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Melee Defensive Ranged Power Adrenaline Fire Absorption Soothe Windrun Fortify Decaying Touch
Stance Stance Shield
Melee Precision Ranged Precision Fast Track Elemental Visions Slow Current Wind Of Change Bless Lower Resistances
Stance Stance
Bolster Attenuate Misty Step Flare Rain Bitter Cold Boulder Bash Malediction
Cure Wounds Treat Poisoning Walk In Shadows Boil Water Absorption Air Absorption Earth Absorption Curse Of Cuts
Shield Shield Shields
Helping Hand Doctor Winged Feet Burning Touch Deluge Shocking Touch Nature’s Fury Vampiric Touch
Command First Aid Lacerate Self-Immolation Freezing Touch Thunder Jump Avatar Of Poisons Mute
Crushing Fist Freezing Trap Precise Incision Avatar Of Fire Rime Avatar of Storms Fallow Summon Undead
Warrior
Encourage Ricochet Trip Firefly Avatar Of Frost Lightning Bolt Creeping Ooze Resurrect
Divine Light Splintered Arrow Venomous Strike Heat Metal Regeneration Teleport Summon Spider
ADEPT
SOLDIER RANGER SCOUNDREL PYROKINETIC HYDROSOPHIST AEROTHEURGE GEOMANCER WITCHCRAFT
Spiked Shell Farseer Squander Wildfire Cleansing Water Netherswap Balance Attenuate
Elemental Absorb The Cloak and Dagger Explode Stasis Invisibility Petrifying Touch Impalement
Tortoise Elements
Rage Survivor’s Karma Borrowed Time Purifying Fire Cold Snap Enervate Blessed Earth Banishment
Fossilize Infect Wind-Up Toy Fireball Water Of Life Tornado Erosion Oath of
Desecration
Battering Ram Vampiric Arrow Fade Summon Fire Mass Slow Chain Lightning Thorn Cascade Drain Willpower
Elemental
Crippling Blow Conjure Acid Daggers Drawn Sphere Of Ice Wall Headvice Tectonic Spray Despair
Arrow Negation
Eroding Strike Summon Wolf Eye Gouge Cauterize Ice Shards Summon Air Summon Earth Summon Armored
Elemental Elemental Undead
Decapitator
Atonement
MASTER
SOLDIER RANGER SCOUNDREL PYROKINETIC HYDROSOPHIST AEROTHEURGE GEOMANCER WITCHCRAFT
Shackles Of Pain Insect Plague Premeditate Rebirth Mass Healing Greater Invisibility Deadly Spores Invulnerability
Torment Natural Order Shadow Step Infectious Flame Plague Audacity Ruin Horrific Scream
Vitality Link Rain Of Arrows Cruelty Soulfire Winterblast Vengeance Stone Curse Soulsap
Crush Fusillade Execute Meteor Shower Hailstorm Storm Summon Toxic Finger Of Death
Horror
Earthquake
Icon Name About Special Saving Range, AP Notes Requirements
Throw Radius cost,
reload
SCOUNDREL
NOVICE
Adrenaline Enter an intensified 100% chance to Self 0, 8 Dexterity
state of action to immediately gain 5
borrow Action Points an extra 50% of
from your next turn. your Turn Action
Points, but lose 75%
of your total Action
Points next turn
Fast Track Become hastened for a 100% chance to set Self 1, Hastened boosts the target’s 9 Dexterity
short while. Hastened status for 12 (8) maximum AP by 3, starting 2 Scoundrel
3 turns AP by 3 and recovery AP by
2. Hastened also improves
movement speed.
Cooldown for 8 turns at 15
Dexterity.
Misty Step Quickly teleport 5.0m 1, Cooldown for 1 turn at 13 2 Scoundrel
through the shadows to 4 (1) Dexterity.
a point nearby.
Walk In Become one with the 100% chance to set Self 2, When you are invisible, 10 Dexterity
Shadows shadows. Invisible status for 2 7 (3) enemies cannot see you or 2 Scoundrel
turns target you directly.
Attacks made while invisible
cannot miss.
Invisibility breaks when
casting, attacking, taking
damage, or when detected.
Cooldown for 3 turns at 15
Dexterity.
Winged Feet Make yourself immune 100% chance to set Self 2, Cooldown for 6 turns at 15 9 Dexterity
to surfaces, as if you Winged Feet status 10 (6) Dexterity. 2 Scoundrel
were floating above for 5 turns
them.
