COSMOS SKILLS
Unlike traditional d20 games, skill ranks in the game are not separate from battle statistics (like Base Attack Bonus or Reflex Saves) nor are they separate from magic/psionics (such as your spell power). Rather, skills serve as a secondary bonus to all aspects of a character's abilities. Every d20 roll and DC is based on an ability modifier + skill rank, as determined by the GM for which is the most appropriate for a given circumstance.
ATHLETICS
-Acrobatics
-Climbing
-Reflexes
-Stealth
-Swimming
BATTLE
-Armor
-Artillery
-Finesse
-Marksmanship
-Melee
LORE
-Arcana
-Concentration
-Linguistics
-Psicraft
-Streetwise
SOCIAL
-Deception
-Diplomacy
-Insight
-Intimidation
-Presence
SURVIVAL
-Beast Handling
-Foraging
-Medicine
-Navigation
-Perception
TECHNOLOGY
-Alchemy
-Computers
-Mechanics
-Piloting
-Tactics
Skills are useful in nearly every facet of the game. Even something like "Linguistics" can be used not only to decipher codes, learn new languages and communicate secret messages or pantomiming with those whom you do not share a language, it can be used to determine how powerful your Divination effects are when you attempt to use such powers. Intimidation is used as your caster level for fear spells and Tactics can be used to see the near future in a battle or determine the DC to find/disable your traps, both magical and mundane. Some skills can even be mixed up with different ability modifiers to do different things. For example, Dexterity + Marksmanship would be used to fire ranged weapons at targets when making attack rolls with them, but Intelligence + Marksmanship could be used to craft/repair basic firearms (although Mechanics may still be necessary for more advanced technology).\
ATTACK SPELLS
DESTRUCTIVE SPELL
Augment +2, Mage
Prerequisites: Any attack spell targeting an area.
For every +2 levels invested in this augment when you apply it to a spell, the spell's area increases as if 1 level higher and damage increases by 1 die.
ELEMENTAL BLAST
Conjuration, Creation, Mage, Warrior
Prerequisites: None.
Target: Everything caught in Melee Blast 1.
This spell functions like Elemental Strike, including selection and types except as noted here.
Upgrade: Every +1 level to this spell increases the area by 1.
ELEMENTAL BEAM
Conjuration, Creation, Mage
Prerequisites: None.
Target: Everything caught in Melee Line 1.
This spell functions like Elemental Strike, including selection and types except as noted here.
Upgrade: A +1 upgrade to this spell increases the line area to Line 5. Every +1 level thereafter increases the area by 5 more.
ELEMENTAL BURST
Conjuration, Creation, Mage, Warrior
Prerequisites: None.
Target: 1 creature or object in Melee range.
This spell functions like Elemental Strike, including selection and types except as noted here.
Upgrade: Every +1 level to this spell increases the number of targets by 2, to a maximum of 7 at level 3. At level 4, this target changes to "Everything caught in a Burst 1 area". Every level thereafter increases the Burst area by 1.
ELEMENTAL RAY
Conjuration, Creation, Mage, Rogue
Prerequisites: None.
Target: 1 creature or object within Close range.
This spell functions like Elemental Strike, including selection and types except as noted here.
ELEMENTAL STRIKE
Conjuration, Creation, Rogue, Warrior
Prerequisites: None.
Selection: You must select one of the following upon learning this spell: acid, bleeding boils, bludgeoning air, bludgeoning earth, bludgeoning ice, bludgeoning water, piercing air, piercing earth, piercing ice, poison, slashing air, slashing earth, slashing ice, slashing water. You can learn this spell multiple times, making a new selection each time.
Target: 1 creature or object in Melee range.
Rolls: Varies based on select. See below.
You conjure up elemental forces to destroy your target. You deal damage and make different rolls depending upon your selection.
