Fighters have d10 x 2 + 4 (6 to 24) points to spend in skills. Mages have 3d10 + 2 (5 to 32) points to spend in skills. Spiritualists have d10 + 10 (11 to 20) points to spend. Rogues get 3d10 + 10 (13 to 40) points to spend. At each progressive level, characters gain 10 points to spend, regardless of class.
These points can be spent in skills appropriate for the class at no reduction, so a wild mage can put a point in fireball for a total of one rank. If a bard tried to learn it, it would take 2 points for that same rank. A character can have up to their level + 3 ranks in class skills (4 at 1st, 5 at 2nd) and half that (level + 3 / 2, or 2 at 1st, 2.5 at 2nd) in other class' skills. Half a rank in a skill serves no purpose, as this rank is rounded down when checking results.
General
Acting - Requires 4 ranks of Charisma. The ability to act believably. Allows an additional 1% chance of success per rank (up to 10) in the believability of the Disguise Self arcane spell. It can also alter charisma checks by this same amount.
Cannibalize - Eating a corpse restores 5 HP per level. Can only eat humans, zombies, elves, dwarves, gnomes, and half-elves. Only one rank can be gained in this skill. Can only be used by neutral and evil alignments. If a good character were to use it, they would automatically become neutral and would be affected normally for an alignment change.
Charisma - Increases chances to succeed in interactions by 2% per rank (up to 20 ranks).
Conditioned - Mind + 1 (Up to 20 ranks).
Costume - Use makeup, wigs, and costumes to change one's appearance. Has a 50% chance of working + 1% per rank (up to 10) +1% per rank of Charisma + 1% per rank of Acting.
Critical Momentum - Get one more attack each time character gets a critical hit with an attack. Only one rank can be gained in this skill.
Dance - Learn popular dances and perform them successfully. Only one rank can be gained in this skill.
Dual Wielding - Can use 2 one-handed weapons at once, dealing 20% - 1 per rank (up to 18 ranks) damage and are 20% - 1 per rank less likely to hit.
First Aid - Restores d10 + 1 HP. Heals 2x as much HP with a first aid kit. Only one rank can be gained in this skill.
Great Shape - Fitness + 1 (Up to 20 ranks).
Improved Initiative - Get + 5 to initiative per rank (up to 2 ranks).
Knowledge - Knowledge of a specific area (architecture, general, law, local, magic, music, nobility, religion, science). Checks of this skill are 50% likely to succeed + 5% per rank (up to 10 ranks in each area).
Language - Character can speak an additional language (of the playable full races) per rank (in addition to the character's racial language and the common tongue). Can spend one rank per 5 points of Mind.
Literacy - Requires 20 points of Mind. The character can read. Only one rank can be gained in this skill.
Luck - Chance of success + 1 per rank (up to 5 ranks).
Play Instrument - Play a specific instrument. One rank can be gained in this skill for each instrument learned.
Quick Reload - Can load and fire a crossbow in fewer turns (See Combat, pt 1). Only one rank can be spent in this skill. Requires 30 speed.
Runner - Speed + 1 (Up to 20 ranks).
Scribe - Requires 25 points of Mind. The character can write. Only one rank can be gained in this skill.
Toughness - HP + 2 per rank (up to 20 ranks, or HP + 40).
Unarmed Strike - Unarmed attacks deal d10 damage + 1 per rank (up to 20 ranks). Unarmed weapons deal an additional 1 point of damage per two ranks.
Metastasis (can be purchased by fighters (except monks) and rogues only. Crusaders can also purchase these at 1 rank per 2 points spent)
Armor Specialization - Choose a specific armor weight (light, medium, or heavy) and resist up to one point of damage per rank (up to 10 ranks) while wearing an armor of that class. You can put points into all three armor weights, but only if the character can equip that type of armor.
Pain Resistance - Reduces damage against character by one point per rank (up to 10)
Shield Bash - Requires 5 points of Shield Specialization. The character attacks with the shield instead of the weapon for an attack. Deals d10 damage and knocks down bipedal, non-flying creatures for three turns.
Shield Specialization - Resist one point of damage for each 3 ranks, up to rank 15 (3, 6, 9, 12, 15). Must be able to use a shield.
Weapon Specialization - Chance to hit goes up by one and deals one additional point of damage with a specific weapon (Longsword/Jian, Katana, Kama, Short Bow, etc) for each rank in this skill (up to 5 ranks). This skill can be taken for any number of weapons, but is specific to a single weapon, so should be written "Claw Specialization", "Longbow Specialization", "Recurve Longbow Specialization", etc.
Metamagic (can only be purchased by mages)
Abyssal Casting - Spells do not require material components when this skill is maxed (max 4 ranks)
Fast Casting - Cut the casting time of spells by 10% per rank, up to 5 ranks.
Silent Casting - Spells do not require verbal components when this skill is maxed (max 4 ranks)
Still Casting - Spells do not require somatic components when this skill is maxed (max 4 ranks)
Arcane Spells (Mages listed in parentheses get these at 1 rank per point spent. Other classes get them at one rank for every two points spent)
Blur - (Bm, Wm, N) - Enchants an ally, making attacks and spells against them 1% less likely to hit per rank (up to 10 ranks). Lasts one turn per caster level. Takes one turn of verbal preparation and casts on the beginning of the next turn.
Charm Person - (Bm, Wm, Ri) - Makes a person (of any playable race that isn't undead) cooperate fully with the caster for a number of turns equal to the ranks in this skill (up to 20). They will not follow any order that triggers their sense of self-preservation and will remember being controlled. Takes one turn verbal preparation and casts in the same turn.
Commune - (Ri) - Caster can ask a specific dead person (not the undead) a question or for advice once per rank (up to 5 ranks).