Lacerate Tear open a jagged 100% chance to set Grit 4.0m 3, Requires a Dagger. 8 Dexterity
gash on your target, Bleeding status for 5 (3) Bleeding deals physical
causing slashing 3 turns damage over time.
damage and inflicting 100% chance to set Damage dealt depends on
Bleeding. Chain Finisher for 0 your weapon’s damage
turns rating.
Chain Bonus: Blood Thief
x1: Heal self 8% of maximum
vitality.
x2: Heal self 20% of
maximum vitality.
x3: +70% weapon damage as
Slashing to target.
x4: 140% chance to inflict
Decaying Touch.
x5: Damage to 140%. Heal
now lasts 3 turns.
Cooldown for 3 turns at 15
Dexterity.
Precise Incision Pierce deftly into your 100% chance to set Grit 4.0m 3, Requires a Dagger. 8 Dexterity
target, dealing slashing Weakened status 5 (3) Weak lowers target’s
damage and causing for 2 turns damage by -50% and
weakness. Gains 100% chance to set strength by -2.
additional effects when Chain Finisher for 0 Damage dealt depends on
used with an active turns your weapon’s damage
Chain. rating.
Chain Bonus: Reaching Strike
x1: +35% weapon damage in
5 meter line.
x2: Damage to 70%.
x3: Line to 180 degree cone.
50% chance to apply Weak.
x4: Damage to 100%. Weak
chance to 70%.
x5: Damage to 200%.
Cooldown for 3 turns at 15
Dexterity.
Trip Knock your target to 100% chance to set Grit 3.0m 3, Cooldown for 2 turns at 15 8 Dexterity
the ground with a Knocked Down 6 (2) Dexterity.
quick, sweeping kick. status for 2 turns
Deals crushing damage.
Venomous Coat your weapon with 100% chance to set Poison 4.0m 4, Requires a Dagger. 9 Dexterity
Strike a vile poison and strike Poisoned status for Resistance 2 Poisoned deals poison
your target, poisoning it 4 turns damage over time.
and dealing poison 100% chance to set Damage dealt depends on
damage. Gains Chain Finisher for 0 your weapon’s damage
additional effects when turns rating.
used with an active Chain Bonus: Toxic Finale
Chain. x1: Instantly apply Untreated
Poison I
x2: +45% weapon damage as
Poison to target.
x3: Damage to 100%. Applies
Untreated Poison II.
x4: 150% chance to inflict
Disease for 2 turns.
x5: Damage to 200%. Target
is Sickened for 3 turns.
ADEPT
Squander Muster your remaining 10.0m 0, Cooldown for 1 turn at 13 9 Dexterity
strength to fling a 4 (1) Dexterity.
heavy stack of coins at Spends all remaining AP.
your target, causing Requires a Dagger.
crushing damage. Your Damage dealt depends on
remaining AP is spent in your weapon’s damage
the process. rating.
Cooldown for 1 turn at 13
Dexterity.
Cloak and Leap far above the 15.0m 1, Cooldown for 5 turns at 15 4 Scoundrel
Dagger battlefield, fading into 9 (5) Dexterity.
the air as your ascend.
Reappear as you land at
the targeted point.
Borrowed Time Bend time and slow 100% chance to set Willpower 6.0m 2, Enemies struck by Borrowed 10 Dexterity
those around you, Borrowed Time for Radius 8 (4) time have their Turn Action 3 Scoundrel
gaining the difference 2 turns Points Recovery decreased
yourself. by -1 and the caster gains +1
Turn Action Point Recovery
and +1 Maximum Action
Points for every affected
enemy, up to five enemies.
Cooldown for 4 turns at 15
Dexterity.
Wind-Up Toy Summon your level 3.0m 2, Press the button to go 4 Scoundrel
bomb in 3.0m radius for 10 (8) BOOM.
30s Duration 5 turns.
You can only have one
summon at a time.
Cooldown for 8 turns at 15
Dexterity.
Fade Your physicality blends 100% chance to set Self 3, Piercing Resistance +30% 10 Dexterity
and fades into Fade for 2 turns 8 (4) Slashing Resistance +30% 3 Scoundrel
shadows, reducing all Crushing Resistance +30%
physical damage dealt Cooldown for 4 turns at 15
to you. Dexterity.
