point of Death’ up to a maximum of 7 marks.

Key ability

Improvised Weaponry

Class feature

Benefit 1

When using improvised weapons, they deal the same damage as normal weapons would.

Benefit 2

You may use Chair Grab.

Benefit 3

Upon mastering this class, your improvised weapon attacks all gain the Prone keyword.

Key ability

Inconspicuous

Class feature

Benefit 1

If you're traveling stealthily, you may roll separate stealth checks even if traveling with the party. When doing this, any surprise rounds for you are determined purely off your own rolls and not your parties.

Benefit 2

During a surprise round, enemies you attack are still treated as having 0 RP for the purposes of ability requirements even after you attack them until they start their turn. You still gain this benefit, even if your allies attacked them already.

Key ability

Independent Actor

Class feature
SourcesClassScout

Benefit 1

When working alone (No known allies within 300ft of you) you gain a +10 bonus to Perception, Insight, Survival and Stealth checks. Must be alone for at least 15 minutes to gain this benefit.

Benefit 2

You gain a +5 bonus in Art (Cartography) expertise. This is not doubled for expertise bonus.

Benefit 3

You may use Scout’s Retreat.

Benefit 4

Having an Aetherie or similar connection active automatically fails the ‘No known allies’ requirements.

Key ability

Infiltrate

Class feature
SourcesClassThief

Benefit 1

When you use Decipher Magic, you may use Roguecraft instead of Magic as the skill for it. In addition, you can modify the effect in such a way that it no longer affects you and your allies rather than completely disabling it.

Key ability

Jump

Class feature

Benefit 1

When using an ability with the Jump keyword, you do not take fall damage.

Benefit 2

You may use Jump.

Key ability

Knight of Yggdrasil

Class feature

Benefit 1

You may use Fluttering Blade.

Benefit 2

Once per round, if an enemy is holding a weapon affected by your Fluttering Blade, you may spend 1 RP to deal Heavy Full Pierce damage to it.

Benefit 3

When a Fluttering Blade you created is within 5ft of you, you may spend 0 AP to grab hold of it with a free hand.

Key ability

Light Cavalry

Class feature
SourcesClassNomad

Benefit 1

While mounted and while you and your mount both wear light armor or no armor, you ignore natural difficult terrain.

Key ability

Lightning Weapon

Class feature

Benefit 1

When attacking with a weapon, you may choose to have the weapon deal Lightning Damage instead of its normal damage type. You must declare your chosen damage type before making the accuracy roll.

Key ability

Living Cover

Class feature

Benefit 1

While mounted, any ally within 5ft of you may use you as Low Cover. If an attack would miss them because of your cover benefit, the attack instead hits you.

Key ability

Lord's Dominion

Class feature
Grants+1 stat pointPresence

Benefit 1

You can partially resist the effect of the sun. You may now spend 1 round in the sun before you start taking damage. Spending a turn outside of the sun resets this effect, giving you another round where you do not suffer the negative effects.

Benefit 2

You gain +1 Vampire Lord bonus to Presence.

Key ability

Mage of the Tides

Class feature

Benefit 1

You can use Blue Tide.

Benefit 2

You gain Elemental Mastery: Water

Benefit 3

You gain the ability to walk on water and skate across its surface—every 10ft of water surface movement only costs 5ft of movement.

Key ability

Mage's Journey

Class feature
Grants+5 skill pointsMagic
SourcesClassMage

Benefit 1

You gain proficiency in the Channeling weapon group's weapons and gain Arcane Mastery. Mastery of an element allows you to use it in Channeling weapon attacks and use it to perform minor tricks relating to it.

Benefit 2

You gain +5 skill points in the Magic skill. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You can use Sense Magic.

Key ability

Maid Training

Class feature
Grants+5 skill pointsAppraise, Athletics, Common Knowledge, History, Insight, Intimidation, Linguistics, Medicine, Perception, Roguecraft, Stealth, Survival
SourcesClassMaid

Benefit 1

You gain proficiency in staves (broom), small weapons, sets of missiles and light armor.

Benefit 2

You gain 5 skill points to spend in Athletics, Stealth, Roguecraft, Medicine, Common Knowledge, Linguistics, Appraise, History, Perception, Insight, Survival or Intimidation. You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You may use Graceful Service.

Key ability

Mana Sight

Class feature

Benefit 1

You may use Mana Sight.

Benefit 2

One of your eyes becomes an Life Perception Eye. It may be used to make Mystic Eye type abilities of the appropriate type. An eye can only be a single mystic eye type.

Benefit 3

When making an attack with the Mystic Eye keyword that use the Life Perception eye, you ignore 1 point of guard.

Key ability

Martial Artist's Journey

Class feature
Grants+5 skill pointsAthletics, Expert Knowledge, Insight, Intimidation, Medicine, Perception

Benefit 1

Your unarmed attack damage is treated as a One-Handed Weapon in which you are proficient.

Benefit 2

You gain +5 skill points to spend in Athletics, Perception, Insight, Medicine, Intimidation or a relevant Expert Knowledge skill (By DM approval). You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You can use Discipline.

Key ability

Mass Index

Class feature

Benefit 1

Your spells with the Gravity keyword deal extra damage to the target based on its size. They deal an additional 1 damage to large creatures and an additional 3 to Huge creatures.

Benefit 2

You may use Gravity Crush.

Key ability

Medic's Journey

Class feature
Grants+5 skill pointsMedicine
SourcesClassMedic

Benefit 1

You gain proficiency in small weapons, set of missiles and light armor.

Benefit 2

You gain +5 skill points to spend in Medicine. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You gain the benefits of First Response.

Key ability

Mending

Class feature

Benefit 1

You may spend an EP to restore a Broken item. Some items (such as consumables) cannot be repaired (GM’s discretion).

Key ability

Merchant Lord

Class feature
SourcesClassMogul

Benefit 1

Procurement Limit increases to 3000 and you can procure materials that cost <= 3000 clim per ingot/block.

Benefit 2

You gain proficiency in Pistols.

Benefit 3

Upon mastering this class, the Procurement Limit increases to 4000 and you can procure materials that cost <= 4000 clim per ingot/block.

Key ability

Mime's Journey

Class feature
Grants+5 skill pointsArt
SourcesClassMime

Benefit 1

You gain proficiency in 1 common and 1 specialized weapon

Benefit 2

You gain +5 skill points to spend in Art. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

As a mime, you’re not allowed to speak. If you speak during an encounter, you cannot use any Mime abilities until the end of the encounter.

Key ability

Mission Control

Class feature

Benefit 1

You gain proficiency in the Aetherie Sensory Station.

Benefit 2

You may use Mind Connection.

Key ability

Mounted Basics

Class feature
Grants+5 skill pointsRiding

Benefit 1

You gain proficiency in Polearms, Lances, Light armor, Shields and one other common weapon group of your choice.

Benefit 2

You gain 5 skill points in Riding. You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You may use Spirit Jump.

Benefit 4

If you have mastered cavalier, your mount can withstand one lethal blow. If your mount would be reduced to 0 HP or below by an attack, it instead is reduced to 1 HP. Only works once per encounter.

Key ability

Natural Cycle

Class feature

Benefit 1

At the start of your turn you may pay upkeep 1 mana for each Regrowth you have on an ally. If you do, you may extend its duration by 1 turn. You can choose this upkeep separately for each Regrowth.

Benefit 2

You may use Regrowth.

Key ability

Nightstalker

Class feature

Benefit 1

You gain 60ft darkvision, allowing you to see perfectly in the dark even without a source of light. If you already have darkvision, the range of it improves by 60ft.

Key ability

Ninja Style

Class feature
SourcesClassNinja

Benefit 1

You gain proficiency in both Small Weapons and Sets of Missiles.

Benefit 2

You may use Ninja Run.

Key ability

Ninja Techniques

Class feature
SourcesClassJonin

Benefit 1

Your Ninja Run now lasts for the entire turn.

Benefit 2

You may use Genjutsu Kai

Key ability

On my terms

Class feature

Benefit 1

While you are at 1 HP or higher, damage (including true damage) you take during your own turn cannot reduce you below 1 HP.

Benefit 2

When you roll a 1 on a skill check, something unexpected may happen (GM's discretion). This is usually bad, but it could also turn out to be a blessing in disguise.

Key ability

Ore Hunter

Class feature

Benefit 1

You can gather Tier 2 mining outcrops.

Benefit 2

You are an expert and tying knots. Using rope, you can secure yourself to objects and safely rappel down to investigate down cliffsides.

Key ability

Overwhelming Critical

Class feature

Benefit 1

When you roll a critical hit while making a Heavy attack with a Two-Handed weapon you may use Aftershock even if the attack didn’t miss. This use doesn’t count against the normal use limit of it and this effect still applies even if the critical hit was blocked or otherwise defended against.

Key ability

Past Self

Class feature

Benefit 1

You may use Past Self.

Benefit 2

Using the Delay encounter start action does not consume your encounter start action use and may use it multiple times.

Key ability

Peddler of Wares

Class feature
Grants+5 skill pointsRiding

Benefit 1

Your in-combat burden capacity increases by 1.

Benefit 2

You gain proficiency in 1 common weapon group.

Benefit 3

You gain +5 skill points in Riding. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 4

Upon mastering this class, the Procurement Limit increases to 2000 and you can procure materials that cost <= 2000 clim per ingot/block.

Key ability

Perfect Mimicry

Class feature

Benefit 1

When given enough preparation time and enough knowledge about the subject, you are able to perfectly impersonate another person (GM’s discretion on what is ‘enough’). When disguised in this way, other people are unable to see through your disguise through normal means unless you act or say things that are strange enough to draw suspicions. This disguise is partially magical in nature, but cannot make up for obvious size or shape differences.

Key ability

Phantom Thief

Class feature

Benefit 1

You are able to disable and modify t2 and t3 bounded fields.

Benefit 2

You may use Stolen Skill.

Key ability

Pierrot's Journey

Class feature
Grants+5 skill pointsArt

Benefit 1

You gain proficiency in small weapons, bludgeoning weapons and light armor.

Benefit 2

You gain +5 skill points to spend in Art. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You gain 2 Damage Reduction against pies.

Key ability

Puppet Grandmaster

Class feature

Benefit 1

You can summon puppets under your control using Summon Piece. While these puppets follow movement rules as described in the abilities and are always Medium size, they can appear as whatever you wish, decided when you take this class.

Benefit 2

As an EP action, you may change the appearance of your pieces.

Key ability

Ranger's Journey

Class feature
Grants+5 skill pointsAnimal Husbandry, Appraise, Athletics, Common Knowledge, Medicine, Perception, Stealth, Survival

Benefit 1

You gain proficiency in light and medium armor, a common ranged weapon group and a common melee weapon group.

Benefit 2

You gain 5 points in one of the following: Appraise, Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You can use Status Assessment.

Key ability

Recover Power

Class feature

Benefit 1

Any temporary HP on you at the end of an encounter is converted into healing. You regain HP equal to half the value of temporary HP you have remaining.

Key ability

Rock and Stone

Class feature
SourcesClassMiner

Benefit 1

You gain proficiency in 1 armor or in the shield. You also gain proficiency in the Pickaxe specialty weapon.

Benefit 2

You gain the ability to gather mining outcrops.

Benefit 3

You gain the ability to create Ingots as an Errand. See item: Blacksmithing Materials. You may use an IP to do this 4 times instead.

Key ability

Rogue's Journey

Class feature
Grants+10 skill pointsAthletics, Deception, Expert Knowledge, Insight, Intimidation, Negotiation, Perception, Roguecraft, Stealth
SourcesClassRogue

Benefit 1

You gain proficiency with light armor and with one of the following weapon groups: Small weapons, Light swords, Dueling weapons and Set of missiles.

Benefit 2

You gain +5 skill points in Roguecraft and +5 skill points to spend in Athletics, Stealth, Deception, Perception, Insight, Negotiation, Intimidation or a relevant Expert Knowledge skill (By DM Approval). You can exchange any skill point for 2 expertise points, but must spend them in these skills.

Benefit 3

You can use Feint.