Selection | Damage | Rolls | Tags Added to Spell |
---|
Acid | 1d8 + mod acid | Alchemy or Survival | Acid |
Bleeding Boils | 1d8 + mod bleed | Alchemy or Medicine | Bleed, Necromancy |
Bludgeoning Air | 1d8 + mod bludgeoning | Alchemy or Survival | Air, Bludgeoning |
Bludgeoning Earth | 1d8 + mod bludgeoning | Alchemy or Survival | Bludgeoning, Earth |
Bludgeoning Ice | 1d8 + mod bludgeoning | Alchemy, Physics, or Survival | Bludgeoning, Cold, Earth |
Bludgeoning Water | 1d8 + mod bludgeoning | Alchemy or Survival | Bludgeoning, Water |
Piercing Air | 1d8 + mod piercing | Alchemy or Survival | Air, Piercing |
Piercing Earth | 1d8 + mod piercing | Alchemy or Survival | Earth, Piercing |
Piercing Ice | 1d8 + mod piercing | Alchemy, Physics, or Survival | Cold, Piercing, Water |
Piercing Water | 1d8 + mod piercing | Alchemy or Survival | Piercing, Water |
Poison | 1d8 + mod poison | Medicine or Survival | Poison |
Slashing Air | 1d8 + mod slashing | Alchemy or Survival | Air, Slashing |
Slashing Earth | 1d8 + mod slashing | Alchemy or Survival | Earth, Slashing |
Slashing Ice | 1d8 + mod slashing | Alchemy, Physics, or Survival | Cold, Slashing, Water |
Slashing Water | 1d8 + mod slashing | Alchemy or Survival | Slashing, Water |
Upgrade: Every +1 level to this spell increases the damage by 1 die.
ENERGY BLAST
Conjuration, Creation, Mage, Warrior
Prerequisites: None.
Target: Everything caught in Melee Blast 1.
This spell functions like Energy Strike, including selection and types except as noted here.
Upgrade: Every +1 level to this spell increases the area by 1.
ENERGY BEAM
Conjuration, Creation, Mage
Prerequisites: None.
Target: Everything caught in Melee Line 1.
This spell functions like Energy Strike, including selection and types except as noted here.
Upgrade: A +1 upgrade to this spell increases the line area to Line 5. Every +1 level thereafter increases the area by 5 more.
ENERGY BURST
Conjuration, Creation, Mage, Warrior
Prerequisites: None.
Target: 1 creature or object in Melee range.
This spell functions like Energy Strike, including selection and types except as noted here.
Upgrade: Every +1 level to this spell increases the number of targets by 2, to a maximum of 7 at level 3. At level 4, this target changes to "Everything caught in a Burst 1 area". Every level thereafter increases the Burst area by 1.
ENERGY RAY
Conjuration, Creation, Mage, Rogue
Prerequisites: None.
Target: 1 creature or object within Close range.
This spell functions like Energy Strike, including selection and types except as noted here.
ENERGY STRIKE
Evocation, Rogue, Warrior
Prerequisites: None.
Selection: You must select one of the following upon learning this spell: acid, bleeding boils, bludgeoning air, bludgeoning earth, bludgeoning ice, bludgeoning force, electricity, fire, freeze, piercing force, slashing force, sonic. You can learn this spell multiple times, making a new selection each time.
Target: 1 creature or object in Melee range.
Rolls: Varies based on select. See below.
You conjure up elemental forces to destroy your target. You deal damage and make different rolls depending upon your selection.
Selection | Damage | Rolls | Tags Added to Spell |
---|
Bludgeoning Force | 1d8 + mod bludgeoning | Physics | Bludgeoning, Force |
Electricity | 1d8 + mod electricity | Alchemy, Physics, or Survival | Electricity |
Fire | 1d8 + mod fire | Alchemy, Physics, or Survival | Fire |
Freeze | 1d8 + mod cold | Alchemy, Physics, or Survival | Cold |
Necrotic Drain | 1d8 + mod fatigue | Medicine or Survival | Fatigue, Necromancy |
Piercing Force | 1d8 + mod piercing | Physics | Force, Piercing |
Slashing Force | 1d8 + mod slashing | Physics | Force, Slashing |
Sonic | 1d8 + mod sonic | Physics, Presence, or Survival | Sonic |
PSYCHIC STRIKE
Enchantment, Psychic, Rogue, Warrior
Prerequisites: None.
Target: 1 creature in Melee range.
Rolls: Varies based on select. See below.
You destroy your target by tearing apart their mind and soul. You deal damage and make different rolls depending upon your selection.
Selection | Damage | Rolls | Tags Added to Spell |
---|
Ecstasy of Death | 1d8 + mod psychic | Deception, Diplomacy, or Presence | Emotion: Joy |
Foolish Pride | 1d8 + mod psychic | Deception or Presence | Emotion: Pride |
Frighten to Death | 1d8 + mod psychic | Intimidation | Emotion: Fear |
Guilty Conscious | 1d8 + mod psychic | Diplomacy or Presence | Emotion: Shame |
Mind Rend | 1d8 + mod psychic | Cipher or Presence | None |
Painful Death | 1d8 + mod psychic | Intimidation | Emotion: Pain |
Soul Rip | 1d8 + mod psychic | Intimidation or Presence | Necromancy |
This message was last edited by the GM at 19:12, Sat 14 Mar 2020.