Daggers Drawn Erupt with a barrage of 3.0m 4, Requires a Dagger. 5 Scoundrel
stabs and cuts and deal 9 (5) Damage dealt depends on
damage each strike. your weapon’s damage
rating.
Cooldown for 5 turns at 15
Dexterity.
Eye Gouge With one deft strike 100% chance to set Grit 4.0m 4, Requires a Dagger. 9 Dexterity
you blind your Blinded status for 3 7 (4) Blinded characters cannot
opponent. Does turns target others unless they’re
piercing damage and standing right next to them.
causes Blindness. Blindness reduces a
Hyperacute character’s
chance to detect hidden
enemies.
Damage dealt depends on
your weapon’s damage
rating.
Cooldown for 4 turns at 15
Dexterity.
MASTER
Premeditate Every outcome, every Self 1, May only be cast in combat. 5 Scoundrel
possible permutation 6 (2) Instantly gain 2 stacks of
and contingency are Chain.
known to you as you Does not count toward and is
prepare for you final not limited by your Chain
strike. gained this turn.
Cooldown for 4 turns at 15
Dexterity.
Shadow Step Step through the 100% chance to 15.0m 3, Requires a Dagger. 5 Scoundrel
shadows and attack a Backstab 8 (4) Damage dealt depends on
target from behind, 100% chance to set your weapon’s damage
dealing piercing Invisible status for 1 rating.
weapon damage. Then turn Cooldown for 4 turns at 15
go back to where you Dexterity.
came from.
Cruelty Your thoughts fill with 100% chance to set Self 4, Effects are applied on every 13 Dexterity
malice and terrible Cruelty for 3 turns 7 (3) instance of Piercing damage 5 Scoundrel
intent, your foes dealt.
weaknesses are 50% chance to cause
revealed; now, you Bleeding for 2 turns.
exploit them. Every Armor reduced by 4 for 2
instance of piercing turns.
damage you deal Armor reduction may stack
reduces the armor of up to -60 Armor.
your targets and causes Cooldown for 3 turns at 15
Bleeding. Dexterity.
Execute Deliver a series of 5 3.0m 5, Chain Bonus: Fatality 13 Dexterity
vicious attacks to your 11 (7) x5: When Execute has 5 Scoundrel
target, each dealing finished, if it dealt more
piercing damage. Gains damage than half the
additional effects when target’s remaining vitality,
used with an active the target is instantly slain.
Chain. Boss-creatures can never be
instantly slain.
Damage dealt depends on
your weapon’s damage
rating.
Cooldown for 4 turns at 15
Dexterity.
RANGER
NOVICE
Ranged Power Improve damage while Self 0, Requires a Ranged Weapon.
Stance wielding a bow or 2 Damage +10%.
crossbow. (Toggle Lasts until cancelled or
Stance) replaced by another stance.
Ranged Improve your chance to Self 0, Requires a Ranged Weapon.
Precision hit and critically strike 2 Chance to Hit: +20%
Stance with bow and crossbow Critical Chance: +5%
at the cost of Movement: -20%
movement speed. Lasts until cancelled or
(Toggle Stance) replaced by another stance.
Anticipate Heighten your senses 100% chance to set Self 0, May only be cast in combat. 8 Dexterity
and enter a state of Anticipate for 1 3 (1) Spends all remaining AP.
intense focus, turn +40% damage until your next
preparing you for turn.
retaliation. Your Retaliate against the first
remaining AP is spent in enemy, within your reach,
the process. who damages you.
Cooldown for 1 turn at 15
Dexterity.
Treat Poisoning A Ranger is well 100% to set 3.0m 2, Poison Resistance: +35% 9 Dexterity
familiarized with the Treating Poison for 6 (2) Immune to Poisoned. 2 Ranger
treatment of poison; 2 turns Cooldown for 2 turns at 15
you cure the target of Dexterity.
any poisons and stifle
any further damage
from poison for the
duration.
Doctor Cures Weak, Blind, 100% chance to set 10.0m 3, Cooldown for 2 turns at 15 9 Dexterity
Mute, Decaying Touch, Doctor for 2 turns 4 (2) Dexterity. 2 Ranger
and Disease. Grants 1
Grit for 2 turns.
