To use a Utility Ability, you first have to select it. If your current prime job is listed in the ability’s description, you can receive that ability as an innate ability. If your current prime job is not listed, then you must expend a Rank 1 slot and meet the rank requirement for that job in order to select that ability.
Utility Abilities cannot be used in combat unless otherwise stated and represent the more adventurous, explorative and social abilities a job can embody.
Utility Abilities & Tools can be used outside of combat in many situations, dependent on the ability or tool.
Identification
Trait (Gear Lore) - Attunement
Obtained
You are particularly good at identifying magical properties on equipment. You can use Attunement to use the Identification (reveals unknown properties of gear and identifies curses) utility ability.
Tools are just like Utility Abilities, except they are purchased/found, take up an inventory(not ability) slot, and may be lost or broken.
Alert
Skill: N/A
Obtained: Trait - Trailblazer, Job - Ninja
Placeholder text. You gain +20 RES/SPR when avoiding traps, and +20 Notice to avoid being surprised.
Beastmaster
Skill: Social
Obtained: Trait - Native Tongue, Job - Animist
Your particular way with animals allows you to "speak" with critters and creatures of nature. While you can't directly converse with them, you are able to emulate and read body language to get a deeper, almost supernatural understanding of a beast's communications. Beastmaster gives no particular bonuses, but allows you to use Social rolls at no penalty with Aerial-, Beast-, and sentient Amorph- and Plant- type creatures.
Charge
Skill: Magick
Obtained: Trait - Magician, Black Magic - Thunder
Provides a magitechnological charge to a small handheld item. While the caster has this spell active, machinery without an electrical or aetherical charge function as if they did. Broken or otherwise damaged machinery do not automatically function or become repaired, however. You can charge larger objects with a skill check.
Failure: You may attempt to cast the spell again by spending a LP.
Clock Elixir
Skill: Social
Obtained: Trait - Gadgeteer, Job - Time Mage
You can take any clock or time-keeping device you can touch of any size or shape and force it to display the correct, current time. This is accurate up to the second, and the timepiece keeps keeping time from that point.
Fast March
Skill: N/A
Obtained: Trait - Trailblazer, Job - Bard
Placeholder text. When your party spends an entire day moving on the world map, they move one extra square. Multiple instances of this ability do not stack with itself.
Flash Freeze
Skill: Magick
Obtained: Trait - Magician, Black Magic - Blizzard
Lowers an object's (usually foodstuff or ingredient) temperature to the point that it is preserved. Ingredients that are frozen maintain their freshness for an additional three days. An ingredient can only be frozen once; once it is thawed it cannot be frozen again without losing its benefits. Objects frozen such may become brittle and easier to break, or seal up with a hard, protective casing of ice. You can preserve items longer or create a harder ice covering or freeze larger objects with a skill check. Failure: You may attempt to cast the spell again by spending a LP.
Identification
Skill: Attunement
Obtained: Trait - Gear Lore, Job - Scholar
You are particularly good at identify magical properties on equipment. Make an Attunement check; on a roll of 80 + 20 per Rank of the gear to identify any and all unknown properties on the gear, including curses.
Failure: You may not attempt to identify the gear again until the next day.
Illuminate
Skill: Magick
Obtained: Trait - Magician, White Magic - Dia
Cooldown: 1 hour
You can conjure a small ball of light to guide your way. This ball provides 5 squares of light and may be passed to an ally, where it floats above their shoulders to illuminate their immediate area, or placed in an area. The light lasts until it is touched, at which point it ceases to exist with a quiet pop. You can create more or brighter lights with a skill check.
Failure: You may attempt to cast the spell again by spending a LP.
Glimmer
Skill: Guile
Obtained: Trait - Illusionist, Job - Red Mage
You can conjure ethereal illusions. These illusions remain in place until dismissed. A higher skill check produces a more convincing illusion, or allows more illusions to be active at once.
Red Mage: Additionally, the cleanliness of your clothes, hair and overall appearance is unchanged by any circumstances as long as you are awake.
Last Rites
Skill: Religion
Obtained: Trait - Exorcist, Job - White Mage, Monk, Paladin
Placeholder text. You may make a Religion check to send peaceful (or quelled) spirits to the afterlife, preventing their resurrection as undead and putting their soul at peace.
Failure: You may attempt Last Rites again by spending a LP.
Locksmith
Skill: Thievery
Obtained: Trait - Burglar, Job - Thief
Familiar with the intricacies of common locks, you are able to open locks with the barest of tools. While in a pinch, a slim wire will do, a proper lockpick set will give you the best chance of opening the lock. See the Thievery skill page for more details.
You also gain +20 to Thievery checks when opening locks.
Failure: You may attempt to open the lock again at a -20. This penalty is cumulative with further failures.
Rhetorician
Skill: Negotiation
Obtained: Trait - Mediator, Job - Samurai
You are skilled at speaking impressively in a very formal manner. When required to make a Charm check, you can instead make a Negotiation check.
