DEX Skill Gems

Throws a trap that damages and cripples a single enemy. This crippling effect lasts for 2 turns, reducing the target's speed by 4. Particularly large or strong enemies may not be crippled but still take damage, subject to GM discretion. If Bear Trap reduces speed to 0, the target cannot move except to crawl. Bear Trap increases damage by 10.

Tier Bonus: +10 damage, increase duration by 1 turn. Reduce enemy speed by 2. +2 cost.

Channel spectral blades all around, damaging all enemies in your Zone with 2 added damage. As a Major Action on your second turn, the blades explode violently, dealing 10 bonus damage.

Tier bonus: 2 damage, 10 bonus damage on the second turn. +2 cost.

Create a swirling circle of blades around you dealing damage to all enemies in your Zone at the end of your turn. Blade Vortex can stack multiple times, each stack of Blade Vortex adds 2 damage. Stacks up to 8 times. Blade Vortex lasts for 2 turns. Each time you cast Blade Vortex, you refresh the duration of all stacks.

Tier Bonus: 2 damage per stack, 1 additional turn duration. +2 cost.

Fills you with an unholy rage and thirst of souls. While Blood Rage is active you take half your in Chaos damage per round. Your vision changes to clearly see all Soul Energy (including the negative soul energy of undead), working much like heat vision. Increase your by 20. If you kill an enemy while Blood Rage is active you consume their soul and gain a Frenzy Charge. To end Blood Rage you need to consume one of your current Frenzy Charges (which does not grant its usual benefit), otherwise it continues until it consumes all of your soul energy and you die. If there are no enemies available, a person filled with Blood Rage will turn on their allies to satisfy their hunger for soul energy. 8 charges of flask energy can satiate Blood Rage’s hunger, if the recipient is willing to end the Blood Rage.

Casting Blood Rage is a minor action.

Blood Rage is addictive. Every use after the first per day forces an Check  8 +2 per use that day to not become addicted. If a player becomes addicted, they always Blood Rage in combat. The effects of addiction and the possible road to recovery should be roleplayed and adjudicated by the GM.

Tier Bonus: +20. +2 cost.

Fires an arrow that converts all your damage to fire damage and has an increased chance of setting it on fire. Burning arrow adds 8 damage, and by 12.

Tier Bonus: +10 damage, by another 10. +1 cost.

Fires an arrow which hits one enemy for your damage, then explodes in a cloud of poison in the Zone. Enemies in the Zone are poisoned, taking your damage over time while inside the cloud at the start of your turn which ignores all forms of. The cloud lasts for 2 turns. Enemies and allies in the cloud take a 8 penalty to Checks, making it nearly impossible to see in or out of the cloud. If an enemy leaves the cloud, they no longer take damage. Fire damage destroys the cloud immediately.

Tier Bonus: Increase duration by 1 turn, reduce by an additional 8. +2 cost.

Spin in a whirlwind of death. Increase your by 2. You are immune to stun and your and  is increased by 5. Damage all enemies in your Zone and any zone you cyclone to. At the start of your next turn, you may spend 1 to continue Cycloning instead of paying the normal cost of the Skill Gem.

Tier bonus: +4 bonus damage. +5 and. +2 . +2 cost.

Teleport several times a few feet, making you hard to Engage. Dash makes you Lucky with any or  check on your turn and increases your  by 2. Using Dash is a minor action.

Tier bonus: +5 to and  when using Dash. +2 cost.

Attack rapidly with your main hand melee weapon. Double Strike increases physical damage by 12. This attack does not miss on a roll of a 1. Double the amount you gain from all Leech effects on this attack.

Tier Bonus: +12 damage. +1 cost.

Desecrates the ground, summoning 3 corpses in a Zone of your choice. Enemies and allies in the Zone cannot heal via flasks or regeneration. If they leave the zone, they may heal normally. Desecrate last 3 turns. Desecrated corpses may be used for summoning or detonate dead.

Tier bonus: two additional corpses, 3 turn additional duration. +2 cost.

Attacks a target simultaneously with both weapons. This attack pierces, which means that half the damage reduction ( or as applicable) is ignored. This attack does not miss on a roll of a 1.

Tier Bonus: +6 damage. +1 cost.

Imbues your weapon to add damage of an element. Adds 12 damage and converts all damage to an element of your choice to your attack. You may always decide which element you convert your damage into on any given attack.

Tier Bonus: +12 damage. +1 cost.

Throws a trap that creates a large explosion when triggered, dealing heavy damage to one target, and multiple small explosions in the Zone damaging all other enemies. Explosive trap deals 10 bonus damage to the primary target and 2 bonus damage to all enemies in the target’s Zone and converts all damage to fire.

Fires a nova of ethereal knives all around the caster which deal physical damage to all enemies in your Zone. Ethereal Knives is unique in that it converts all elemental damage from all sources into physical damage. Effects and abilities that increase physical damage also increase the damage of Ethereal Knives. In addition, this ability functions with Leech. Increases damage by 2.

Tier Bonus: +4 damage. +1 cost.

Fires an arrow which acts as a short duration fuse. Applying additional fuses to an enemy extends the duration. When the target dies or the fuses expire, the arrows explode, dealing fire damage to all enemies in the Zone. Fuses expire at the end of the player's next turn unless they are refreshed with a new Explosive Arrow. You may stack up to 5 fuses on the target. Explosive Arrow increases fire damage by 4. When they explode it does all the damage of all the fuses at once as a single damage total (potentially doing the damage of 5 attacks in a single explosion).

