Simple Weapons:
(I): Add your proficiency bonus to attack rolls made with Simple Weapons.
(II): Add your proficiency bonus to damage rolls made with Simple Weapons.
(III): Critical hits with Simple Weapons apply Paralyzed to the target for a number of turns equal to your proficiency bonus.
Martial Weapons:
(I): Add your proficiency bonus to attack rolls made with Martial Weapons.
(II): Add your proficiency bonus to damage rolls made with Martial Weapons.
(III): Critical hits with Martial Weapons deal 3.0x damage (up from 2.0x).
Armor Training:
(I): You can equip Medium Armor and Shields.
(II): You can equip Heavy Armor and Tower Shields.
(III): Gain a bonus to your total Armor Class equal to your proficiency bonus.
Fortitude:
(I): When you are starving, you take damage at an interval equal to your proficiency bonus, instead of every turn. (II): Add your proficiency bonus to saving throws made to avoid the negative effects of eating Corpses.
(III): The duration of negative status effects applied to you is halved.
Dexterity:
Finesse Weapons:
(I): Add your proficiency bonus to attack rolls made with Finesse Weapons.
(II): Add your proficiency bonus to damage rolls made with Finesse Weapons.
(III): Critical hits with Finesse Weapons apply Bleeding to the target for a number of turns equal to your proficiency bonus.
Ranged Weapons:
(I): Add your proficiency bonus to attack rolls made with Ranged Weapons.
(II): Add your proficiency bonus to damage rolls made with Ranged Weapons.
(III): Enemies hit by attacks you make with Ranged Weapons refund the expended ammunition when they are killed. Specialty ammunition is converted to standard ammunition of that type.
Stealth:
(I): Add your proficiency bonus to checks made to avoid waking sleeping enemies.
(II): Whenever you Search, you expend Mana equal to twice your proficiency bonus to become Invisible for a number of turns equal to your proficiency bonus. If you do not have enough Mana to trigger this effect, you remain visible.
(III): Attacks you make whilst Invisible are always considered to be critical hits.
Perception:
(I): Add your proficiency bonus to checks made to detect traps.
(II): Add your proficiency bonus to your Vision Radius.
(III): When you step onto a trap that has been revealed, instead gain a positive status effect based on the effect of the trap.
Intelligence:
Evocation:
(I): Add your proficiency bonus to attack rolls made with Evocation spells. Add your proficiency bonus to the duration of Evocation spells.
(II): Add your proficiency bonus to damage rolls made with Evocation spells. Add your proficiency bonus to the duration of Evocation spells. This duration bonus is cumulative with the Level I duration bonus.
(III): Critical hits with Evocation spells restore 50% of your maximum Mana.
Pyromancy:
(I): Add your proficiency bonus to attack rolls made with Pyromancy spells. Add your proficiency bonus to the duration of Pyromancy spells.
(II): Add your proficiency bonus to damage rolls made with Pyromancy spells. Add your proficiency bonus to the duration of Pyromancy spells. This duration bonus is cumulative with the Level I duration bonus.
(III): Critical hits with Pyromancy spells apply Ignited to the target for a number of turns equal to twice your proficiency bonus.
Cryomancy:
(I): Add your proficiency bonus to attack rolls made with Cryomancy spells. Add your proficiency bonus to the duration of Cryomancy spells.
(II): Add your proficiency bonus to damage rolls made with Cryomancy spells. Add your proficiency bonus to the duration of Cryomancy spells. This duration bonus is cumulative with the Level I duration bonus.
(III): Critical hits with Cryomancy spells apply Frozen to the target and all adjacent creatures for a number of turns equal to your proficiency bonus.
Electromancy:
(I): Add your proficiency bonus to attack rolls made with Electromancy spells. Add your proficiency bonus to the duration of Electromancy spells.
(II): Add your proficiency bonus to damage rolls made with Electromancy spells. Add your proficiency bonus to the duration of Electromancy spells. This duration bonus is cumulative with the Level I duration bonus.
(III): Critical hits with Electromancy spells grant Electrocharged for a number of turns equal to your proficiency bonus. (Whilst under the effects of Electrocharged, every attack you make deals an amount of bonus damage equal to your proficiency bonus.)
Alchemancy:
(I): Add your proficiency bonus to attack rolls made with Alchemancy spells. Add your proficiency bonus to the duration of Alchemancy spells.
(II): Add your proficiency bonus to damage rolls made with Alchemancy spells. Add your proficiency bonus to the duration of Alchemancy spells. This duration bonus is cumulative with the Level I duration bonus.
(III): Critical hits with Alchemancy spells grant Restoration and heal you for an amount equal to five times your proficiency bonus.
Ferromancy:
(I): Add your proficiency bonus to attack rolls made with Ferromancy spells. Add your proficiency bonus to the duration of Alchemancy spells.
(II): Add your proficiency bonus to damage rolls made with Ferromancy spells. Add your proficiency bonus to the duration of Ferromancy spells. This duration bonus is cumulative with the Level I duration bonus.
(III): Critical hits with Ferromancy spells grant Giant Strength for a number of turns equal to your proficiency bonus.
