The character performs an impressive acrobatic leap to swiftly move across the battlefield or escape from enemies. They can instantly move up to 5 meters in any direction.
The character excels in wielding one-handed melee weapons that use a die of D6 or less for damage calculation (e.g., 1d6+4, 2d6+1, 3d4+2, etc.). This ability not only allows them to perform a Double Attack without the usual damage penalties on the secondary weapon, but also to use weapons normally designated for the primary hand in their secondary hand.
The character possesses extraordinary analytical abilities that enable them to determine the Physical Defense (Def PHY) score of his target.
The character can create an Arcane Explosion, dealing 1d4 magical damage to all enemies within a 5-meter radius for a cost of 1 MP. The character makes a single magic attack test compared to the MAG Def of each enemy in the area.
The character regains 1d4 mana points (MP).
The character can create an Arcane Shield at a cost of 1 MP, reducing all damage taken by 1d12 for 3 turns. Only the character casting the ability can benefit from the Arcane Shield.
The character aims to slash an artery. If the enemy is hit, they suffer the weapon's damage for that turn and will automatically take 1d4 damage each subsequent turn; this effect does not stack. The bleeding stops with the first healing received by the target.
The character can create an astral orb charged with divine energy to attack enemies. By spending 1 MP, they launch an orb that inflicts 1d4+1 sacred damage to an enemy.
The character enters deep meditation to gain astral vision. By spending 3 MP, they can see and hear a location or person they are familiar with, even at considerable distances.
The character can enhance the attack skills of an ally for 1 round at a cost of 2 MP. During this period, the ally gains a +1 bonus to the damage of their physical or magical attacks.
The character collects compromising information about his enemies thanks to his keen sense of observation and uses it as leverage to manipulate them. It can prevent an enemy from acting for 1 round, or force them to divulge certain information.
The character unleashes a wave of fury, dealing damage to all enemies within 2 meters of range using 1d6+2 contact damage. The character loses 1d4 HP when using this ability.
The character uses a blunt-tipped arrow, designed with grooves along its shaft to maintain a straight trajectory despite its reduced range due to the flat tip. This arrow aims to destabilize the enemy during their action. The range of this attack is halved compared to standard attacks. The damage dealt is the same as that of the regular weapon. The target must pass a Constitution (CON) test with a difficulty of 15 to avoid being knocked down. If they fail, they must use an action to get back up.
The character delivers a brutal blow targeting the enemy's bones, dealing their weapon's normal damage. Additionally, for 1 turn, the target is unable to perform any movement action (M) on their turn and suffers 1d4 fracture damage at the start of it. Can only be succeeded once/opponent (can be retried if failed).
The character blends into their surroundings, becoming nearly invisible. For 1 round (or 10 minutes), they become undetectable by enemies and can make stealthy attacks. The camouflage immediately ends when the character takes an offensive action.
The character makes a celestial call to seek divine guidance. By spending 2 MP, they choose an ally who, on their next turn, can roll two d20s for their attack roll and keep the better result.
The character channels the energy of the stars to project celestial radiance onto a group of enemies. For 2 MP, they inflict 1d4+1 sacred damage to all enemies in front of them within a range of 10 meters and a width of 3 meters.
The character unleashes lightning, dealing 1d6+1 lightning damage to a single target for a cost of 2 MP. The lightning can jump to the nearest target with a magical attack test, inflicting an additional 1d4 lightning damage, up to a maximum of 2 jumps. Jumps stop at the first failed magical attack test.
The character heals their wounds and those of their allies. By spending 3 MP, they restore 1d4 HP to all player characters within a radius of 10 meters.
The character casts a confusion spell on a target for a cost of 3 MP, causing them to lose their composure for 1 round. During this period, the target is unable to control their actions and may attack their own allies when it is their turn to act. On the opponent's attack roll, if it fails, they either attack one of their allies or suffer the damage from their own attack.
The character has developed significant resistance to corruption and malevolent status alterations. They gain a +1 bonus to their Def MAG.
The character can prepare for a counterattack, allowing him to automatically retaliate if an enemy's next melee attack against him fails, is dodged or parried, dealing 1d4 damage in addition to his weapon damage.