Key ability

Sanctioned Healer

Class feature

Benefit 1

When you attack an enemy with Sanctify, you may choose not to trigger the effect of it.

Benefit 2

You gain Elemental Mastery: Holy

Key ability

Shielding Fist

Class feature

Benefit 1

While you have at least 1 hand empty and aren't wielding a shield, you gain a +4 Shield bonus to your block.

Key ability

Snipe

Class feature

Benefit 1

You gain proficiency in Sniper Rifles.

Benefit 2

If you did not move this turn or the previous turn you gain a +1d4 Snipe bonus to your accuracy roll on attacks made with a Sniper Rifle.

Key ability

Sorcerer's Journey

Class feature
Grants+5 skill pointsMagic

Benefit 1

You gain proficiency in Channeling Weapons and Light Armor.

Benefit 2

You gain +5 skill points in Magic. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You gain Arcane Mastery. Upon mastering this class, you may master an additional element of your choice.

Key ability

Soul Bond

Class feature

Benefit 1

When you acquire this ability, choose 1 willing person. That person is treated as your Soulmate and several of the class abilities only work on your Soulmate. This cannot be changed unless your Soulmate dies.

Benefit 2

Your Soulmate is always treated as your VIP for any bodyguard abilities. You may still designate another VIP as normal.

Key ability

Spell Challenge

Class feature

Benefit 1

When targeting or damaging an enemy with a spell, you may choose to inflict Challenge on them until the end of your next turn.

Benefit 2

When an enemy that is Challenged by you provokes an attack of opportunity from you, you may instead use Abjurer's Blast against them. The heavy and precise version of this cost 1 RP, while the light version costs 0 RP.

Key ability

Spell Transfer

Class feature

Benefit 1

When you use the Create Talisman ability, an ally may spend their Errand action to use one of their spells to put on the talisman instead of your own. You only create 1 copy of this talisman per Errand action and cannot use Secret Art spells with it.

Key ability

Spore Symbiote

Class feature

Benefit 1

You can use Spore Symbiote.

Benefit 2

You gain Earth Elemental Mastery.

Benefit 3

You can create a cute mushroom cap hat to wear.

Key ability

Studied Healer

Class feature
Grants+5 skill pointsReligion

Benefit 1

You gain +5 skill points in the Religion skill.

Benefit 2

Followers of your Religion are more obligated to listen to you, granting you a +5 Negotiation Bonus when dealing with them.

Key ability

Summoning Basics

Class feature

Benefit 1

You may channel for 10 minutes after which you arrive at the space between worlds, allowing you to interact with Eidolons that wish to meet with you.

Benefit 2

You may use Attune Eidolon.

Key ability

Superconductor

Class feature

Benefit 1

When you make an attack that deals Lightning damage to a target afflicted with Static, you gain a +1 accuracy bonus.

Benefit 2

You gain Elemental Mastery: Lightning.

Key ability

Surgical Precision

Class feature

Benefit 1

When you deal damage with a one-handed melee weapon that is both Sure Hit and Full Pierce or a critical hit, you inflict Bleeding on the target for 1 turn. This effect stacks with other Bleeds effects and itself up to 3 times.

Key ability

Terrifying Charge

Class feature

Benefit 1

When dealing damage with the trample effect or with your Secret Art: Override, any non-heroic target you damage becomes Shaken until the end of their next turn.

Key ability

The Alchemist

Class feature

Benefit 1

You gain Alchemist Core Crafting Abilities, and proficiency in 1 basic weapon.

Benefit 2

You can craft using non-advanced materials and base materials. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can use an Alchemist's Alembic as crafting tool for alchemy crafts.

Benefit 4

You craft 3 of the same Elixir, Potion, Flask, Poison or Salve when using an interlude point instead of 1. You only need to pay the listed cost once.

Key ability

Thefts of the past

Class feature

Benefit 1

When making a check with the Roguecraft skill, you may treat the object or person you’re interacting with as being up to an hour in the past. This may allow you to steal things not currently carried, open doors before they were locked and more. Does not work in combat and an item that is consumed cannot be stolen.

Benefit 2

Using the Delay encounter start action does not consume your encounter start action use and you may use it multiple times.

Key ability

Throwing Rhythm

Class feature

Benefit 1

When you make an attack with a throwing weapon, or take the thrown attack basic action, you may move 5ft as if you had the light sword passive (Nimble).

Benefit 2

When you take the thrown attack basic action, the weapon returns to your hand afterwards.

Key ability

Titan's Grip

Class feature

Benefit 1

You may wield a Two-Handed weapon in 1 hand allowing you to use a second (Two-Handed) weapon or shield in your offhand.

Benefit 2

While dual wielding Two-Handed weapons, you may make dual wield attacks as if they were One-Handed weapons.

Key ability

Toss a coin

Class feature
SourcesClassBard

Benefit 1

As an Errand action, you may perform in a city or town and earn Clim equal to your relevant Art roll x 10 up to a maximum of 300 clim.

Key ability

Tranquil Prayers

Class feature

Benefit 1

Your Acolyte, Priest and High Priest Healing abilities heal for 2x value when used out of combat.

Key ability

Transmutation Basics

Class feature

Benefit 1

You gain Transmuter Core Crafting Abilities. You may use one of these abilities in a crafting session. If you use one of these abilities, other transmuters can no longer use their co craft abilities with you. Similarly, if a co crafter uses one of these abilities for you, you can no longer use any of these abilities.

Benefit 2

You can craft using non-advanced materials and base materials. You may use an IP to perform an EP action tied to this key ability 4 times.

Benefit 3

You can now craft Elixirs, Potions, Flasks and Salves. You craft 3 of the same Elixir, Potion, Flask or Salve when using an interlude point instead of 1. You only need to pay the listed cost once.

Benefit 4

You gain proficiency in alchemist’s alembic and 1 basic weapon type.

Key ability

Transmutation Tricks

Class feature

Benefit 1

For 1 AP, You can create small items using transmuting to provide temporary comforts and curiosities— a cup to drink out of, a chair to sit down on, a figurine etc. These items cannot have significant gameplay factors (such as a key or a tool). If you’d like to create something small to give away or sell, you must utilize x amount of commodities of whatever quantity and type the GM decides.

Benefit 2

You may use your transmuter abilities a second time during a craft or co craft.

Benefit 3

You may use the following abilities:

Key ability

Trap Basics

Class feature

Benefit 1

You may convert 100u of junk into a Trapper's Trap you can use for your abilities. You may do so as a Rest action or as an Errand action. Trapper's Traps are a special item that cost 1 burden.

Benefit 2

You may carry up to 3 Trapper's Traps without them costing Burden.

Benefit 3

When resting at your camp outdoors, you may set traps that will alert you to enemies approaching by using a rest action. These do not consume a Trapper's Trap, but allow you to use Survival to detect enemies instead of Perception. After each of such rests, you obtain 1d10 x 5 food units.

Key ability

Undead Mastery

Class feature

Benefit 1

For every 300 spirit core you possess above 2000, you can control 1 extra zombie with your Create Undead.

Key ability

Vampiric Strength

Class feature

Benefit 1

Your unarmed attack damage is treated as a One-Handed Weapon in which you are proficient. Your unarmed attacks cannot deal non-lethal damage.

Benefit 2

You may use the Vampire Bite ability.

Key ability

Versatile Range

Class feature

Benefit 1

You may treat your polearm’s threatened range as 5ft instead of 5-10ft. You must declare this during your turn and it lasts until the start of your next turn.

Key ability

VIP Protection

Class feature

Benefit 1

At the start of each arc, choose one person other than yourself as your VIP for that arc. Your VIP is the target for several of your abilities.

Benefit 2

You may use VIP Protection.

Benefit 3

If you choose a VIP, you cannot become the target of a VIP protection yourself.

Key ability

Wall Ride

Class feature

Benefit 1

When you create a wall on your turn using your Geomancer or Geomaster abilities, you may move along the wall as it is created. You can jump off at any point of the wall creation, ending in an empty square next to the wall.

Key ability

Zhen Jiao

Class feature
SourcesNo player source listed

Benefit 1

When you move toward an enemy as part of a Bajiquan ability, your attack deals two extra points of damage for every 5ft moved.

Breakthrough

8 Eyes (Spiderfolk)

100 EXP
SourceBreakthrough

You may have up to 8 Mystic Eyes instead of the regular 2.

Requirements

Must be a spiderfolk.

Breakthrough

Angelblooded (Human) (Restricted)

0 EXP
SourceBreakthrough

You have the blood of angels in you. You may purchase the Angelblooded class.

Requirements

Must be a human and only a human. Requires GM Approval

Breakthrough

Arachne (Spiderfolk)

0 EXP
SourceBreakthrough

You lose your extra arms racial ability. In exchange, you become Large size and your max burden is increased by 2. When attempting to move through 5ft wide spaces, it is considered difficult terrain for you and many humanoid buildings will struggle to accommodate you. You also suffer a -10 penalty to swimming checks, but you may climb through your spider climb ability at your normal speed instead of half speed.

In addition, you count as mounted for the purposes of abilities that require you to be mounted. This does not let you be a mount to other creatures.

Requirements

Must be a spiderfolk. Can only be taken at character creation.

Breakthrough

Become Ice (Yuki-Onna)

200 EXP
SourceBreakthrough

The RP cost of Absorb Ice is reduced to 0 the first time you use it per round. Cost is reset back to 0 when it becomes your turn

Requirements

Must be a Yuki-Onna.

Breakthrough

Become Lightning (Raijin)

200 EXP
SourceBreakthrough

The RP cost of Consume Lightning is reduced to 0 the first time you use it per round. Cost is reset back to 0 when it becomes your turn. Any Power bonus you gain from using Consume Lightning does not stack.

Requirements

Must be a Raijin Youkai.

Breakthrough

Become Wind (Sylph)

200 EXP
SourceBreakthrough

The RP cost of Consume Wind is reduced to 0 the first time you use it per round. Cost is reset back to 0 when it becomes your turn

Requirements

Must be a Sylph Fae

Breakthrough

Blend In (Slimefolk)

200 EXP
SourceBreakthrough

You disguise your appearance using magic to be that of another race (and gain a +30 bonus to hide this magical effect from things such as sense magic). This skill does not allow you to change your appearance at will, but instead lets you appear as you would as a different race.  You choose this race when this breakthrough is picked up and cannot change it.

In addition, the first time you use Slime Body while disguised in this way, it costs 0 RP instead of 1 RP but reveals your actual race.  This effect does not work if the attacker knows that you are a Slimefolk.

Requirements

Must be a Slimefolk.

Breakthrough

Blend In II (Slimefolk)

25 EXP
SourceBreakthrough

You may disguise as a different race in addition to your chosen race during Blend In. You may take this breakthrough multiple times, selecting a new race to disguise as each time.

Requirements

Must have Blend In.

Breakthrough

Blessed by Kari (Human)

100 EXP
SourceBreakthrough

After using Divine Providence you may use it a second time before resting, but the cost increases to 1 RP. This second use must pick a different option then your first one.

Requirements

Must be a Human.

Breakthrough

Bully

50 EXP
SourceBreakthrough

You gain a +5 bonus to intimidation skill checks against targets with less Fitness than you.

Requirements

-

Breakthrough

Celestial Dragon (Ryujin)

300 EXP
SourceBreakthroughGrantsFlight

Your elemental mastery from your Ryujin's Mastery may be Holy or Dark as well. In addition, you can use Flight.

Requirements

Must be a Ryujin. Can only be taken at character creation.

Breakthrough

Combat Doggy (Cu Sith)

100 EXP
SourceBreakthrough

You may use abilities like normal while in Dog Form and may use One-Handed weapon. Any abilities that require a specific armor or other specific physical requirements still cannot be used.

Your Dog Form no longer breaks upon taking damage.

Requirements

Must be a Cu Sith.

Breakthrough

Combat Kitty (Cait Sith)

100 EXP
SourceBreakthrough

You may use abilities like normal while in cat form and may use One-Handed weapon. Any abilities that require a specific armor or other specific physical requirements still cannot be used.

Your cat form no longer breaks on damage.

Requirements

Must be a Cait Sith.