First Aid Cures bleeding, 100% chance to set 10.0m 3, Heals 20% of maximum 8 Dexterity
crippled, burning, and Percentage Healing 4 (2) vitality +1% per Dexterity
diseased. Heals target for 1 turn above recommended.
for a percentage of 100% chance to set Cooldown for 2 turns at 15
their maximum vitality. First Aid for 2 turns Dexterity.
Grants +1 Grit for 2
turns.
Freezing Trap Set a devious, icy trap 100% to set Frozen Grit Self- 4, Cooldown for 4 turns at 15 10 Dexterity
at your feet that status for 2 turns Range, 8 (4) Dexterity. 3 Ranger
remains for up to 3 3.0m
rounds. Enemies who Radius
come within 2 meters
of the trap trigger it,
dealing water damage
and Freezing all, except
the caster, within 3
meters.
Ricochet Fire a normal arrow 18.0m 4, Requires a Ranged Weapon.
that deals damage and 4 (2) Damage dealt depends on
then forks off to the your weapon’s damage
next target up to 4 rating.
times within 8.0m. Cooldown for 2 turns at 15
Dexterity.
Splintered Fire an arrow that 15.0m 7, Requires a Ranged Weapon. 2 Ranger
Arrow splinters on impact, 10 (8) Damage dealt depends on
dividing damage over your weapon’s damage
enemy targets in a rating.
8.0m radius. Cooldown for 8 turns at 15
Dexterity.
ADEPT
Farseer Grant a target 100% chance to set 12.0m 2, Chance to Hit: +50% 10 Dexterity
improved sight and Farseer for 4 turns 6 (4) Sight: +5.0m 3 Ranger
accuracy. Removes Immune to Blind.
Blind and grants A higher Sight score
immunity to Blind for improves your chance to hit
the duration. with ranged weapons over
longer distances.
Cooldown for 4 turns at 15
Dexterity.
Absorb the Harmonize with the 100% chance to set 12.0m 3, Fire resistance: +25% 10 Dexterity
Elements elements around you, Elemental 7 (5) Water resistance: +25% 3 Ranger
becoming more Absorption for 5 Air resistance: +25%
resistant to elemental turns Earth resistance: +25%
damage but vulnerable Armor Rating: -20
to physical attacks. Cooldown for 5 turns at 15
Dexterity.
Survivor’s Increases the Luck and 100% chance to set 6.0m 4, Lucky Charm: +2 10 Dexterity
Karma Critical Chance of all Karma for 5 turns Radius 7 (5) Critical Chance: +10% 3 Ranger
allies affected. Cooldown for 5 turns at 15
Dexterity.
Infect Plant an infectious 100% chance to set Grit 15.0m 4, Primary target’s Grit 11 Dexterity
disease on a nearby Sickened for 2 turns Range, 6 (4) additionally reduced by 1 for 4 Ranger
target that continues to 100% chance to set 5.0m 2 turns.
spread until a target Infected status for 4 Spread Disease lowers target’s
saves. The primary turns Radius constitution by -3 and Grit
target’s Grit is reduced ability by -2.
from the initial Infectious disease has a
infection. chance of infecting everyone
that comes near the target.
Cooldown for 4 turns at 15
Dexterity.
Vampiric Arrow Fire a heavily imbued 100% chance to 18.0m 4, Requires a Ranged Weapon. 11 Dexterity
arrow that deals Rot heal an amount of 6 (4) Additionally heals 5% of 4 Ranger
damage and siphons vitality maximum vitality +3% per
the life of its victim to Dexterity recommended.
you, healing a small Damage dealt depends on
amount instantly. your weapon’s damage
rating.
Cooldown for 4 turns at 15
Dexterity.
Conjure Acid Conjure a magical 100% chance to set Grit 18.0m 5, Requires a Ranged Weapon. 9 Dexterity
Arrow arrow dripping with Weakened status Poison Range, 4 (1) Poisoned deals poison
potent acid and fire it for 3 turns Resistance 1.0m damage over time. Poisoned
at your target. The 100% chance to set Radius targets lose 15% Poison
arrow poisons, weakens Poisoned status for Resistance every turn, up to -
and deals damage to all 3 turns 45%.
within the radius. Can target terrain to create
ooze surface.
Damage dealt depends on
weapon’s damage rating.
Cooldown for 1 turn at 15
Dexterity.