If the character is stealthy or behind the opponent's back, he can deal a fatal blow to an enemy. The character must make a DEX test (including bonus) and must be greater than or equal to 20 to instantly eliminate a target. If the target is a boss or mini-boss, he takes double weapon damage. If the result is 15 or more, it deals normal weapon damage.
The character is a master of deception. They can convince others that they are an ally or conceal their true intentions. They gain a +1 bonus to CHA.
For a cost of 2 MP, the character summons 2 perfect illusions of himself. These copies move and simulate the actions of their creator without being able to attack or interact materially with the world around them. They serve as decoys, intended to deceive enemies who attack them as a priority instead of the character. If an enemy attempts to attack an illusion or if it is hit by any attack or effect, it instantly dissipates. Illusions last until dispelled or until the combat scene ends.
The character inflicts rapid and deceptive strikes on his opponent, disorienting him. The latter then suffers normal weapon damage as well as a -2 penalty to his contact attack tests for 1 round.
The character can charge an enemy not in his contact, dealing primary weapon damage and knocking them off balance. The enemy suffers 1d4 additional damage and is stunned for 1 round, preventing him from acting but not from defending himself.
During the attack roll for this ability, the character rolls two D20s and keeps the better result. If the attack is successful, they deal the weapon's normal damage plus an additional 1d4 damage. This ability also applies when the character is fighting with two weapons in hand, allowing for a double attack.
The character can use two D20s for his attack test and keeps the best result. If the attack succeeds, the character makes a powerful attack inflicting 2d4 additional damage.
The character deeply connects to their faith and draws upon divine power to regenerate their spiritual energy. For 2 rounds, they recover 1d4 MP at the end of each round.
The character invokes divine protection to strengthen the resistance of their allies for a cost of 3 MP. For 2 rounds, all allies gain a +1 bonus to their Def PHY and Def MAG.
The character inflicts divine punishment upon an enemy, dealing 1d6 sacred damage at a cost of 3 MP. Additionally, the target suffers a -1 penalty to their attack and Def MAG tests for 2 rounds.
The character is an expert in wielding two daggers simultaneously, allowing them to perform a Double Attack without the damage penalties on the secondary weapon.
The character has keen vision that allows them to spot traps and hidden enemies more easily. They gain a +2 bonus to WIS, increasing their chances of detecting dangers.
The character can summon Earth Armor giving him 5 additional temporary HP at a cost of 3 MP. The Earth Armor disappears between each rest phase (short or long).
The character summons an Electric Storm, creating a lightning area within a 5-meter radius for a cost of 3 MP. All targets in the area, whose magical attack test made by the character succeeds, suffer 1d4+1 lightning damage and are paralyzed for 1 round.
For 1 MP, the character can cast a ray with the element of their choice (Fire, Ice, Lightning, Earth, or Wind), dealing 1d4+1 elemental damage to a single target. Alternatively, the character can imbue an ally's melee weapon with this element without requiring a test, granting the weapon a damage bonus of 1d4+1 for its next attack.
The character can temporarily enhance a weapon or armor for a cost of 1 MP. They can add a bonus of +1 to the damage or physical/magical defense of an allied piece of equipment for 1 round.
The character can drain the magical energy from an enemy for a cost of 1 MP, dealing 1d4 magical damage and absorbing 1d4-1 MP from the targeted enemy.
The character can create an Ethereal Blade from magical energy to inflict slashing damage to a single opponent for a cost of 2 MP, dealing 1d6+2 slashing damage.
The character channels the energy of the air and regains 1d4 MP.
The character can sense the presence of evil in their surroundings. They gain a +1 bonus to WIS.
The character can perform an exorcism ritual to drive away malevolent forces. By spending 2 MP, they inflict 1d4+1 sacred damage to an enemy.
The character recovers 1d4+2 HP.
The character can throw a small bomb of toxic smoke that creates confusion among enemies in a radius of 2 meters. For 2 rounds, all enemies in the area suffer a -2 penalty to their attack rolls.
The character masters the art of feigning death, enabling them to deceive enemies and avoid danger. When activating this ability in combat, enemies consider them non-threatening and stop attacking, unless they succeed on a Wisdom (WIS) save with a difficulty of 15 to see through the deception.