Breakthrough

Curse of Vampirism

300 EXP
SourceBreakthrough

You rise as a vampire, an immortal creature that feeds on the blood of living creatures and immediately gain the Vampire racial style class and its key ability. Your race changes to ‘Vampire’, but you keep the benefits of your previous race.

As a vampire, you no longer age and your physical appearance changes slightly. Your skin becomes more pale and you grow a pair of fangs. You still need to eat, drink and breathe as normal.

A vampire’s spirit core is cracked, making it difficult for it to regenerate mana naturally and requiring it to obtain it from other creatures. You no longer regenerate mana from eating (including potions), resting and can no longer use the Draw Mana encounter conclusion action. You still recover full mana at the start of a new arc. 

You are weak to sunlight. Every round you spend in sunlight without proper protection you take 10 true damage and your maximum HP is lowered by 10. Your maximum HP remains lowered until you finish a rest. You may carry a parasol or similar object in one hand to protect yourself from the sun and can do so even in combat.

In addition to these drawbacks, you no longer receive Wounds unless the damage that reduced your HP to 0 was fire, holy or true damage. You also gain 60ft Darkvision. Darkvision lets you see in total darkness, even if there's no source of light.

Requirements

Must be taken at character creation or after being killed by a vampire's bite.

Breakthrough

Deep Connection

50 EXP
SourceBreakthrough

You may command your mount to move and attack even if you're not mounted on it. This still using AP, Mana etc like normal as if you were mounted.

Requirements

Cavalier mastered.

Breakthrough

Deus Ex Machina

600 EXP
SourceBreakthrough

The first time you would die from a mortal wound at Encounter Conclusion, the mortal wound is removed and you instead receive a normal injury. The benefit of this breakthrough is then lost and you may not choose this breakthrough again after.

Requirements

-

Breakthrough

Divine Luck I

300 EXP
SourceBreakthrough

Once per rest, you may roll an additional dice when making a check and take the higher result.

Requirements

-

Breakthrough

Divine Luck II

600 EXP
SourceBreakthrough

Once per arc, you may choose to automatically succeed on a check (if success is possible).

Requirements

Must have purchased Divine Luck I.

Breakthrough

Divine's Chosen

0 EXP
SourceBreakthrough

You select one of the divines from the below list to worship. Once chosen, you can only change this decision with GM approval after a significant enough change.

Any abilities with the Divine keyword deal your chosen divine's damage instead of their listed type. 

Kari: (Type Holy) goddess of Light, the most prominent deity in the setting, almost all religious people follow Kari and it's the only serious religion with any support outside of Kirara. 

Heira: (Type Astra) goddess of Evil, mostly followed by cultists. 

Pandora: (Type Arcane) goddess of Magic (Arcane). There are a few broken-down shrines to her, not widely followed, but a few followers. 

Makai: (Type Water) goddess of the Ocean. Mostly followed in Houkaina and Kirara, moreso in Houkaina. Main temple is in Houkaina (in Northi), followed by Merfolk. 

Ayuzi Kirara: (Type Fire) goddess of Artisans. The most popular Divine in Kirara. 

Eisen: (Type Slashing) god of War. Mostly followed by goblins and orcs in Eisenstadt. Mostly seen as ceremonial and "old ways," not taken as seriously in Eisenstadt. 

Athena: (Type Lightning) goddess of Wind. Mostly followed by citizens of the area around Marlone Bay. A goddess with a quiet disposition. Mostly the "old ways," a sailor might make a gesture to Athena before setting out while not fully being a follower. 

Clio: (Type Arcane) goddess of Storytelling. Not officially followed anywhere, or even known about. Clio draws power from all of the stories forged through life, both true and fictional. 

Yggdrasil: (Type Earth) the world itself. Mostly followed by Fae in Easter. "Nature," "Terra itself" are Yggdrasil. "The will of the world/nature." Not actually a "sentient" force, but a force that creates balance and opposes destruction of natural order. Yggdrasil's strength is that it has four "superpaladins" (thaumaturges) that are bound to the world and cannot be permanently killed. The thaumaturges do not work together, and may not even be aware of each other, and may not even be aware of their mission.

Requirements

-

Breakthrough

Drag along (Lamia)

200 EXP
SourceBreakthrough

When you have a target under the effect of "Just a hug", you can still move at half of your normal movement speed while under the Just a hug root effect and you still count as rooted for all other purposes.

When moving, you can drag along the target of Just a hug, but they still count as rooted at your new location.

In addition, your grapple power increases by +1.

Requirements

Must be a Lamia.

Breakthrough

Dual Personality

300 EXP
SourceBreakthrough

Whether through magical or non-magical means, you have more than a single personality or entity within you through either physical or magical means. When under the influence of a Charm, Illusion or other mind-influencing effect you may spend 1 AP to switch personalities/entities and act as normal.

You may only do this once per encounter.

Requirements

-

Breakthrough

Early Ascension

300 EXP
SourceBreakthrough

You are treated as having 1 class mastered for the purposes of selecting a tier 2 class that has “Any class mastered” or similar requirement. This does not apply to any class that requires a specific class to be mastered and it doesn't automatically qualify you for other requirements such as weapon proficiencies. 

Requirements

Must be taken at character creation.

Breakthrough

Elemental Affinity

150 EXP
SourceBreakthrough

You gain Elemental Mastery in an element of your choice.

You may pick this breakthrough more than once, choosing a different element each time.

Requirements

-

Breakthrough

Elemental Breath (Ryujin)

100 EXP
SourceBreakthrough

You may let your Dragon Breath do the damage of any element that you have mastered.

Requirements

Must be a Ryujin.

Breakthrough

Elixir Addict

0 EXP
SourceBreakthrough

You have become used to the effects of drinking elixirs, too used in fact. At the end of your turn in combat, if you do not have an Elixir active you take 6 true damage. The HP cost of drinking all elixirs is reduced by 11.

This breakthrough may be removed during an interlude phase by spending 1 IP.

Requirements

Must have used at least 3 elixirs in the same encounter.

Breakthrough

Expert Summoner

0 EXP
SourceBreakthrough

When you summon during the first or second round of an encounter, you may transfer main stat points from yourself into your summon.

The maximum stat points you can imbue for all your summons combined is equal to your total main stat points (Focus, Power, Agility, Toughness) - 18. You can not lower a stat below 3 with this. When you lose stat points due to this, your related values such as mana, HP and RP have their max reduced. When lowering your agility or toughness, you also lose RP or HP equal to the respective stat lost. If your  Mana is higher than your max Mana after imbuing, it is reduced to the new max.

This transfer stays until end of encounter or until the summon you invested in dies (or is otherwise removed from combat). Your max of your stats is returned to normal, but any HP or Mana lost due to this is not refunded.

You may imbue a Heroic summon with any amount of stats from this pool. These points don't need to be a direct transfer (for example, you can lower your Agility by 2 to buff your summons Power). They increase your summons values such as HP/RP etc by the regular amount these stats give.

For grunt summons, you may imbue them with half of this max. They are still capped at max 1 RP.

Requirements

At least 1 of Summoner, Mogul, Animal Summoner or Necromancer maxed. 3000+ Spirit Core

Breakthrough

Fae Flash Acrobat (Fae)

50 EXP
SourceBreakthrough

While using Fae Flash, you may teleport a partial distance and materialize there to redirect your teleport. In a single Fae Step, you may teleport multiple times, reappearing each time you stop, to teleport from that new position. You are still limited by your maximum teleport distance and cannot take any other actions between each teleport.

Requirements

Must be a Fae.

Breakthrough

Faerie Flash Master (Fae)

100 EXP
SourceBreakthrough

When using your Faerie Flash ability, you may spend X additional mana to increase your teleport distance by X times your movement speed.

Requirements

Must be a Fae.

Breakthrough

Faerie-Chimera Hybrid (Race)

200 EXP
SourceBreakthrough

An extremely rare condition in which a Chimera parent and a Faerie parent produces a child with Chimera traits. The odds are said to be less than 1%.

If your main race is Chimera, you may choose a Fae subrace instead of a Chimera one. If your main race is Fae, you may choose a Chimera subrace instead of a Fae one. 

You do not get any of the base traits from the other race and keep the ones from your chosen main race. However, you do get the language from the other race (or a dialect of choosing a chimera subrace)

If you pick High Fae as your subrace, you gain Fae Flash instead of Fae Flash II.

Requirements

Must be chosen at character creation. Must choose Faerie or Chimera race.

Breakthrough

Fast Metabolism

150 EXP
SourceBreakthrough

Once per arc you may eat food and gain the benefits even if you already had gotten the benefits from eating food that day.

Requirements

-

Breakthrough

Fast Movement (Centaur)

200 EXP
SourceBreakthrough

Your base movement speed increases by 5ft.

Requirements

Must be Centaur or Arachne Spiderfolk

Breakthrough

Fearless

200 EXP
SourceBreakthrough

Whenever you are afflicted by a Fear type condition, you may spend 1 RP or 0 AP to remove it.

Requirements

-

Breakthrough

Fight and Flight (Chimera)

200 EXP
SourceBreakthrough

When using Fight or Flight, you no longer receive the drawback.

Requirements

Must be a Chimera.

Breakthrough

Flesheater (Jiangshi)

100 EXP
SourceBreakthrough

When using Consume Enemy, you may consider that your food for the day and regain mana equal to a normal ration. You cannot gain this benefit if you already regained mana from food that day and using this benefit prevents you from regaining mana from food until you’ve rested.

Requirements

Must be a Jiangshi.

Breakthrough

Flying Counter (Kitsune)

200 EXP
SourceBreakthrough

When using Fading Counter, you may move up to your movement speed instead of 5ft. This movement has Flight and still does not provoke attacks of opportunity.

Requirements

Must be a Kitsune.

Breakthrough

Four Paw Sprint (Catfolk)

100 EXP
SourceBreakthrough

When spending at least 3 AP of movement, your base movement speed is increased to 40ft instead of 25.

Requirements

Must be a Catfolk.

Breakthrough

Greatshield Training

100 EXP
SourceBreakthrough

You gain proficiency with Greatshields.

Requirements

You must be proficient with shields.

Breakthrough

Heavy Armor Training

100 EXP
SourceBreakthrough

You gain proficiency with Heavy Armor.

Requirements

You must be proficient with Light and Medium armor.

Breakthrough

Hide Behind Ally (Pixie)

300 EXP
SourceBreakthrough

When occupying the same space as a conscious ally that's at least a size bigger than you, you may choose to become untargetable to single target attacks. The ally must be willing to take the hits for you, though they may react to these attacks as normal. While occupying the same space as a conscious ally, any effect that triggers upon not being targeted by an enemy (such as Challenge) will not be triggered. Does not work against Attacks of Opportunity.

Requirements

Must be a Pixie.

Breakthrough

Human-Chimera Hybrid (Race)

200 EXP
SourceBreakthrough

While most unions of Human and Chimera parents result in the offspring being fully of Human or fully of Chimera, there are rare instances in which the Chimera traits are still present in a human offspring.

Choose one Chimera Subrace and gain all of its features. You do not gain any of the Chimera base traits and instead have the Human ones, including Divine Providence. You do not get the 100 extra exp that humans normally get or human adaptability.

Requirements

Must be chosen at character creation. Must choose Human race.

Breakthrough

Improved Demonic Divine Release (Demon)

300 EXP
SourceBreakthrough

When activating your divine release you may choose to reduce your max HP by 22. When you do, you do not pay any additional HP cost to activate it and the HP Upkeep is reduced to 0 while above 0 HP.

When you fall below 0 HP, you pay the increased Upkeep cost as normal.

Requirements

Must be a Demon

Breakthrough

In Sync (Youkai)

100 EXP
SourceBreakthrough

After you use Spiritual Sync, you may cancel the effect for 0 RP at any time. If you do, you regain mana like it is described in the ability or 8 HP for each temporary mana you still had remaining.

In addition, the maximum mana or HP you can spend on Spiritual Sync is doubled.

Requirements

Must be a Youkai.

Breakthrough

Kit Expert

200 EXP
SourceBreakthrough

You may reduce the Burden cost of a single kit in your inventory by 2.