Summon Wolf Summon a loyal wolf 10.0m 5, Duration 5 turns. 3 Ranger
companion at a target 7 (4) The wolf is immune to
point within 10.0m to Freezing, cannot be Chilled
defend you. and takes no damage from
Water attacks. It does,
however, take extra damage
from Fire attacks. Its
ferocious bite attack has a
20% chance to set Bleeding
status for 2 turns. It has a
special Throat Bite skill. Has
Attack of Opportunity.
You can only have one
summon at a time.
Cooldown for 4 turns at 15
Dexterity.
Barrage Fire multiple arrows in 18.0m 6, Requires a Ranged weapon. 3 Ranger
a straight line, each 5 (3) Damage dealt depends on
dealing damage. your weapon’s damage
rating.
Cooldown for 3 turns at 15
Dexterity.
MASTER
Insect Plague Conjure clouds of 150% chance to set Grit 15.0m 6, Can only be removed by a 13 Dexterity
poisonous, biting gnats Insect Plague for 5 Range, 9 (5) successful saving throw while 5 Ranger
to swarm your target turns 10.0m Burning.
and other enemies Radius Insect Plague Poisons,
within 10.0m of the Silences, and deals piercing
first, making damage to afflicted targets
spellcasting difficult. each round. Successful Grit
The swarm will only saving throws avoid being
disperse if their target Silenced for that round.
is Burning. Burning targets have a 50%
increased chance to save
against Insect Plague, and
will remove the effect
entirely on a successful Grit
saving throw.
Cooldown for 5 turns at 15
Dexterity.
Natural Order A series of rampant, 120% chance to set Grit 15.0m 6, Successful save prevents 13 Dexterity
invasive growths infest Natural Order for 3 Range 12 (8) effects, but does not remove 5 Ranger
the target, causing turns Natural Order.
damage and Bleeding 120% chance to set Damage dealt depends on
each turn until they Bleeding status for your weapon’s damage
rend free, dealing triple 2 turns rating.
damage and taking Cooldown for 8 turns at 15
presence upon the Dexterity.
battlefield.
Rain Of Arrows Loose a shower of 18.0m 6, Damage dealt depends on 5 Ranger
piercing arrows to rain Range, 6 (4) your weapon’s damage
down upon your 6.0m rating.
enemies. Deals damage Radius Cooldown for 4 turns at 15
to each target within Dexterity.
the radius.
Fusillade Fire 16 arrows in a 45 18.0m 7, An individual target can only 5 Ranger
degree arc. Each arrow 8 (6) be damaged by up to 8
deals damage. arrows.
Damage dealt depends on
your weapon’s damage
rating.
SOLDIER
NOVICE
Melee Improves defense at Self 0, Requires a Melee Weapon.
Defensive the cost of damage. 2 Damage: -10%
Stance (Toggle Stance) Armor Rating: +20
Lasts until cancelled or
replaced by another stance.
Cooldown for 6 turns at 15
Dexterity.
Melee Improves accuracy at Self 0, Requires a Melee Weapon.
Precision the cost of movement 2 Chance to Hit: +20%
Stance speed. (Toggle Stance) Movement Speed: -10%
Lasts until cancelled or
replaced by another stance.
Bolster Steel your nerves and 100%to set Bolster Self 0, Requires a Melee Weapon. 8 Strength
prepare for worst, for 1 turn 3 (1) May only be cast in combat.
increasing your armor +20 Armor until your next
and instantly removing turn.
the next Knockdown, Removes the next disabling
Stun, Freeze, Petrify, effect that ails you.
Fear or Charm that ails Spends all remaining Action
you. Your remaining AP Points.
is spent in the process. Cooldown for 1 turn at 15
Strength.
Cure Wounds With Divine energy, you 100% chance to set 3.0m 1, Additionally heals 4% of 10 Strength
bind the wounds of a Percentage Healing 7 (3) maximum vitality +2% per 3 Soldier
nearby target, for 1 turn Strength above
immediately restoring 100% chance to recommended.
lost vitality. heal an amount of Cooldown for 3 turns at 15
vitality Strength.
Helping Hand Help a Knocked Down 10.0m 2, Cooldown for 1 turn at 15 2 Soldier
ally back up, or pat out 3 (1) Strength.
a burning one.