Scan: Elemental
Skill: Attunement
Obtained: Trait - Mist Sensitivity, Job - Black Mage, Geomancer, Red Mage
Placeholder text. Detects the presence of an elemental charge to a creature, object or area, identifying the relative strength and type of elemental charge. You can also detect the influence of a sentient crystal.
Failure: You fail to detect any elemental charge.
Scan: Spirits
Skill: Attunement
Obtained: Trait - Exorcist, Job - Paladin, White Mage
Placeholder text. Detects the presence lingering spirits, benevolent or hostile, in the area. You can also detect the influence of a diety in a particular area or object.
Failure: You fail to detect any spiritual presence.
Scan: Thoughts
Skill: Attunement
Obtained: Trait - Mentalist
People talk even when they're not saying anything around you. You can read surface thoughts of people.
Failure: You fail to read their thoughts, and may alert them that you are trying to read their thoughts.
Shatter
Skill: Notice
Obtained: Trait - Magician, White Magic - Aero
Conjures a powerful force that can break objects. Make a Magick -20 check and apply it as if you were making a Strength check to break an object instead.
Sight
Skill: Notice
Obtained: Trait - Sixth Sense, Job - White Mage, Scholar
You can cast your sight up into the sky, letting you look down on the immediate area from a birds' eye view, giving you the ability to see up to 2 hexes out in every direction on the world map. This works even if you are under a roof, though you cannot see through objects.
Spark
Skill: Magick
Obtained: Trait - Magician, Black Magic - Fire
Creates a small flash fire that easily lights flammable materials such as tinder, paper, cloth, et cetera. You can create hotter or larger fires with a skill check.
Failure: You may attempt to cast the spell again by spending a LP.
Telekinesis
Skill: Magick
Obtained: Trait - Magician, Time Magic - Tractor, Gravity
You can manipulate small items up to a pound from up to three squares away. You can manipulate larger items or at further distances with a skill check.
Failure: You may attempt to cast the spell again by spending a LP.
Treasure Hunter
Skill: Notice
Obtained: Trait - Gil Hound, Trait - Nose for Treasure, Job - Thief
You have a particular nose for treasure. Whenever a hidden stash of treasure, gil, gear, or other valuable objects is hidden within 5 squares, the GM can make a hidden Notice roll for you (even if you've already made one). If the roll succeeds, you are made aware of its location.
Utility Arrows
Skill: Crafting
Obtained: Trait - Gadgeteer, Job - Archer
You can create a veritable quiver of tricks full of arrows with special uses. You can craft Water Arrows, Rope Arrows, Flare Arrows, and Noise Arrows using Wood or Metal materials of any tier. See the Tools and Toolkits page for more information.
Wyrmtongue
Skill: Social
Obtained: Trait - Native Tongue, Job - Dragoon
Placeholder text. Wyrmtongue gives no particular bonuses, but allows you to use Social rolls at no penalty with Dragon- and Lizard- type creatures.
**Pole-Vault
DRG - Utility Ability - Rank 1
You can jump much higher and longer than most, giving you a bonus of +2/JLv to all Acrobatics checks when jumping.
**Alert
NIN - Utility Ability - Rank 1
You may use your Stealth skill instead of your Notice skill to notice invisible or hiding creatures.
**Power Prevails
WAR - Utility Ability - Rank 3
You know that where others may apply skill, you can simply put in more force. You may add +JLv to any Athletics group skill check you make.
**Marksman's Eyes
ARC - Utility Ability - Rank 1
You are used to seeing things at a long range, and as a result can add +2/JLv to all Notice checks when sight is involved.
**Marching Tune
BRD - Utility Ability - Rank 1
While traveling on foot, you can make a Charm check(difficulty depends on threat of terrain crossed) to move at double speed without incurring the usual threat increase while following a road, railway or path.
**Mollifying Tune
BRD - Utility Ability - Rank 3
As long as you are free to play music or sing, you can add +2/Jlv to any Charm checks you make to calm a person or creature down.
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Tools
Crystal Compass - This compass unerringly points to the bearer's 'Return Point', a point anywhere in space where the bearer has meditated on the compass. This Return Point can be changed and re-set as long as the bearer wants provided they are not in combat. Using this compass, the bearer and friends cannot get lost on a failed Survival check when traveling to the Return Point.
Crowbar - This simple metal bar is flat on one end and hooked on the other. While it can be used as a weapon in a pinch(4 WP), it is a tool first and foremost. Add +20 to any Strength checks that you make where the use of a crowbar is appropriate.
Grappling Hook - This rope-and-hook contraption allows you to climb vertical surfaces more easily. Attaching the grapple is a Ranged Accuracy roll against 10 EVA. The rope can be climbed by itself (Climbing 80) or with steady footing to brace against (Climbing 60)
Water Arrows/Bolts - Special arrows that use a water vial for a tip. Too awkward to use in combat, can be used to put out small fires, lights, torches, etc.
Flare Arrows/Bolts - Special arrows that consume themselves in a flash of light when fired. Can be used to light up an area.
Rope Arrows/Bolts - Special arrows with a hooked tip that carry a rope. Too awkward to prepare and use in combat, can be used like a Grappling Hook.
Noise Arrows/Bolts - Special arrows that make great noise when they strike a surface.