Requirements

-

Breakthrough

Language Training

100 EXP
SourceBreakthrough

You learn a language of your choice. Rare, dead or similar languages may be unavailable (GM’s discretion).

You may take this breakthrough multiple times, picking a different language each time.

Requirements

-

Breakthrough

Light Armor Training

25 EXP
SourceBreakthrough

You gain proficiency with Light Armor and shields.

Requirements

-

Breakthrough

Light Sleeper

75 EXP
SourceBreakthrough

When asleep, you may roll Perception rolls as if you were awake to be aware of danger approaching.

Requirements

-

Breakthrough

Mark of Conflict

0 EXP
SourceBreakthrough

The effect of your Mark of Justice changes to the following:

“You mark a single enemy, inflicting the Mark of Conflict on them. If an enemy moves away from you and not towards another ally, they take Full Pierce physical damage equal to your Power for each 20ft of movement they spent moving away from you.”

The range and AP cost remain the same.

Requirements

Must be an Unknown Paladin that follows Eisen. Must have the Mark of Justice ability.

Breakthrough

Medium Armor Training

50 EXP
SourceBreakthrough

You gain proficiency with Medium Armor.

Requirements

You must be proficient with Light Armor

Breakthrough

Mental Torture (Unseelie)

100 EXP
SourceBreakthrough

When you roll a natural 20 on your accuracy roll, you may apply the effects of Torture Techniques even if the enemy Dodges or Blocks it.

Requirements

Must be an Unseelie.

Breakthrough

Mixed House (Demon)

100 EXP
SourceBreakthrough

You choose another house to gain the benefit of.

Requirements

Must be a Demon.

Breakthrough

Mystic Eyes of Faerie Light (Fae)

100 EXP
SourceBreakthrough

Your Fae eyes have developed into the Eyes of Faerie Light.  You may purchase the Faerie Light Eyes class.

In addition, you can make a Perception check at +10 bonus to determine if something is an illusion. You are not immune to these illusions however.

Requirements

Must be a Fae.

Breakthrough

Natural Immunity (Ratfolk)

100 EXP
SourceBreakthrough

When you successfully resist the effect of a disease or poison (or are immune to the effect), you may choose to become afflicted anyway. You suffer no effects from a disease or poison you choose to accept this way. This poison or disease lasts the normal duration or until the end of the encounter, whichever is shorter.

Requirements

Must be Ratfolk

Breakthrough

On the draw

100 EXP
SourceBreakthrough

You gain +1 to your initiative.

Requirements

-

Breakthrough

Organized Inventory

100 EXP
SourceBreakthrough

Increases your in-combat burden capacity by 1.

Requirements

-

Breakthrough

Organized Inventory II

200 EXP
SourceBreakthrough

Your in-combat Burden capacity is increased by 1.

Requirements

Must have the Organized Inventory breakthrough

Breakthrough

Organized Inventory III

300 EXP
SourceBreakthrough

Your in-combat Burden capacity is increased by 1.

Requirements

Must have the Organized Inventory II breakthrough

Breakthrough

Overrun (Centaur)

200 EXP
SourceBreakthrough

When using the Charge or Spear Charge ability your movement speed is increased by 5ft and if your attack made through the Charge ability does damage, it knocks the target prone.

Requirements

Must be a Centaur.

Breakthrough

Panda Martial Arts (Red Panda)

100 EXP
SourceBreakthrough

You can be in Panda stance at the same time as another stance without either stance ending.

Other rules for stance breaking (such as entering 2 non-panda stances) still apply.

Requirements

Must be Red Panda

Breakthrough

Photosynthesis (Dryad)

100 EXP
SourceBreakthrough

By spending at least an hour in the direct sunlight, you may gain the benefits of having eaten food and you do not need to eat or drink for the next 24 hours.

Requirements

Must be Dryad.

Breakthrough

Power Saving Mode (Ancient Marionette)

100 EXP
SourceBreakthrough

If you are at maximum mana during your meal, you only need to consume half the normal amount to be well fed.

Requirements

Must be an Ancient Marionette

Breakthrough

Powerful Ki (Oni)

200 EXP
SourceBreakthrough

When using Gravitational Ki, the range increases by 30ft. The push and pull distance increases by up to 10ft. In addition, you may spend 1 AP instead of 1 RP on it.

Requirements

Must be an Oni.

Breakthrough

Primary Stat Training

400 EXP
SourceBreakthrough

You gain a +1 bonus to Focus, Power, Agility or Toughness.

This breakthrough can be selected multiple times. The effects stack. Each time you take this breakthrough the cost increases by 100, up to a maximum of 700.

Requirements

-

Breakthrough

Racial Flight

300 EXP
SourceBreakthroughGrantsFlight

You may use Flight.

Requirements

Must be Phoenix, Mothfolk, Lizardfolk, Sylph or Willowisp race.

Breakthrough

Rich Parents

300 EXP
SourceBreakthrough

You start the game with an additional 3000 Clim of funds.

Requirements

Must be taken at character creation.

Breakthrough

Secondary Stat Training

200 EXP
SourceBreakthrough

You gain a +1 bonus to Fitness, Cunning, Reason, Awareness or Presence.

This breakthrough can be selected multiple times. The effects stack.

Requirements

-

Breakthrough

Skill Training

25 EXP
SourceBreakthrough

You gain a single skill point or two expertise points to spend on a skill. Crafting skills cannot be selected with this training.

You may select this breakthrough multiple times. Its effects can stack.

Requirements

-

Breakthrough

Skilled Flier

100 EXP
SourceBreakthrough

When you are about to lose Height from taking damage due to your Flight ability, you may instead spend 3 Mana to negate losing height from the flight mechanic until the start of your next turn.

Abilities that make you lose height not part of the Flight ability (such as downburst) may still knock you out of the air.

Requirements

Must have Flight racial ability or Racial Flight breakthrough

Breakthrough

Slime Summoner

100 EXP
SourceBreakthrough

When using the Summon Animal ability, you may instead choose to summon slimes. You roll randomly from the following slimes: Slime, Fire Slime, Earth Slime, Water Slime, Wind Slime or Mana Slime.

Even if you have the Wildheart class, you still cannot choose which slime you summon except you may choose to summon the regular Slime.

Requirements

Must be a mastered Animal Summoner.

Breakthrough

Slow Starter

300 EXP
SourceBreakthrough

You receive 200 less EXP at character creation to spend on classes and abilities. Every time you get EXP after character creation, you get twice as much. This lasts until you’ve received a total of 500 (1000 when doubled) exp.

Requirements

Must be taken at character creation.

Breakthrough

Small Doggy (Cu Sith)

0 EXP
SourceBreakthrough

When you enter your Dog Form, you become a small dog instead. Instead of the usual bonuses and penalties, you instead lose 4 guard and 8 Block but gain a +2 Size bonus to Evasion and Dodge.

Requirements

Must be a Cu Sith.

Breakthrough

Small Specimen (Cowfolk)

25 EXP
SourceBreakthrough

Your size is Small instead of Medium.

Requirements

Cowfolk only. Must be taken at character creation.

Breakthrough

Speciality Weapon Training

100 EXP
SourceBreakthrough

You gain proficiency with a Speciality Weapon group.

This breakthrough can be selected multiple times. You must select a different weapon group each time you select it.

Requirements

-

Breakthrough

Summon Contract: Fortuna, Lady Luck

0 EXP
SourceBreakthroughGrantsChannel Eidolon: Draw Luck

Appearance: Fortuna appears as a beautiful lady wearing clothing of the highest quality. Her clothes change each time she appears, but she always carries with her a parasol designed like a roulette wheel.
Desires: Fortuna desires to see gambling. To have people bet their all on impossible odds.
Pact Cost: You can never naturally roll 20 again. Every 20 you roll is reduced to 19.
Attunement Cost: None
Re-Summon Cost: Roll a natural 20 (before the pact cost reduces it) on an attack or skill check with consequences for failure (GM’s decision).

When you contract Fortuna, you are able to attune to it. While attuned, you gain access to the Draw Luck ability through your Channel Eidolon ability. You summon the Jack of Hearts for your Lesser Eidolon and Fortuna for your Eidolon (The stats for these are listed under monsters).

Requirements

Must be a summoner and have visited the eidolon.

Breakthrough

Summon Contract: Ixilune, The Swarm

0 EXP
SourceBreakthroughGrantsChannel Eidolon: Distracting Swarm

Appearance: Hot bug lady.
Desires: Ixilune desires to consume everything.
Pact Cost: You need to eat 1.5x as much food to be fed.
Attunement Cost: None
Re-Summon Cost: Must eat the flesh of a creature of the same (main) race.

When you contract Ixilune, you are able to attune to it. While attuned, you gain access the Distracting Swarm ability through your Channel Eidolon ability. You summon the Devouring Swarm for your Lesser Eidolon and Ixilune for your Eidolon. (The stats for these are listed under monsters.)

Requirements

Must be a summoner and have visited the eidolon.

Breakthrough

Summon Contract: Pipoltr, The Gardener

0 EXP
SourceBreakthroughGrantsChannel Eidolon: Vine Wall Cover
  • Appearance: Pipoltr appears as a giant scarab beetle whose carapace glints with a metallic sheen like burnished bronze and emerald green.  His presence is both otherworldly and ancient, curved antennae sprout from his head that can detect the health of plants.  His compound eyes shine like brilliant gems.
  • Desires: Pipoltr’s desire is the health of nature.
  • Pact Cost:  1 Maximum Mana.
  • Attunement Cost: None
  • Re-Summon Eidolon:  Character must spend an EP to perform 1 day of gardening work before resummoning Pipoltr.

When you contract Pipoltr, you are able to attune to it. While attuned, you gain access the Vine Wall Cover ability through your Channel Eidolon ability. You summon the Rhinoceros Beetle for your Lesser Eidolon and Pipoltr for your Eidolon. (The stats for these are listed under monsters.)

Requirements

Must be a summoner and have visited the eidolon.

Breakthrough

Superior Escapist (Rabbitfolk)

100 EXP
SourceBreakthrough

You may use your Escape Artist when Rooted to remove it in addition to grapples.

Requirements

Must be a Rabbitfolk.

Breakthrough

Tengu Defensive Aura (Tengu)

100 EXP
SourceBreakthrough

Your resistance to astra corruption is increased by 1 (Your SC is treated as 500 higher when determining if you suffer from astra corruption). In addition, you do not suffer any negative effects when the astra level is raised artificially. (such as from Exousiai's).

Requirements

Must be a Tengu.

Breakthrough

The Unknown Paladin

200 EXP
SourceBreakthrough

Despite not being human, you fulfill the human requirement to become a Paladin. In addition, your Smite skill's damage type changes to one that represents your chosen Divine. The paladin holy weapon key ability also changes its damage type to the one that represents your chosen Divine.

Kari: Holy 
Heira: Astra
Pandora: Arcane
Makai: Water
Ayuzi Kirara: Fire 
Eisen: Physical 
Athena: Lightning 
Clio: Arcane 
Yggdrasil: Earth

Requirements

Must have the Divine's Chosen breakthrough.

Breakthrough

Third Eye

200 EXP
SourceBreakthrough

You may have up to 3 Mystic Eyes instead of the regular 2.

Requirements

-

Breakthrough

Touched by Death

200 EXP
SourceBreakthrough

Near-death experiences sometimes leave people more sensitive to death itself, manifesting in what is called the Shinigami’s Eyes. You may purchase the Shinigami Eyes class.

In addition, you may spend 1 AP to see the HP percentage and weak spots (if any) of all creatures for 1 turn.

Requirements

Must be taken at character creation or after your HP has dropped below 0 in an encounter.

Breakthrough

Universal Training

700 EXP
SourceBreakthrough

You gain +1 to any primary stat, +1 to any secondary stat and 5 skill points. You may put these skill points into any normal skill, except crafting and gathering skills.

This breakthrough may be taken multiple times. The effects stack.

Requirements

-

Breakthrough

Weapon Training

25 EXP
SourceBreakthrough

You gain proficiency with a weapon group. You may not select Speciality Weapons with this.