Command Force all enemies near 100% chance to set Willpower 10.0m 2, Cooldown for 1 turn at 15 9 Strength
the targeted point to Taunted status for 2 Range, 5 (1) Strength. 2 Soldier
attack you, despite any turns 2.0m
better judgment. Radius
Crushing Fist An enormous fist 100% chance to set Grit 10.0m 2, Knockdown makes target 10 Strength
smasher your enemy Knocked Down 8 (4) unable to move or act. 3 Soldier
and knocks it down; status for 2 turns Cooldown for 4 turns at 15
dealing damage. Strength.
Encourage With steeled nerve and 100% chance to set 15.0m 3, Encouraged boosts target’s 9 Strength
hardened expression encouraged for 3 7 (3) Strength, Dexterity, 2 Soldier
you direct your allies in turns Intelligence and Constitution
combat, encouraging stats by 1.
them to greater combat Cooldown for 3 turns at 15
efficacy. Strength.
Divine Light A bright, radiant light 100% chance to set Grit 7.0m 3, Decreases Grit and 8 Strength
emanates from your Warm for 3 turns Length, 7 (3) Willpower by -2.
hands and clings to 100% chance to set 60° Warm targets are more
those affected, making Divine Light for 3 cone susceptible to fire damage
them more susceptible turns angle but are resistant to water.
to affliction. Warm targets that are
warmed again become
burned. Warm increases the
chance to be Burned by 30%.
Cooldown for 3 turns at 15
Strength.
ADEPT
Spiked Shell The Soldier’s shield is as Self 0, Reflect 50% of melee
much a weapon as a 4 (2) damage taken to attackers as
sword; return damage piercing.
to those that would Lasts until cancelled or
strike you in melee replaced by another stance.
combat. (Toggle Stance) Cooldown for 2 turns at 15
Strength.
Elemental The trained Soldier with Self 0, Requires a Shield.
Tortoise a shield fears no 4 (2) Fire resistance: +40%
element; gain massive Water resistance: +40%
elemental defense at Air resistance: +40%
the cost of movement Earth resistance: +40%
speed. (Toggle Stance) Movement Speed: -40%
Lasts until cancelled or
replaced by another stance.
Cooldown for 2 turns at 15
Strength.
Rage Seethe with reckless 100% chance to set Self 3, Damage: +50% 11 Strength
anger, entering a state Enraged status for 3 5 (3) Critical Chance: +2% 4 Soldier
of uninterruptable rage. turns Immune to Charm
Immune to Fear
Chance to Hit: -25%
Armor: -20
Cooldown for 3 turns at 15
Strength.
Fossilize Your body tightens as 100% chance to set Self 3, Vitality set to 10% of 11 Strength
flesh quickly petrifies, Fossilize for 2 turns 8 (4) maximum. 4 Soldier
bringing you to the All Resistances: +100%
brink of death but All Maximum Resistances set
granting an almost to 90% unless already higher.
impenetrable defense. Immune to Bleeding
Lasts until duration expires
or maximum damage is
prevented.
Can prevent up to 20% +3%
per Strength above
recommended damage.
Cooldown for 4 turns at 15
Strength.
Battering Ram Rush forward in a 100% chance to set Grit 15.0m 4, Requires a Melee Weapon. 8 Strength
straight line to a point Knocked Down 7 (3) Knockdown makes target
far away, hitting all status for 1 turn unable to move or act.
enemies in your path Damage dealt depends on
with damage. your weapon’s damage
rating.
Crippling Blow Cripple a target. Deals 100% chance to set Grit 4.0m 4, Requires a Melee Weapon. 10 Strength
weapon damage. Crippled status for 3 (1) Crippled status has a 3 Soldier
3 turns negative impact on target’s
movement and Action Point
recovery.
Cooldown for 1 turn at 15
Strength.
Eroding Strike Imbue your strike with 100% chance to set 4.0m 4, Requires a Melee Weapon. 13 Strength
a cruel affliction, flaking Erosion for 1 turn 6 (2) Grit -2. 5 Soldier
away your target’s Cooldown for 2 turns at 15
hardiness. Deals Rot Strength.
weapon damage.
Whirlwind Perform a whirlwind 4.0m 4, Requires a Melee Weapon.
attack, hitting enemies 6 (4) Damage dealt depends on
around you for damage. your weapon’s damage
rating. When dual wielding,
the combined damage is
considered.
Cooldown for 4 turns at 15
Strength.