The character momentarily renders their weapon invisible, making attacks more challenging to parry or dodge for the enemy. They gain a +2 bonus to the melee attack test and inflict an additional 1d4 damage.
The character can activate the Guard Shield to increase his physical defense (+2 Def PHY) and his magical defense (+2 Def MAG) for the next turn.
The character can weave a harmonious magical shield around a nearby ally, increasing their resistance to magical damage for 2 rounds at a cost of 1 MP. During the duration of this ability, the ally gains a +1 bonus to their DEF Mag.
The character heals their wounds or those of an ally. By spending 1 MP, they restore 1d4+2 HP. This ability can be used at a distance of up to 10 meters.
The character invokes the power of the stars to heal their wounds or those of their allies. By spending 2 MP, they restore 1d4+1 HP to a target or themselves.
The character inflicts 1d4+1 sacred damage for a cost of 3 MP. If the target is a demonic or undead creature, the damage is doubled.
The character creates an Ice Prison around a single target for a cost of 3 MP. The frozen target is immobilized for 1 round but also suffers 2d4 ice damage. Attacks against the frozen target are automatically successful. When the target's turn comes, it can free itself from the Ice Prison if it succeeds at a STR Test of difficulty 13.
The character creates an Incendiary Nova, unleashing an explosion of flames in a 8-meter radius around them for a cost of 2 MP. All characters and creatures in the area of effect are affected and take 1d4+1 fire damage and catch fire, taking an additional 1d4 fire damage each turn for 1 round.
The character summons an Infernal Meteor from the sky, dealing 2d4+1 fire damage to a single target for a cost of 3 MP. The impact also creates a burning area on the ground, inflicting an additional 1d4 fire damage to all targets within a 2-meter radius.
The character marks an enemy with the Judgment Seal, dealing 1d6+1 sacred damage for a cost of 3 MP. For 2 rounds, all allies gain a +2 bonus to attack rolls against the marked target.
The character creates a spear of light and hurls it at a distant enemy, dealing 1d4+1 piercing and sacred damage for a cost of 2 MP. Additionally, the targeted enemy has its DEF MAG reduced by -1 for 1 round.
The character can activate the Living Rampart to protect his allies. It creates a magical shield that absorbs damage for 1 turn, reducing all damage taken by allies by 1d6.
The character can launch a Magic Projectile, dealing 1d6+1 magical damage for 1 PM.
The character invokes a malevolent eclipse to obscure the vision of their enemies. For 3 MP, they create a zone of darkness within a radius of 3 meters for 2 rounds, affecting the vision of all enemies inside. Enemies in the area suffer a -2 penalty to their attack rolls.
The character is a master in the manipulation of poisons, exempt from the INT test when applying poison to their blades. They also know how to concoct a vial of poison, which requires a short rest phase, sacrificing their HP recovery.
The character excels in handling two-handed melee weapons, granting a +2 bonus to their attack rolls.
The character can reduce damage taken from all attacks by 1d4 for 2 rounds. After the duration of this ability, the character takes 1d6 damage.
The character excels in the art of parrying attacks and can reroll any failed dice roll once during an parry attempt.
The character uses a special arrow from their arsenal, one that is thinner and more piercing. Its purpose is to penetrate the enemy, causing them to bleed until death. The initial damage is that of the weapon, but the target loses 1d4 health at the start of each of their turns, an effect that is not cumulative. The bleeding stops with the first healing received by the target.
The character targets the enemy's weak points with great precision. During a melee attack test, the threshold for critical hits is reduced by 1 (cumulative with CHA bonuses on critical results). With the exception of the natural 20, the result of the attack test (including bonus) must be greater than or equal to the opponent's defense to inflict critical damage, otherwise the character inflicts normal damage.
The character takes a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They gain a +2 bonus to the ranged attack test and inflict an additional 1d4 damage.
The character predicts an enemy attack for 1 MP. The character chooses an enemy, and during the next round, when this enemy takes offensive action, the character and their allies gain a bonus of +1 to Def PHY and Def MAG.
The character can create a Protection Screen around an ally for a cost of 1 MP, increasing their Def MAG. For 2 rounds, the ally gains a +1 bonus to their Def MAG.