This breakthrough can be selected multiple times. You must select a different weapon group each time you select it.

Requirements

-

Breakthrough

Wide Circuits I

150 EXP
SourceBreakthrough

Your maximum mana increases by 1.

Requirements

-

Breakthrough

Wide Circuits II

175 EXP
SourceBreakthrough

Your maximum Mana is increased by 1.

Requirements

Must have the Wide Circuits breakthrough.

Breakthrough

Wide Circuits III

200 EXP
SourceBreakthrough

Your maximum Mana is increased by 1.

Requirements

Must have the Wide Circuits II breakthrough.

Breakthrough

Wide Circuits IV

250 EXP
SourceBreakthrough

Your maximum Mana is increased by 1.

You may take this breakthrough multiple times. The effects stack.

Requirements

Must have the Wide Circuits III breakthrough

Monster ability

Absorb Magic

Passive trait

When you take Arcane, Fire, Water, Wind, Earth, Holy or Dark damage or any of its subtypes, you charge your crystals. Your next Crystal Stomp does additional damage equal to the Power of the attacker and the damage type of it changes to the type you took. Does not stack.

Monster ability

Animal Shield

Passive trait

When a creature you summoned is within 5ft of you, you may change the target of any attack targeting you to that creature instead. Only works if the creature isn’t already targeted as part of the attack. 

Monster ability

Arcane Body

Passive trait

Your attacks may deal Physical or Arcane damage. When you deal Arcane damage, the target loses 1 MP though they get to make a Save if this was a light attack. Furthermore, any target ending its turn while rooted by your Consume loses 1 MP.

Monster ability

Battle Tactics

Passive trait

 All Grunt level allies under your command  will fight more intelligently, being more likely to target enemies that are weak or out of position

Monster ability

Berserker

Passive trait

Upon being reduced to half HP, you go into a tantrum like rage. While in this state, increase your Power by 2. If you are Stunned or Weakened this state will end for the rest of combat.

Monster ability

Black Mount

Passive trait

You are riding on a mount. The mount has a separate 75 HP, uses your defensive stats and follows normal horse mount rules. While mounted, you can only move in a straight line while taking a movement action. After losing your mount, your movement speed is reduced to 20ft. While above 0 HP, your mount heals for your Toughness HP at the start of your turn.

Monster ability

Boar Charger

Passive trait

When under the Trample effect, you can trample enemies the same size as you (Medium). You also deal an additional Power damage with the attack.

Monster ability

Boar Hide

Passive trait

You gain a +1 bonus to your guard and +2 bonus to Block (already added to stats).

Monster ability

Boar Mount

Passive trait

You are riding on a boar mount. The boar mount has a separate 10 HP and follows normal boar mount rules. While mounted, you can only move in a straight line while taking a movement action. After losing your mount, your movement speed is reduced to 20ft.

Monster ability

Burrow

Passive trait

You move underground at your normal speed. You do not provoke attacks of opportunities except from other burrowed creatures.

Monster ability

Calm Aim

Passive trait

If you didn’t move since the start of your last turn, you gain a +1d4 bonus to all accuracy checks. 

Monster ability

Camouflage

Passive trait

You are hidden with a Stealth of 30 while pretending to be an ordinary plant until you attack. Luring Pollen does not break camouflage and will not trigger combat when used while creatures are unaware of you.

Monster ability

Deathtouch

Passive trait

A non-heroic creature reduced to 0 HP by you immediately rises as a Wight after 24 hours have passed.

Monster ability

Double Headed

Passive trait

You take two turns. Regardless of initiative, your first turn always comes first in a round. Your second turn comes after half of your enemies have taken their turn. 

Monster ability

Earth Body

Passive trait

Your attacks may deal Earth or Physical damage. When you deal Earth damage, the target must make a Save or becomes Slowed until the end of their next turn.

Monster ability

Earth Type II

Passive trait

You take half damage from Earth and Lightning attacks or damage, but you take 50% more from Wind type attacks and damage. You also take half damage from physical attacks, but your movement speed is halved.

Monster ability

Evasive Rogue

Passive trait

You may use Evasive Maneuver for 0 RP instead of its normal cost.

Monster ability

Faewolf Shimmer

Passive trait

Your form appears half-real in dim or moonlit settings. You begin an encounter hidden unless spotted with a Perception check (e.g., DC 23). If forced into bright light, or if you makes noise (like a howl), the GM can allow another Perception roll to detect it.

Monster ability

Feeding Time

Passive trait

At the end of your turn, you deal a base 1 true damage + 1 true damage to all enemies for each part of your token that is touching the target.

Monster ability

Fire Body

Passive trait

Your attacks may deal Fire or Physical damage. When you deal Fire damage, you also inflict Burning 2*X where X is your Power. Furthermore, any target ending its turn while rooted by your Consume takes light Fire damage.

Monster ability

Fire Type II

Passive trait

You take half damage from Fire and Frost attacks or damage, but you take 50% more from Water type attacks and damage. You are immune to Burning.

Monster ability

Flight

Passive trait

You can Fly through the air as if you were moving on land and your movement speed is doubled while doing so.

If you take damage while flying higher than 5ft above the ground, your altitude drops by 20ft. If this would reduce your altitude to the point where you touch the ground, you become rooted and cannot fly again until the end of your next turn. If the attack that reduced your HP came from an flying creature other than yourself, you do not lose altitude.

Monster ability

Fly-by

Passive trait

You can fly through the air as if you were moving on land and your movement speed is doubled while doing so. While flying, you may make any of your attacks (spending AP as normal) during your movement and continue to move afterwards.

Monster ability

Frost Creation: Weapons

Passive trait

You may create any weapon and use it immediately. You are considered proficient in any weapon created through this ability. These weapons may deal Frost damage instead of their normal damage. You may also create two weapons at the same time, but they must be two Light weapons of the same type. You may dismiss these weapons at any time for no cost.

Monster ability

Gel Body

Passive trait

You cannot use basic defensive actions: Block or Dodge, but you have 100 Damage Reduction to all non-magical attacks.

Monster ability

Gravity Well

Passive trait

All enemies within 40ft of you are slowed. This applies immediately when they enter this range and lasts for the entire movement of leaving this range.

Monster ability

Growing Sludge

Passive trait

If you did not move in your last turn, your AP recovery and maximum AP increase by 1 (up to a maximum of 1). 

Monster ability

Halberd

Passive trait

You have 10ft reach, but your weapon is otherwise treated as a Light axe. 

Monster ability

Hard Shell

Passive trait

You have +1 guard and +4 Block, but -2 Evasion (already added to stats). You also have 5 DR against slashing attacks.

Monster ability

Head Limit

Passive trait

Each head that grows extra past the original 3 lowers your agility by 1 and movement speed by 5ft. When your agility reaches 0 because of this, you die.

Monster ability

Head Regrowth

Passive trait

When a head is killed, two new heads immediately sprout from the defeated heads. These new heads share the element of the original defeated heads and function as two fresh heads as described in the multi-headed ability.

Monster ability

Heavy Cavalry

Passive trait

You have a mount that has 25 HP and uses your defensive stats in combat. It follows the normal horse mount rules. While mounted, you can only move in a straight line while taking a movement action. After losing your mount, your movement speed is reduced to 20ft.

Monster ability

Host Defense

Passive trait

When you become the target of an attack, the creature you are burrowed in takes the damage as well, even if you dodge the attack. Any damage you take is reduced by your host’s Guard against the attack. If the host takes damage from an area attack, you are also automatically hit.

Monster ability

Hover

Passive trait

You can passively hover up to 5ft above the ground. While hovering, you are not an eligible target for abilities that require a target to be flying or airborne unless you'd meet those conditions normally.

Monster ability

Hydra Elements

Passive trait

Each head has an element. There is an Earth, a Frost, and a Lightning element head. Each head takes half damage from attacks dealing the same type of damage as their element. Their element also influences their Hydra Breath attack.

Monster ability

Ice Defense

Passive trait

You provoke no attacks of opportunity from Slowed enemies. You gain a +4 bonus to Guard when taking the Block reaction. (Already added to stats)

Monster ability

Icy Puddle

Passive trait

When killed, the spot you were killed on turns into ice and becomes difficult terrain for other creatures.

Monster ability

Ink Explosion

Passive trait

When you die, you explode in a blob of ink. You Blind all enemies and create difficult terrain in a 5ft radius around you.

Monster ability

Just a nightmare

Passive trait

The dreameater only attacks sleeping targets and a battle against the dream eater does not take place in the physical world, but in a dreamscape created by it. A creature that is ‘killed’ by the dreameater does not die. Instead, they do not gain the normal benefits of resting and their mana is reduced by 2. If their mana would go below 0 because of this, they instead lose 5 Max HP per mana that could not be reduced. This effect lasts until the creature completes a rest undisturbed by the dreameater or until the dreameater dies.

Monster ability

Lead the pack

Passive trait

You always act right before other wolves do. Their initiative is placed as 0.1 higher than that of normal wolves. When you are alive at the encounter start phase, wolves act first in the case of a tied initiative.

Monster ability

Leadership

Passive trait

All Grunt level allies under your command gain a +1 bonus to their Focus and Agility.

Monster ability

Limited Dreaming

Passive trait

While in a dreamspace created by a dreameater, all abilities that have restrictions such as “Can only be used once per X.” or “You regain the use of this ability after a rest.” cannot be used. The exception to this is abilities that say “Can only be used once per encounter.” or “You regain the use of this ability at the Encounter Conclusion Phase”.

Monster ability

Limited Flight

Passive trait

You may fly during your movement at your normal speed, but if you are still airborne at the end of your turn, you fall to the ground taking fall damage as normal.

Monster ability

Low Flock Tactics

Passive trait

You gain a +1 bonus to your accuracy rolls (max +3) for each other Astran Magpie attacking the same target this round. All Astran Magpie's take their turn at the same time.

Monster ability

Luck Aura

Passive trait

When an ally within 60ft rolls a 1, they may automatically reroll that roll and accept the new result.

Monster ability

Morale Failure

Passive trait

When your HP reaches 0 or lower, all Grunt level allies under your command experience Morale Failure. Unless there is another Heroic level ally on the battlefield, all Grunt level allies will attempt to flee the battlefield, potentially instantly ending the encounter.

Monster ability

Multi-headed

Passive trait

You have 3 heads, each with their own HP and element. Each head has 2 AP, 3 RP and they all use the same stats as listed in the stats block. Roll separate initiative for each head. An AoE attack only does damage to one of the heads, chosen by the attacker.

Monster ability

Overheat

Passive trait

When you take fire damage, you will start to explode. At the end of your next turn, your HP will be set to 0 and you will use Explode Self.

Monster ability

Petrifying Gaze

Passive trait
Used byNo monster source listed

A creature attacking you suffers a stacking -1 penalty to their agility as they struggle to avoid meeting the creature’s petrifying gaze. Every turn not spent attacking the basilisk restores 1 agility to the character.

Monster ability

Razorsharp

Passive trait

You bladelike arms are razor sharp, causing the target to bleed when hit. When you deal damage to a target wearing no armor or light armor, you deals an additional Power true damage.

Monster ability

Regenerating Bone II

Passive trait

Each of your individual parts regenerates Toughness HP at the start of your turn. This continues even after a body part reaches 0 HP until all body parts have been reduced to 0 HP or lower.

Monster ability

Regeneration

Passive trait

If you were not hit with a Heavy Attack during the last turn, heal for 30 HP.

Monster ability

Resurrection

Passive trait

When you reach 0 HP, you are revived with 1 HP at the start of your next turn. Any damage dealt to you while you have 0 HP disables this ability.

Monster ability

Revel in Death

Passive trait

If there's a corpse within 5ft of you at the start of your turn, you heal for half your maximum HP and gain a +4 bonus to accuracy checks.

Monster ability

Rush

Passive trait

A creature with Rush gets a turn immediately when being summoned, and the summoning range is increased to 60ft.  If summoned in the middle of your turn, then take this creature's turn first, then finish the remainder of your turn.

Monster ability

Shimmer

Passive trait

Your position is constantly in flux, even when not moving. Single target Sure Hit attacks are treated as Lock-on against you. You have 0 guard, but gain +2 dodge (already added to stats).