Reinstate Skills (Simple Weapons, Alchemancy, etc)
Strength:
Simple Weapons: (I): Add your proficiency bonus to attack rolls made with Simple Weapons. (II): Add your proficiency bonus to damage rolls made with Simple Weapons. (III): Critical hits with Simple Weapons apply Paralyzed to the target for a number of turns equal to your proficiency bonus.
Martial Weapons: (I): Add your proficiency bonus to attack rolls made with Martial Weapons. (II): Add your proficiency bonus to damage rolls made with Martial Weapons. (III): Critical hits with Martial Weapons deal 3.0x damage (up from 2.0x).
Armor Training: (I): You can equip Medium Armor and Shields. (II): You can equip Heavy Armor and Tower Shields. (III): Gain a bonus to your total Armor Class equal to your proficiency bonus.
Fortitude: (I): When you are starving, you take damage at an interval equal to your proficiency bonus, instead of every turn. (II): Add your proficiency bonus to saving throws made to avoid the negative effects of eating Corpses. (III): The duration of negative status effects applied to you is halved.
Dexterity:
Finesse Weapons: (I): Add your proficiency bonus to attack rolls made with Finesse Weapons. (II): Add your proficiency bonus to damage rolls made with Finesse Weapons. (III): Critical hits with Finesse Weapons apply Bleeding to the target for a number of turns equal to your proficiency bonus.
Ranged Weapons: (I): Add your proficiency bonus to attack rolls made with Ranged Weapons. (II): Add your proficiency bonus to damage rolls made with Ranged Weapons. (III): Enemies hit by attacks you make with Ranged Weapons refund the expended ammunition when they are killed. Specialty ammunition is converted to standard ammunition of that type.
Stealth: (I): Add your proficiency bonus to checks made to avoid waking sleeping enemies. (II): Whenever you Search, you expend Mana equal to twice your proficiency bonus to become Invisible for a number of turns equal to your proficiency bonus. If you do not have enough Mana to trigger this effect, you remain visible. (III): Attacks you make whilst Invisible are always considered to be critical hits.
Perception: (I): Add your proficiency bonus to checks made to detect traps. (II): Add your proficiency bonus to your Vision Radius. (III): When you step onto a trap that has been revealed, instead gain a positive status effect based on the effect of the trap.
Intelligence:
Evocation: (I): Add your proficiency bonus to attack rolls made with Evocation spells. Add your proficiency bonus to the duration of Evocation spells. (II): Add your proficiency bonus to damage rolls made with Evocation spells. Add your proficiency bonus to the duration of Evocation spells. This duration bonus is cumulative with the Level I duration bonus. (III): Critical hits with Evocation spells restore 50% of your maximum Mana.
Pyromancy: (I): Add your proficiency bonus to attack rolls made with Pyromancy spells. Add your proficiency bonus to the duration of Pyromancy spells. (II): Add your proficiency bonus to damage rolls made with Pyromancy spells. Add your proficiency bonus to the duration of Pyromancy spells. This duration bonus is cumulative with the Level I duration bonus. (III): Critical hits with Pyromancy spells apply Ignited to the target for a number of turns equal to twice your proficiency bonus.
Cryomancy: (I): Add your proficiency bonus to attack rolls made with Cryomancy spells. Add your proficiency bonus to the duration of Cryomancy spells. (II): Add your proficiency bonus to damage rolls made with Cryomancy spells. Add your proficiency bonus to the duration of Cryomancy spells. This duration bonus is cumulative with the Level I duration bonus. (III): Critical hits with Cryomancy spells apply Frozen to the target and all adjacent creatures for a number of turns equal to your proficiency bonus.
Electromancy: (I): Add your proficiency bonus to attack rolls made with Electromancy spells. Add your proficiency bonus to the duration of Electromancy spells. (II): Add your proficiency bonus to damage rolls made with Electromancy spells. Add your proficiency bonus to the duration of Electromancy spells. This duration bonus is cumulative with the Level I duration bonus. (III): Critical hits with Electromancy spells grant Electrocharged for a number of turns equal to your proficiency bonus. (Whilst under the effects of Electrocharged, every attack you make deals an amount of bonus damage equal to your proficiency bonus.)
Alchemancy: (I): Add your proficiency bonus to attack rolls made with Alchemancy spells. Add your proficiency bonus to the duration of Alchemancy spells. (II): Add your proficiency bonus to damage rolls made with Alchemancy spells. Add your proficiency bonus to the duration of Alchemancy spells. This duration bonus is cumulative with the Level I duration bonus. (III): Critical hits with Alchemancy spells grant Restoration and heal you for an amount equal to five times your proficiency bonus.
Ferromancy: (I): Add your proficiency bonus to attack rolls made with Ferromancy spells. Add your proficiency bonus to the duration of Alchemancy spells. (II): Add your proficiency bonus to damage rolls made with Ferromancy spells. Add your proficiency bonus to the duration of Ferromancy spells. This duration bonus is cumulative with the Level I duration bonus. (III): Critical hits with Ferromancy spells grant Giant Strength for a number of turns equal to your proficiency bonus.