Death Wail - (Wm, Ri) - All within 20 feet of the caster (excluding the caster) lose 1 point of speed per rank (up to 20). Affects enemies and allies alike.
Disguise Self - (Wm, N) - The caster can change his or her height and weight to 50% to 150% of normal; skin color and texture, hair color and length, and eye color can change to that of any of the playable races. The believability of the disguise is 5 points per rank, up to 20 ranks. Gains 1% chance of success per rank of Costume.
Eruption - (Bm, Wm) - Deals d10 damage per caster level to all but the caster within within 3 feet per rank (up to 10 ranks) at the initial location of the caster each turn to all who are in the area of effect. Takes 2 turns verbal and somatic preparation and casts at the end of the third. Lasts for four turns.
Extinguish - (Bm, N, Ri) - Put out up to 1 square foot of fire per rank (up to 20).
Fireball - (Bm, Wm, N, Ri) - Deals d10 fire damage per level + 1 per rank (up to 20 ranks). The fireball travels up to 30 feet to the target and explodes in a circle with a 5' radius (10 feet across). Takes two turns of somatic preparation and casts at the beginning of the third.
Horror - (Wm, N, Ri) - Makes all non-undead who aren't aligned with the caster cower in fear for one turn, negating any speed bonuses. Takes one turn to cast. Only one rank can be obtained in this skill.
Shiver - (Bm, Wm) - Causes a creature within 20 feet + 2 feet per level to feel a burst of cold deep inside, taking d10 cold damage per rank (up to 20) + 2 per level. Takes 2 turns somatic and verbal preparation and casts the beginning of the third turn.
Spirit Bolt - (Wm, N, Ri) - Deals d10 damage per rank + 1 per level. Fires a bolt up to 50 feet. Takes 2 turns of verbal and somatic preparation and casts at the beginning of the third. Once cast, the caster cannot do anything for another full round.
Spirit of Fear - (Ri) - Makes all who oppose the caster within 5' of the original casting location per rank (up to 10 ranks) lose 2 points of speed per level of the caster. Takes 4 turns of verbal and somatic preparation and casts on the end of the 5th. Lasts for 5 turns.
Spirit of Restoration - (Ri) - Heals d10 HP per caster level to all who do not oppose the caster within within 3 feet per rank (up to 10 ranks) at the initial location of the caster each turn to all who are in the area of effect. Takes 2 turns verbal and somatic preparation and casts at the end of the third. Lasts for four turns.
Divine Spells (Spiritualists listed in parentheses get these at one rank per point spent. Other classes get them at one rank for every two points spent)
Clear Water - (Cl, Dr, Cr, S) - Purifies one cubic foot of water per rank (up to 10), removing all toxins, chemicals, and dirt.
Corrupt Body - (Cl) - Target loses one point of fitness and one point of speed per rank (up to 20), lasts one turn per level. Takes 5 turns to cast.
Corrupt Mind - (Cl) - Target loses two points of mind per rank (up to 20), lasts one turn per level. Takes 5 turns to cast.
Death Touch - (Cl, Cr) - Target touched creature takes d10 damage per rank (up to 20) + 1 for each caster level. Takes 1 turn to cast.
Meal - (Cl, S) - Creates a simple meal out of thin air consisting of a small loaf of bread, a wedge of cheese, and a small cup of water (the cup disappears upon finishing drinking the water). Can create one meal per rank per day, up to 12 ranks. Will not function if one is not grateful to their god.
Restore - (Cl, Dr, Cr, S) - Heals d10 HP per rank (up to 20) + 1 per level. Can heal any creature within a distance equal to the caster's mind score. Takes one turn to cast.
Throw Stone - (Cl, Dr, Cr) - Throws a stone up to 50 feet to deal d10 damage per level + 1 for each rank, up to 20 ranks. Casts immediately, but requires the approval of the caster's god.
Turn Undead - (Cl, Cr) - Undead targets turn and flee from the caster with a chance of success equal to the caster's Mind score minus 5 for each 10 points of HP of each undead creature to be affected (separate checks for each creature) plus 5 for each rank in the skill (up to 20). Affects one creature for each caster level.
Rogue Skills (Can be purchased by rogues for one point per rank. Other classes can purchase them for two points per rank.)
Backstab - Deal an addition d10 damage when the character surprises target or when behind them. Only one rank can be gained in this skill.
Disarm Traps - 50% chance to disarm traps + 2% per rank (up to 25 ranks). This is lowered by more complex traps.
Move Silently - 50% chance to move undetected when unseen + 2% per rank (up to 25). This chance is raised by 5% in low light and 10% in dark shadows. The chance to notice someone using this skill is half the mind score. If actively searching, it is the full mind score.
Open Locks - 50% chance to open locks + 2% per rank (up to 25 ranks). This chance is raised with special tools (superb kits) by 10% and lowered by exceptionally difficult locks.
Parkour - The character can get from Point A to Point B by climbing, jumping, crawling, swimming, or any other physically possible means. Requires 30 points in all three attributes.
Pick Pockets - 50% chance to pick pockets + 2 per rank (up to 25 ranks) + speed - half target's speed - half target's mind.
Ki (Can only be purchased by monks)
Paralyzing Palm - Paralyzes target touched foe for 1 turn per rank (up to 10)
Ignore Pain - Reduces physical damage against character by 1 per rank (up to 10).
Absorb Pain - Transfer HP to an ally, but lose whatever HP you transfer (i.e., Heal an ally for 10 and take 10 damage).
Convert Pain - Heal for 1 point of HP per rank (up to 10) when hit with offensive arcane magic. This makes it possible to heal if less damage is done than the number of ranks in this.