Monster ability

Shimmer Spider

Passive trait

You are permanently hidden until you attack or you are spotted with a perception check like normal (DC23).

Monster ability

Single Fin

Passive trait

When not attacking, only a single fin sticks out from under the ground. While you are not attacking, you gain a +10/+20 bonus to your dodge except against other burrowed creatures. You cannot make reactions while not underground.

Monster ability

Skeletal Part Targeting

Passive trait

You have 4 arms which can be targeted separately from the main body. For each active arm, you gain 1 AP. Each arm has 40 HP and uses the Dodge and Guard of the main body. They have 1 RP, which regenerates at the start of your turn. Each arm is attached to the main body and moves along with it. They otherwise have a movement speed of 0 and are immune to Knockbacks, Prone and other disabling effects. An AoE attack only does damage to 1 part of your body, either the main body or an arm, which is chosen by the attacker.

Monster ability

Soft Wings

Passive trait
Used byNo monster source listed

If you take damage from a Heavy or Precise Attack while flying, but you must immediately land. You cannot fly again until the end of your next turn.

Monster ability

Spider Host

Passive trait

When you take damage from a weapon attack, a Burrowing Spider appears next to you, closest to the point of impact of the attack.

Monster ability

Stalk

Passive trait

You are camouflaged as you stalks your prey. You gain a bonus +10 to stealth checks and can move at full speed while hiding. When you get a surprise round, your initiative is treated as if you had rolled the maximum possible.

Monster ability

Stealthy

Passive trait

You start the battle in stealth (10+Your stealth skill bonus) unless spotted or visible before the battle starts.

Monster ability

Sticky Movement

Passive trait
Used byNo monster source listed

You can walk on walls as if it were solid ground.

Monster ability

Strike for the Shiny, Smartly!

Passive trait

You are predisposed to attack targets who are displaying the most valuable items, Crafter numerical bonuses (Focus, Power, Crafting skill) are not perceptible but things like layering for armor or alloying weapons are, You prioritize value on weapons and artifacts, but if none of that is visible then you will default to attacking the one with the shiniest armor. You also consider current health, attempting to down (not finish off, just down) low health >25% HP targets as top priority, it’s easier to loot people who can’t fight back after all!

Monster ability

Strike for the Shiny!

Passive trait

You are predisposed to attack targets who are displaying the most valuable items, Crafter numerical bonuses (Focus, Power, Crafting skill) are not perceptible but things like layering for armor or alloying weapons are, You prioritize value on weapons and artifacts, but if none of that is visible then you will default to attacking the one with the shiniest armor.

Monster ability

Sub-Zero Body

Passive trait

Your body is freezing cold. Any melee attacks made by you deal Frost damage. Any creature touching you for an extended period of time takes Heavy Frost damage at the start of their turn. 

Monster ability

Surefooted

Passive trait

You treat natural uneven terrain (rocks, fallen logs, etc.) as normal ground and can leap short spans (5–10ft) without costing extra movement.

Monster ability

Swarm

Passive trait

You only take 1 damage for each single-target attack but can take full damage from AoE attacks. You cannot make normal attacks.

Monster ability

Swarm Tactics

Passive trait

When you and other wolves move on your initiative, all of you move before making any attacks.

Monster ability

Target Rich Environment

Passive trait
Used byNo monster source listed

Swarm creatures are very fragile on their own and a single blow from any adventurer can dispatch you, so area of effect attacks and spells are especially effective against you. 

Each attack that is single target will do 1 damage and will take out 1 creature. AoE abilities will inflict their usual damage and take out a number of creatures equal to the damage dealt.

Monster ability

The Blur

Passive trait

Your form blurs as it moves, due to distortions it creates in space using its mana aura. You have 25 Evasion while in The Blur. When hit by an attack or when using a defensive action, you lose The Blur. While in The Blur, you are immune to damage that is triggered by evasion/dodge such as the Axe weapon group passive.

You regain The Blur at the start of your turn.

Monster ability

Water Body

Passive trait

Your attacks may deal Water or Physical damage. When you deal Water damage, you inflict Soaked X where X is your Power.

Monster ability

Water Type II

Passive trait

You take half damage from Fire and Water attacks or damage, but you take 50% more from Lightning type attacks and damage. You are immune to Soaked, can swim at twice your speed and breathe underwater.

Monster ability

Web Hunter

Passive trait

When attacking a target that is Slowed or Rooted by webs, you gain Lock-On on your basic Light and Heavy Attack.

Monster ability

Wind Type II

Passive trait

You take half damage from Wind attacks or damage and gain +2 Evasion against ranged attacks.

Monster ability

Wings

Passive trait

You can Fly through the air as if you were moving on land and your speed is doubled while doing so.

Monster action

Adapt

0 AP
Range
Self

You may shift up to 2 stat points (except Toughness). The minimum is 3 and maximum is 9.

Monster action

Alchemic Barrage II (Backpack)

0 AP
Range
120ft
Keywords
Lock On,Setup

Mark a target at the end of this creature's turn if there is no mark.  Activates again at the start of the creature's turn.  Fires a barrage of light attacks equal to the amount of party members at the marked target equal to the amount of party members and then mark another target.  Has a +10 to accuracy.  If the target is no longer a valid target, trigger the effects of Alchemic Barrage (Backpack) instead, and then mark another target.

Requirements

Can only be used when less than half health or if one body party is destroyed.

Monster action

Alchemic Flare (Body)

0 AP
Range
120 ft
Keywords
Sure Hit

Creates an area filled with explosive gas, contained by the wall of Transmute Low Wall (Body).

If an area of gas already exists from a previous turn, ignite the gas into a fireball dealing heavy attack fire damage in the entire area that the gas was in.  Sure Hit.

Monster action

Ancestor's Blessing

2 RP4 MP
Used byNo monster source listed
Range
Self
Keywords
Healing,Reaction

Upon being critically injured, you draw upon the ancestral strength of past leaders to empower and restore yourself.

Restores Half of your currently missing HP and grants you 2 additional AP on your next turn.

Requirements

Reduced to 25% HP or less.

Monster action

Angel's Embrace

1 RP
Range
15ft
Keywords
Spell,Shield,Instant

You grant the target ally Angel’s Embrace granting a shield against the triggering attack that blocks damage equal to 2 + (2 x Toughness)

This spell does not provoke attacks of opportunity.

Monster action

Arcane Fang

1 AP
Range
Melee Weapon Range
Keywords
Daze

Your bite channels internal magic. You make a Light Attack that deals Arcane damage. On damage, the target becomes Dazed. If the target is already Dazed, this attack instead deals an additional 8 full pierce Arcane damage as the lingering magic intensifies.

Monster action

Arcane Net

1 AP1 MP
Range
60ft
Keywords
Spell,Arcane,Root

You place a 20x20ft net of arcane energy at a point within range. The net is considered difficult terrain for your enemies. You may spend 0 RP to cancel the net, immediately rooting all creatures within the net’s area of effect at that time until the start of your next turn.

Monster action

Astra Beams

X AP
Range
720ft

You make X separate Light attacks that deal Astra damage against the target. If your Absorb Magic trait is active, you gain the Power bonus for each of these attacks and the element changes to that of the magic absorbed.

Monster action

Bandersnatch Swipe

0 AP
Range
5ft
Keywords
Daze

You swipe at the nearest enemy and toss them 30ft away in a direction of your choice. The target passes through allies for this movement, but will collide with walls. If they hit a wall, they take 1d4 true damage and are dazed until the start of your next turn.

Requirements

Can only be used while your HP is at 25% or lower.

Monster action

Bestial Command

3 AP
Range
40ft

The target may immediately spend their AP as if they had taken their turn. 

Requirements

Target must be summoned by you.

Monster action

Black Knight's Charge

2 AP
Range
Self

You may move up to twice your movement in a straight line towards a target further than 20ft away and gain Trample after moving at least 20ft. While under the effects of trample, you don't provoke attacks of opportunity by moving and you can move into enemies that are at least one size smaller than your mount. An enemy may spend 1 RP to move out of the way to an empty spot within 5ft of them.

If they don’t move out of the way, you make a Sure Hit Light attack against them. On damage, you knock them prone into the square you came from and keep moving, occupying the square they were in. Otherwise your movement action ends.

When you reach the target you make a Heavy attack against them. On damage, you may select a different target further than 20ft away, moving towards them and repeating this attack at no additional cost. You may only do this once.

Requirements

Must be mounted.

Monster action

Blink

2 AP
Range
40ft
Keywords
Spell,Teleport

You teleport to an empty space within range. The next basic Heavy attack you make has it AP cost reduced to 0.

Monster action

Blizzard

No listed cost
Range
160ft
Keywords
Encounter Start,Frost

You create a blizzard in a 160ft radius centered on top of you. Any creature in the blizzard that is not immune to frost damage becomes slowed and has their vision reduced to 15ft.

 

Having a suitable heat source nearby or otherwise being protected from the cold removes the slowed effect given by this ability.

Monster action

Blizzard Walker

0 AP
Range
Self

You Sidestep up to double your speed. Afterwards, you may stealth for 0 AP. Cannot be used in the same turn as Snow Assassin.

Requirements

Must be in a blizzard.

Monster action

Boar Charge

2 AP
Range
100ft

You move up to 4 times your movement speed in a straight line and make a Heavy attack against the target. This attack deals maximum heavy damage if it hits. If it misses, the target moves out of the way and you keep charging until you’ve reached your max movement or until you hit a target or object. All of your movement with this ability does not provoke attacks of opportunity. 

Requires at least 10ft of unimposed movement to start.

Monster action

Boar Trample

2 AP
Range
Self

You may move up to three times your movement in a straight line and gain Trample for this movement. While under the effects of trample, you don't provoke attacks of opportunity by moving and can move into enemies that are at least one size smaller than your mount. An enemy may spend 1 RP to move out of the way to an empty spot within 5ft of them.

If they don’t move out of the way, you make a Sure Hit Light attack against the,. On damage, you knock them prone into the square you came from and keep moving, occupying the square they were in. Otherwise your movement action ends.

Cannot be used when an enemy unit is visible within 10 feet of you.

Requirements

Must be mounted.

Monster action

Bone Spike Shot

2 AP
Range
40ft
Keywords
Lock-on,Rapid

You fire a spike from your mouth, making a Precise attack against the target. On damage, the target is pulled next to you in the most direct line possible. If the space next to you is blocked by another creature, the target is placed as closest to the original square as possible.

Monster action

Bowling Roller

3 AP
Range
100ft
Keywords
Sure Hit

You begin to quickly roll towards a target with little control.  You move in a straight line towards the target, immediately stopping at the first target or large object in your path and making a Heavy attack against that target.

Monster action

Burrow

2 AP
Range
Melee

You make a Light attack against the target. On damage, you burrow yourself inside of the target. While burrowed, you shares the same space as the creature you burrowed in and move with it.

Monster action

Charge

2 AP
Range
Self

You may spend 2 or 4 AP on this ability and move as though you had spent that AP on movement. After you finish moving, you may spend half of the AP you used on this ability on light or heavy melee attacks.

Monster action

Claw Drill

0 AP
Range
Sight
Keywords
Sidestep

You mark an enemy within range. On the start of your next turn, you may Sidestep towards them in a direct line if possible. If you do, you may immediately make 2 light attacks against the target upon arriving.

Requirements

Can only be used after Vital Flurry has been used and has been canceled.

Monster action

Crab Flexibility

0 RP1 MP
Range
Self

You Block or Dodge an attack. Then, you automatically Dodge or Block (whichever you didn't before) against the next attack.

Monster action

Crab Grab

2 AP
Range
5ft

You make a Light attack against the target. On damage, the target becomes rooted until it takes at least 10 damage in one attack. Medium and smaller creatures are forced to move with the crab, but large creatures grabbed by this prevent you from moving more than 5ft away.

Cannot be used against a target already grabbed.

You may let go of a target for 0 AP. You suffer the root penalty for dodging against the target (but only against the target).