Tier Bonus: +4 damage. +2 cost.

Throws a trap that explodes when triggered, leaving an area of burning ground that damages enemies in the Zone they are placed in. Fire Trap deals fire damage and increases damage by 2 damage. It does damage each time over 2 rounds in the Zone it was detonated in.

Tier Bonus: +4 damage, increase duration by 1 turn. +2 cost.

Teleports the character to a single enemy at a Zone of your choice and attacks it with a melee attack. You can only teleport to entities that contain souls or negative soul energy (undead), much as a moth is drawn to a flame. You must attack the target you teleport to. Flicker Strike increases critical strike range by 1 and damage by 4. The teleportation automatically breaks Engaged effects. A user may choose to consume a Frenzy Charge to reduce the cost by 3 per tier instead of gaining the usual benefit.

Tier Bonus: 8 damage. +2 cost.

Casts an aura that grants to you and your allies. Increase by 4.

Tier Bonus: +4. +2 cost.

Casts an aura that increases the of you and your allies. is increased by 2, and  is increased by 4.

Tier Bonus: +1, and  +4. +2 cost.

Casts an aura that empowers you and your allies with cold. Hatred increases your damage from all attacks and spells by 4 regardless of damage type. All your allies gain 2 damage. cold attacks by 6.

Tier Bonus: +4 damage to you, +2 damage to allies. 6 additional reduction against cold attacks. +2 cost.

Increase you and your allies against cold damage by 8.

Tier bonus: 8 elemental resist against cold. +2 cost.

Channel ice through your hands, converting all your damage into cold and shattering and freezing enemies you kill. Add 1 to your attacks. Chilled enemies you kill explode and shatter, destroying their corpse and freezing enemies in their Zone as if you had bypassed their. Multiple explosions do not stack.

Tier Bonus: by 30. +2 cost.

Fires an arrow that converts all damage to cold damage and explodes hitting 1 target, creating a patch of ground ice in the target’s Zone. This reduces enemy by 2. Ice Shot lasts 1 turn and deals 8 bonus cold damage to a single target.

Tier Bonus: 8 damage, increased duration by 1 turn. +2 cost.

Fires a charged arrow that deals lightning damage in a large explosion at a Zone of your choice. by 6.

Tier Bonus: 12 reduction. +1 cost.

You become shadowy and hard to see, increasing and  by 4 and increasing your  by 2. While you are phased you can hide anywhere in darkness or shadows. If in darkness or shadows, you automatically gain when you activate Phase Run, forcing opponents to use a  Check to see you.

This lasts for 2 turns or until you make an attack. If you make a melee attack before Phase Run ends you gain a bonus to melee attacks of 8 damage. This bonus damage can be combined with any other Skill Gem attacks, assuming you spend the for that ability.

Tier Bonus: +4 and, +1 , increase duration by 1 turn. 8 bonus melee damage. +2 cost.

Punctures the target, causing them to bleed. The bleeding deals more damage while they move. Puncture adds 8 to physical damage. If the target leaves their Zone on their turn, they take the same damage they took last round from the attack. Leech functions on this bleed damage. Puncture lasts 2 turns. If used with a bow, Puncture counts as a Projectile attack.

Tier Bonus: +8 damage. Only works with weapons that have sharp edges such as swords, daggers and bows. +2 cost.

Fires a flurry of arrows into the air, hitting all enemies in a Zone of your choice. 4 increased damage.

Tier Bonus: +4 damage. +1 cost.

Attacks all enemies in your Zone, gaining 1 stack of Reave. Each stack of Reave increases your damage by 2, up to a maximum of 10. After 1 turn of not successfully hitting an enemy, the bonus damage from Reave is reset. You gain 2 stacks of Reave on a critical strike. Can only be used with claws, daggers and one handed swords.

Tier Bonus: +2 damage per attack, Maximum bonus raised by 8 damage. +1 cost.

Throws a spectral copy of your melee weapon. It flies out and then returns to you in a spinning attack that strikes enemies in its path. Spectral throw hits all targets in a Zone of your choice. Next turn, it hits enemies in your Zone as it returns to you like a boomerang and then dissipates. Spectral Throw can only be used with melee weapons. There is no limit to how many spectral copies you can create.

Tier Bonus: +4 damage. +2 cost.

Fires 5 arrows that hit separate targets of your choice. Each separate target may be in a different Zone. Increases damage by 6.

Tier Bonus: +6 damage, 1 additional arrow. +1 cost.

Curses all targets in a Zone, making time pass more slowly for them. Temporal Chains reduces and  by 4. All duration effects whether positive or negative last twice as long on the target. Reduces by 2 Tier Bonus: Reduces by an additional 2,  and  by 4. +2 cost.

Attack with your melee weapon, dealing your normal weapon damage and poisoning your foe. The poison can stack up to four times. Each time they are re-poisoned, the duration for all stacks is refreshed. Each application of Viper Strike deals 6 physical damage at the start of your target’s turn that ignores all forms of. This damage over time cannot be modified by auras or gear. Viper Strike’s poison lasts for 2 turns. If you are dual wielding, you apply 2 applications of Viper Strike per attack.

Tier Bonus: Increase duration by 1 turn. Increase physical damage of Viper Strike applications by 6. +1 cost.

Spin in the air like a tornado, damaging all enemies in your Zone, and any Zone you travel to. Increases by 2. Increases and  by +5

Tier Bonus: Increase by 2. Increases and  by 5. +2 cost.