Once per round, the character can, if he wishes, transfer 1d6 of the damage suffered by an ally to himself.
The character instantly heals all status ailments (poisoning, burning, confusion, etc.) affecting a targeted ally for a cost of 2 MP. Additionally, the character bestows a temporary magical shield on the target, protecting them from new status ailments for 1 round.
The character inflicts 1d6+1 sacred damage to demonic or undead creatures within a 2-meter radius at a cost of 2 MP.
The character creates a sacred Purification Field within a radius of 5 meters around them for a cost of 1 MP. For 2 rounds, this field heals all allies by 1d4 HP at the beginning of their turn.
The character releases an intense sacred light around them, dealing 1d4+1 sacred damage to enemies within a 2-meter radius for a cost of 2 MP. Additionally, this light dazzles the affected enemies, preventing them from acting for 1 round.
The character can make a quick attack with their primary weapon, dealing 1d4 bonus damage.
The character perfects his defensive reflexes, allowing him to reduce the damage suffered by 1 point by reacting quickly to enemy attacks.
The character channels their healing power to revive an unconscious character they are in contact with, at a cost of 2 MP. It immediately stops the deterioration of the unconscious character's hit points (without making a stabilization test) and restores 1d4+1 HP.
The character emits a terrifying roar that shakes the will of his enemies. All enemies within a 10 meter radius reduce their Def PHY and Atk Melee test by 1 for 1 round.
The character creates a magical sphere capable of temporarily imprisoning an enemy. He can target a single opponent by spending 3 MP to attempt to imprison him for 1 turn. The imprisoned enemy is immobilized and cannot attack or move, but is also protected against outside attacks.
The character invokes a shower of sacred stars to bombard a 3-meter radius area. For 3 MP, all enemies in the area suffer 1d4+1 sacred damage.
The character becomes the center of a cyclone of destruction. For 1 round, all melee attacks made by the character automatically hit and inflict a bonus of 1d4-1 additional damage to all enemies within a 2 meter radius.
The character is an expert strategist, able to position himself skilfully on the battlefield to benefit from a +2 Def PHY bonus against ranged attacks.
The character performs a heavy strike with his weapon which stuns the enemy for 1 round while inflicting his weapon damage. The stunned enemy can no longer act but can defend himself.
If the character is stealthy or behind the opponent, they can deliver a surprise action. The character gains a +2 bonus to their test roll.
The character makes two quick and accurate shots, dealing an additional 1d4 damage per shot on top of their ranged weapon damage to either two separate but nearby targets or the same target. However, if the targets are different, two separate attack rolls must be made.
The character can perform a quick and precise attack, targeting the enemy's weak points to inflict an additional 1d4 damage.
The character can perform a whirling strike, dealing 1d6+1 damage to all enemies around him within a 2m radius.
When the character fights with a sword he uses Sword Dance techniques which confuse his opponents. His sword attack tests have a +1 bonus.
The character can taunt 1 enemy, attracting their attention and forcing them to attack the character during the next turn.
The character can move objects at a distance or repel enemies. They can move objects weighing up to 15 kg or lift a target up to 3 meters high, causing 1d6 falling damage for a cost of 1 MP.
The character can teleport instantly without suffering an attack of opportunity to a visible location within a 10 meter radius for 1 MP.
The character can create a temporal distortion around an ally or themselves for a cost of 3 MP and for 1 full round. When an opponent attacks, they must make 2 attack tests and keep the lower result. If the adversary's action fails, the temporal distortion immediately dissipates.
The character can activate Total Protection to intercept attacks directed against his allies. He becomes the target of attacks in place of his allies for 1 turn, the damage suffered is reduced by 1d4+2
The character fires a projectile that bounces off a solid surface to reach an otherwise inaccessible enemy. The distance of this attack is limited to half the range of the equipped weapon, and damage is reduced by 2.
The character enters a berserk state, becoming temporarily invulnerable to all status ailments. This state lasts 2 rounds and after it expires, the character is weakened and suffers a -2 penalty on all his tests for 2 rounds.
The character uses two arrows connected by an ultra-strong thread to trap their target. The target does not take damage but is temporarily immobilized, preventing any movement actions. A Strength (STR) or Dexterity (DEX) test with a difficulty of 13 is required to break free.