Monster action

Crystal Barrier

0 RP
Range
Self
Keywords
Shield

You reduce the damage you take by 5 until the start of your next turn..

Requirements

May not have used Crystal Stomp your last turn.

Monster action

Crystal Burst

0 AP1 MP
Range
120ft
Keywords
Sure Hit

You make a Light attack that deals Astra damage to all enemies in range. You also take that amount of true damage and your max HP is lowered by that amount. If this reduces your mana to 0, you explode and deal an additional Sure Hit & Full Pierce heavy damage to all enemies in range, after which you die. When you die in this way, you do not drop a fiend core.

Requirements

Your absorb magic did not trigger since the end of your last turn.

Monster action

Crystal Stomp

0 AP
Range
120ft

You stomp the ground and create a shockwave, making a Light attack against all enemies in range. 

Requirements

Your Absorb Magic triggered.

Monster action

Cure Body

2 AP1 RP3 MP
Range
5ft
Keywords
Healing

You heal the target for 9 + Power x 3 HP. You may use either AP or RP for this ability.

Monster action

Darkness

1 AP1 MP
Range
Self

You conjure an area of pure darkness in a 30x30 ft area around it, centered on yourself. In the darkness, non-magical light ceases to function.

 

The darkness lasts until your next turn.

Monster action

Darkness Shade

0 AP
Range
Self

If you are in a dark area, you attempt to Hide without using AP. When hiding in darkness, you may stay hidden if you are in direct Line of Sight of others. Leaving the dark area or having any source of light illuminate the area will immediately reveal you.

Requirements

In a dark area.

Monster action

Death's Follower

1 RP
Range
Melee Weapon Range
Keywords
Sidestep

You make a Heavy attack against the target. Afterwards, you may sidestep up to twice your speed towards the target of the attack.

Requirements

Can be used when you would make an attack of opportunity.

Monster action

Defensive Curl

1 RP
Range
Self
Keywords
Stance

You folds yourself, entering a defensive stance. While in this stance, you can use the Block reaction for 0 RP. You cannot willingly end the stance and cannot make reaction attacks while on it.

 

The stance lasts until the end of the current creature’s turn.

Monster action

Desync

0 RP
Range
Self
Keywords
Rapid

You teleport up to 20ft.

Requirements

Can only be used after successfully dodging an attack.

Monster action

Detonate Self

0 RP
Range
20ft

When you reach 0 HP, you will begin to explode. This explosion happens at the start of the turn of the character who triggered this effect. When it does, the Efreet may make a Heavy attack against all creatures within range.

Requirements

Must be at 0 HP or lower.

Monster action

Devour Corpse

0 AP1 MP
Range
5ft

You eat a nearby corpse, instantly devouring it and removing it from the field. You gain +2 AP and your maximum AP is increased by 2 until the end of the encounter.

Monster action

Dig Deeper

2 AP
Range
Melee
Keywords
Full Pierce

You deal maximum Light damage to the target. If you used this ability on your previous turn, it deals double the damage it dealt last time.

Requirements

Must be buried inside a creature.

Monster action

Dire Claw

0 AP
Range
5ft
Keywords
Sure Hit

Your eyes flash into an aura sight temporarily and make a Heavy attack against the target. This attack deals double Heavy damage, but the damage is reduced to 1 i the target blocks.

If the target does not react to this attack, it gains Sure Hit.

Monster action

Disengaging Shot

2 AP4 MP
Range
5ft

You make a ranged weapon Heavy attack against an enemy in range that does not provoke attacks of opportunity. Afterwards, you may sidestep up to your speed.

Monster action

Dive Attack

1 AP
Range
40ft

You move up to 40ft towards a target within range and then make a Light attack against it. On damage, you do not provoke attacks of opportunity for the rest of your turn and may move up to your movement speed at the end of your turn without spending AP.

 

If this attack fails to do damage,you lose your Flight ability and become Grounded until the start of its next turn.

Requirements

Must be flying.

Monster action

Draining Touch

1 AP
Range
Melee
Keywords
Full Pierce

You touch the target and attempt to steal its strength, making a Light attack against the target. On damage, you gain a bonus to your Power for your next attack this turn equal to the target's Power. The target's Power becomes 0 until after its next attack.

Monster action

Dream Ender

4 AP
Range
Sight

You kill the target and regain all your HP.

Requirements

Target must be trapped by Nightmare Cage

Monster action

Dream Shift

No listed cost
Range
Sight
Keywords
Encounter Start

You change your own form or the dreamscape to something that frightens or surprises the targets. All creatures within range must make a Save or become Shaken.

What a creature targeted by this sees is unique to each creature.

Monster action

Drop in pot

0 AP
Range
5ft
Keywords
Full Pierce

Drop a creature rooted by your vine grab in your pitcher. The creature becomes stunned and takes Heavy full piercing damage at the start of its turn until you die.

Requirements

Can only be used as the first action in a turn, must have a grabbed creature.

Monster action

Empower Beast

1 AP1 MP
Range
40ft

You empower a chosen animal, granting them +2 maximum AP and AP recovery until the end of the encounter.

Requirements

Target must be summoned by you.

Monster action

Exousiai's Presence

No listed cost
Range
3000ft
Keywords
Encounter Start

You raise the astra level in the zone by 1. All enemies within range that do not have enough resistance to negate this immediately suffer negative effects.

Any creatures suffering from Astra Poisoning immediately have their Astra Poisoning worsened by 1 stage.

Monster action

Explode Self

0 RP
Range
5ft

You make a Precise attack that deals fire damage against all creatures within range. This attack deals Heavy damage instead of its normal damage.

Requirements

Must be at 0 HP or lower.

Monster action

Faewolf Flash

2 AP1 MP
Range
40ft
Keywords
Teleport

You teleport in a brief glow of eerie light to any unoccupied spot within 40 ft. Your next Heavy attack this turn costs 0 AP.

Monster action

Feast

4 AP
Range
Melee

You prepare to eat a rooted target. When the setup finishes, you make a Heavy attack that deals maximum damage. On damage, you eat the target. The target becomes Stunned inside you. At the start of each of its turns, it takes Heavy full pierce damage until you die.

 

Any attacks made from inside you gains Sure Hit, Full Pierce and deals double damage.

Requirements

Target is Rooted.

Monster action

Focus Fire

0 AP
Range
60ft

You mark an enemy as the target until the start of your next turn. All Grunt level allies under your command must attack that target if they are able to do so without moving. They gain a +1 Power bonus to attacks against this target. 

Monster action

Focused Gaze

1 AP
Used byNo monster source listed
Range
Sight

The target suffers a -1 penalty to their agility. Can stack.

Requirements

Target suffered an agility penalty due to Petrifying Gaze.

Monster action

Frost Creation: Tower

0 AP
Range
40ft
Keywords
Frost,Half Pierce,Spell

You summon a 10ft high frosty tower within range. The tower has 45 HP, 4 guard and no reactions. Attacks against the tower always hit.

The tower acts at initiative 0, at the end of a round. When it does, it makes a single light attack using the your stats at every enemy within 20ft of it. This attack has half pierce, deals Frost damage and on damage, the enemy is Slowed until the end of their next turn.

Monster action

Frosty Start

No listed cost
Range
40ft
Keywords
Encounter Start

Your initiative increases by 5. You may summon 1 tower described in ‘Frost Creation: Tower’ anywhere within range.

Monster action

Full Petrify

1 AP
Used byNo monster source listed
Range
Sight

The target becomes temporarily petrified until the end of the encounter.

 

A petrified creature has 0 AP and RP and can take no actions, but gains a guard bonus of +10.

 

If the basilisk is not defeated at the encounter conclusion phase, the petrification becomes permanent.

Requirements

Target has 0 or lower agility.

Monster action

Ghoul Bite

2 AP
Range
5ft

You attempt to bite a target creature making a Heavy attack against them. You heal for the damage this attack deals.

Monster action

Glittershards

2 AP1 MP
Range
30ft
Keywords
Arcane,Spell,Concentration

Numerous sparkling arcane crystals swarm the area and block line of sight.  Targets inside of or within 5ft of the Glittershards can only see up to 5ft into or out of Glittershards.  Glittershards lasts for up to 10 minutes and you can only have 1 Glittershards active at a time.  You can end this effect for 0 AP on your turn.

Monster action

Gluttony

2 AP
Range
10ft
Keywords
Rapid

You attempt to consume a target, making a Heavy Attack against the target.  On hit, the target is affected by Gluttony and becomes engulfed in slime.  An engulfed target becomes Weakened.  An ally can attempt to pull a consumed target from the slime with a DC20 Power Check, removing the effects of Gluttony.  

Monster action

Goring Charge

2+ AP
Range
Melee
Keywords
Dazed,Movement,Shieldbreaker

You lower your head as you charge and look to crash into either the target or an obstacle barring your path. Any object that is not made of sufficiently thick metal or stone (DM Discretion) is destroyed in the charge. Any creature behind said object is immediately knocked Prone and takes Light damage.

If this attack hits a creature, you will make a Heavy attack on the target. When using more than 2 AP on this movement, you gain an additional 1 focus and 2 power on this attack. On damage if the creature has less toughness than you, they are immediately knocked Prone and Dazed.

Monster action

Grab

1 AP
Range
5ft
Keywords
Root

You make a Light attack against the target. On damage, you and the target are both Rooted.

The target may spend 1 AP to break free, after which the target and you are both no longer rooted. If the target is grabbed by multiple enemies through this ability, spending the 1 AP will free it from all grabs.

Monster action

Hallowed Ground

2 AP3 MP
Range
Self
Keywords
Spell,Healing

You bless the ground in a 10ft radius around yourself. Allies in the blessed ground regain HP equal to their Toughness when they spend an RP. The blessed ground remains set in place, even when you move.

Monster action

Headbutt

0 AP
Range
Melee
Keywords
Combo

On dealing damage with a melee attack, you can follow-up with a headbutt as a Light attack. On damage the target is Unbalanced.

Requirements

Landing a normal Light or Heavy attack

Monster action

Homing Shot

2 AP2 MP
Range
Ranged Weapon Range or Thrown Weapon Range
Keywords
Lock-on

You make a heavy attack against the target  with a ranged weapon or a thrown weapon.  

Monster action

Hydra Breath

2 AP1 MP
Range
30ft
Keywords
Poison,Frost,Lightning

You breathe in a 30ft cone, making a Light attack against all targets in it. The damage type is based on the head’s element. On damage, you apply an effect based on the head’s element. The Earth head inflicts Daze for 1 turn, the Frost head inflicts Slowed for 1 turn and the Lightning head inflicts Static X for 1 turn, where X is your Power x 3.

Monster action

Hydra Constrict

1 AP
Range
5ft
Keywords
Root

You and the target both become rooted. The target may spend 2 AP to break free, after which the target and you are both no longer rooted.

Monster action

Impale

2 AP
Range
Melee Weapon Range
Keywords
Combo

You make a Heavy attack against the target. On damage, the target becomes rooted until the start of your next turn.

Combo: If used after Black Knight’s Charge, this ability’s cost is reduced to 1 AP and the attack gains Full Pierce.

Monster action

Ink Attack

1 AP
Range
Unlimited
Keywords
Trick Attack

You make a Light (1 AP) or Heavy (2 AP) attack against the target.

Requirements

You and the target must both be standing on Ink.

Monster action

Inky Dodge

1 RP
Range
Self

You take the Dodge action against the triggering attack, then teleport up to 40ft.

Requirements

You are the target of an attack.

Monster action

Ixith Swarm

1 AP
Range
40ft
Keywords
Full Pierce

You summon a swarm of insects in a 15x15 square. Any creature except for you, a devouring swarm or a summoner contracted to you ending their turn inside of it takes Full Pierce Light damage.

You may have up to two of these swarms active at the same time.

Monster action

Jumping Bite

1 AP
Range
5ft

You leap out from below that ground and make a Heavy attack against the target.

Monster action

Leading Bite

2 AP
Range
5ft

You make a Light attack against the target. Afterwards, all allied Wolves may move up to their movement speed closer to the target.

Monster action

Lightning Charge

1 AP
Range
40ft

You turn into a ball of lightning and Sidestep in a straight line to a square within range. You can pass through units while doing so and may make a Light attack against each unit you pass through. This attack deals Lightning damage.

Monster action

Luck Surge

0 RP1 MP
Range
40ft
Keywords
Rapid

The target must reroll their roll. Can not be used on a roll that was already rerolled.

Monster action

Lucky Dodge

2 RP
Range
Self
Keywords
Rapid

You may Sidestep 5ft and the attack against you automatically misses.

Roll a d20. If you roll 11 or higher, you recover 2 RP.

Requirements

You are the target of an attack.

Monster action

Lucky Hit

2 AP1 MP
Range
5ft

You make a Heavy attack against the target. If the attack hits, it is automatically a critical hit.

Monster action

Lucky Lass

1 AP
Range
40ft
Keywords
Rapid

You shoot a golden coin at an enemy, making a Light attack against the target that deals 2d10 Astra damage, but doesn’t receive bonuses from power.

Monster action

Luring Pollen

0 AP
Range
120ft

Any creature within range that’s more than 10ft away from the you must make a save. If they fail, they must spend AP on their next turn to move as close to you as possible. Once they are within 5ft of you, the effect ends.

Requirements

Target must be further than 10ft away.

Monster action

Mana Razor Alpha

0 RP1 MP
Range
Self

Your melee attacks gain an additional 60ft range. They are still counted as melee attacks and do not provoke attacks of opportunity.

Monster action

Maul

1 AP
Range
Melee

You makes a Heavy attack against the target that deals maximum Heavy damage. This attack automatically misses if the target uses the Dodge reaction.

Monster action

Mounted Charge

2 AP
Range
-

You may move up to twice your movement in a straight line towards a target further than 20ft away and gain Trample after moving at least 20ft. While under the effects of trample, you don't provoke attacks of opportunity by moving and you can move into enemies that are at least one size smaller than your mount. An enemy may spend 1 RP to move out of the way to an empty spot within 5ft of them.

If they don’t move out of the way, you make a Sure Hit Light attack against them. On damage, you knock them prone into the square you came from and keep moving, occupying the square they were in. Otherwise your movement action ends.

When you reach the target you make a Heavy attack against them

Requirements

Must be mounted.

Monster action

Nightmare Cage

4 AP
Range
40ft
Keywords
Stun

You trap the target in a magical cage and teleport them next to you. The target becomes Stunned.

The cage can be targeted by attacks. Attacks against it cannot miss, it has 55 HP, no reactions and has a base guard of 0. When its HP reaches 0 or if your HP reaches 0, the cage is destroyed.

When the cage is destroyed, the trapped target may immediately take a turn after the current creature’s turn has ended, regardless of their initiative. They do double damage during this turn. Their initiative does not change based on this immediate turn.

Monster action

Oppressing Glare

0 AP
Range
Sight
Keywords
Mind Affecting,Fear

All enemies must make a save against your potency (10+Focus) or become stricken with irrational fear. While feared, all their attacks targeting you cost +1 AP and you gain +4 to hit against them.

This debuff lasts until they hit you or you dodge or block one of their attacks.

Requirements

Can only be used the turn after The Blur breaks for the first time.

Monster action

Poisonous Bite

1 or 2 AP
Used byNo monster source listed
Range
5ft
Keywords
Rapid,Poison

You make a Light (1 AP) or Heavy (2 AP) attack against the target. On damage, the target must succeed on a save or become Weakened until the end of their next turn. A character that is already weakened takes an additional 5 (Light) or 10 (Heavy) full-pierce Poison damage instead.

Monster action

Poltergeist

1 or 2 AP
Range
40ft

You throw an unattended object within range at a target within range, making either a Light (1 AP) or Heavy (2 AP) attack that deals normal listed damage. You do not need to physically interact with the object to throw it.

Monster action

Pounce

2 AP
Range
Melee

You may move up to twice your speed towards an enemy and then make 2 AP worth of attacks against them.

Monster action

Queen's Domain

0 AP4 MP
Range
Self

You shape the area around you to be like that of your hive. The area within 20ft of you gains the following properties:

  • You gain Tremorsense in your hive area, becoming aware of the exact location of all creatures touching the ground.
  • Any non-flying creature except for you, a devouring swarm or a summoner contracted to you is slowed in the area. 
  • When an enemy dies while in the domain, you may choose to spawn an Ixith swarm in that location without paying the normal cost as a swarm bursts from the corpse. These do not count against your normal limits. In addition, when an enemy dies in your domain you heal for your Toughness x2

Upkeep: 1 Mana. When you pay upkeep, you may increase the radius of your hive by 10ft.

Monster action

Reverberant Frost

1 AP
Range
40ft
Keywords
Frost,Spell

All frost towers created by ‘Frost Creation: Tower’ within range immediately take action, making their single attack listed in the ability.

Monster action

Shards of Ice

1 AP
Range
60ft
Keywords
Frost,Full Pierce,Spell

You fire a shard of ice at every enemy within range, making a Light attack against them that deals Frost damage. This attack gains full-pierce against any enemy that is slowed.

Monster action

Skeletal Arm Sweep

2 AP
Range
10ft

You make a Light attack against the target and any enemies adjacent to it. On damage, they are knocked back 20ft.

If at least 3 arms are still alive, you may repeat this attack against a different target within range.

Requirements

At least 1 arm still alive

Monster action

Skeletal Armblade Barrage

1 AP
Range
10ft

You make a Light attack against the target. This attack deals Light damage X amount of times, where X is the amount of arms still alive (Max 4). These are considered separate instances of damage, so you don’t add the damage together before subtracting the guard from it.

Requirements

At least 1 arm still alive.

Monster action

Slam

1 AP
Range
Melee Weapon Range

You make a Light attack against the target  On damage, the target is moved 5ft away from you if the target is no more than twice your size.

Monster action

Slice & Dice

1 AP
Range
5ft

You may make two Light attacks against the target.

Requirements

You must have dealt damage to the target this turn.

Monster action

Sludge Blast

1 AP
Range
120ft
Keywords
Rapid

You fire a blast of black sludge at the enemy. You make a Light attack against the enemy, dealing Astra damage on hit.

You may spend 2 AP to make a Heavy or Precise attack instead.

Monster action

SMASH YOU

2 AP
Range
Melee
Keywords
Guard Crush

You make a Heavy attack against the target. If the target has less toughness than the Ogre’s power, they become dazed.

Monster action

SMASH YOU MORE

0 RP
Range
Melee
Keywords
Combo

After successfully “Dazing” a target with “SMASH YOU” , you make an additional Heavy Attack on the target and on unguarded hit the target is knocked Prone.

Monster action

Snap Shot

1 AP
Range
Ranged Weapon Range or Thrown Weapon Range

You may make a heavy attack against the target  with a ranged weapon or a thrown weapon.  You do not add your focus to the accuracy roll.

Monster action

Snow Assassin

0 AP
Range
Self

The frost maiden may Sidestep up to double her speed. Afterwards, she may make a Heavy attack against a target. If she was hidden from the target before moving, the target cannot react to the attack.

 

Cannot be used in the same turn as Blizzard Walker.

Monster action

Spore Launch

1 AP1 MP
Range
40ft
Keywords
Poison

You fire poisonous spores towards an area. All within a 15x15ft area must make a save or take Power full pierce poison damage and become poisoned. The deathcap poison makes the target Sickened while it lasts.

Monster action

Static Field

No listed cost
Range
Self
Keywords
Encounter Start

You creater a field of lightning around yourself. Any creature that ends its turn within 5ft of you gains Static X, where X is your power x 2.

The range of the field is increased to 10ft during a storm.

Monster action

Stone Form

1 RP
Range
Self

You turn yourself to hardened stone, gaining a +10 guard bonus but becoming unable to take any actions. All attacks made against you automatically hit, but cannot crit. You may cancel this effect at the start of your turn.

If used while flying, you drop down to the ground without taking falling damage. Any creature within 5ft of where you land may spend 1 RP or else they take Heavy damage.

Monster action

Summon Beast

1 AP
Range
5ft
Keywords
Summon

You summon a Wolf, Boar, Giant Spider or Cheetah (Chosen randomly). This creature is friendly to you and you may direct its actions in combat. It acts at initiative 0. It lasts until the end of the encounter, or until either your or its HP reaches 0 or lower, after which it immediately disappears.

Monster action

Sweep

1 AP
Range
Melee Weapon Range

You make a Light attack against all enemies in range. On damage, they are pushed back 10ft.

Monster action

Tail Spikes

1 AP
Range
40ft

You firee a hail of spikes at a 15x15 ft area, making a Light attack against all enemies within the area. On damage, the target becomes Dazed. If the target is already Dazed, they instead take 5 poison damage.

Monster action

Tail Swipe

1 AP
Range
10ft

You spin around your axis and attack every creature within 10ft of you with a Light attack. On damage, a target is pushed back 15ft.

Monster action

Terrifying Roar

No listed cost
Range
300ft
Keywords
Encounter Start,Sound,Mind Affecting,Fear

All creatures that can hear the roar of the firewyrm must make a save or become Shaken. This effect lasts until the end of combat, or until the target uses 3 AP to remove the effect from themselves.

Monster action

Three Headed Assault

1 AP
Range
5ft

You and all other heads make a Light attack against the target. All heads, except for you, that made an attack regain 1 less AP on their turn.

Monster action

Topple Prey

2 AP
Range
Melee

You make a Light attack against the target. On damage, the target falls Prone.

Monster action

Transmutation Cannon (Right Arm)

0 AP
Range
5ft

Fires a transmutation cannon, unleashing a blast of energy that deals light attack damage.  Regardless of if the attack hits or not, the target must make a save against DC 15 or be knocked back 30 feet.  If the target hits a wall or another creature, both creatures take heavy attack damage.

Monster action

Transmute Low Wall (Body)

0 AP
Range
60ft

Creates a 3ft high wall that counts as difficult terrain.  The wall extends up to 120 feet and lasts for 10 minutes, or until Alchemic Flare or Transmute Low Wall are used, causing the wall to crumble.

Monster action

Vine Grab

0 RP
Range
10ft
Keywords
Rapid

Your vine wraps around the target, rooting it. The vine can be destroyed by attacking it. It has 14 HP and takes double damage from fire damage and Slashing attacks. It cannot make reactions, has 0 guard and attacks against it always hit.

 

A creature can be grabbed by multiple vines at the same time.

Requirements

Can only be used after dealing damage with a melee attack.

Monster action

Vital Flurry

0 AP
Range
5ft

You target an enemy within range and begin to rapidly slash at them. Every time you are attacked by anyone, you may make a light attack against the target of this ability. On damage, you recover 4 HP.

Lasts until you lose The Blur.

Requirements

Can only be used once. Can only be used after your HP reaches 50%.

Monster action

Web Spray

2 AP1 MP
Range
40ft
Keywords
Root

You make a Light attack against the target that deals no damage, but covers the target in webs. On hit, the target becomes rooted.This effect lasts until the target or an ally spends 4 AP to remove the webbing.

 

If a creature rooted by this ability takes fire damage, the effect also disappears as the webs burn away.

Monster action

Webbing

1 AP
Range
60ft

You cover a 30x30ft square surface in webs. All creatures in the webbed area become slowed. The webs last until this ability is used again, or until the webs take fire damage on which they are immediately destroyed. Any creature touching the webbing when it is lit on fire becomes Burning 10.

 

Any creature that ends their turn in the webbed area becomes rooted. This lasts until they or an ally spends 4 AP to free themselves. After a unit is freed from the webs, they cannot become rooted by the same web until the end of their next turn. If the webbing is destroyed, a rooted creature is also immediately freed.

Monster action

Weight of the World

0 AP
Range
1000ft

Every enemy in range suffers +1 Burden until the end of the encounter. This can stack.

You immediately kill all grunts and summons.

Monster action

Wind Blast

3 AP1 MP
Range
160ft

You fire a large gust of wind at a 30x30 feet square within range. You make a Heavy attack that deals Wind damage against all targets within the area. On damage, the target is blown away to the nearest edge of the square and knocked Prone.

Requirements

Must be flying.