Awesome You are a paragon of 100% chance to set Willpower 10.0m 5, Cleanses Fear and Charm 11 Strength
Presence war, your presence Awesome Presence 8 (4) from allies. 4 Soldier
awe-inspiring. The for 3 turns Effect increases for each
target is emboldened if 100% chance to set corpse within 5.0m, up to 3.
allied, or Feared if Feared Status for 3 If cast on an enemy,
hostile. Effect is greater turns Willpower is reduced by 1, 2
with corpses nearby. or 4.
If cast on an ally, one corpse
cleanses Curse and grants
Encourage; two cleanse
Weak and Slow, and grant
Fortified; three cleanse
Enervate, Borrowed Time,
and Balance, and grant Bless,
Haste, and Rage.
Cooldown for 4 turns at 15
Strength.
Atonement A burst of radiance 100% chance to set 15.0m 5, Damages enemies within 11 Strength
cascades from the Atonement for 1 7 (3) 3.0m of your target. 3 Soldier
target, healing and turn Additionally heals 15% of
removing Fear while 100% chance to maximum vitality +3% per
also damaging all heal an amount of Strength above
nearby enemies. vitality recommended.
Cooldown for 3 turns at 15
Strength.
MASTER
Shackles Of Bind the life of your 6.0m 4, Shackled targets suffer 100% 13 Strength
Pain enemies to yourself; all 6 (4) of damage taken by the 5 Soldier
targets affected take caster
equivalent damage Cooldown for 4 turns at 15
whenever you do. Strength.
Torment Split open a grisly 130% chance to set Grit 4.0m 4, Requires a Melee Weapon. 13 Strength
wound upon your Torment for 4 turns 3 (1) Cooldown for 1 turn at 15 5 Soldier
target, dealing damage, 130% chance to set Strength.
causing Bleeding and Bleeding status for
additional damage 4 turns
whenever the victim
tries to move.
Vitality Link Merge your force of 100% chance to set 10.0m 5, Damage redirected: 35% + 13 Strength
vitality with that of a Vitality Link for 4 8 (4) 3% per Strength above 5 Soldier
target ally; whenever turns recommended, up to 60%.
your target is damaged, Redirected damage that
it instantly recovers a would kill you instead sets
portion of the vitality vitality to 1% and ends
lost as you suffer it Vitality Link.
instead.
Crush Brutally concave your 100% chance to set 4.0m, 5, Requires a Melee Weapon 13 Strength
target, dealing damage Crush for 3 turns 5 (3) Each point of strength past 5 Soldier
and severely reducing 10 reduces target’s armor
their physical defenses, and physical resistances.
depending on your Armor -4
strength. Physical Resistances: -4%
Damage dealt depends on
your weapon’s damage
rating.
Cooldown for 3 turns at 15
Strength.
Flurry Lash out at a target 4.0m 5, Requires a Melee Weapon 5 Soldier
with a barrage of four 5 (3) Damage dealt depends on
strikes, each dealing your weapon’s damage
damage. rating. When dual wielding,
the combined damage is
considered.
Cooldown for 3 turns at 15
Strength.
PYROKINETIC
NOVICE
Fire Absorption Enchant self or ally with 17.0m 3, Absorbs up to 30% of your 9 Intelligence
Shield a fire shield. A fire 6 (3) maximum vitality. 2 Pyrokinetic
shield absorbs fire Cooldown for 3 turns at 15
damage until it breaks. Intelligence.
Elemental Searing light clarifies a 100% chance to set 14.0m 3, Boosts Perception by 2 8 Intelligence
Visions target’s vision, granting Elemental Visions 7 (3) Cooldown for 3 turns at 15
a temporary perception for 10 turns Intelligence.
bonus and curing Blind.
Flare Send 2 smoldering orbs 100% chance to set Grit 17.0m 3, Can target terrain to create 9 Intelligence
of flame arcing toward Burning status for 3 4 (1) fire surface, burn ooze or oil, 2 Pyrokinetic
your target, dealing fire turns evaporate water, or melt ice.
damage. Can explode some clouds.
Cooldown for 1 turn at 13
Intelligence.
Boil Boil the water that 100% chance to set 12.0m 3, Water under the target 10 Intelligence
surrounds your target, Boil for 1 turn 4 (1) becomes Steam. 3 Pyrokinetic
causing fire damage. 100% chance to set Removes Wet from the
150% extra damage is Warm status for 2 target.
dealt if the target is turns Cooldown for 1 turn at 13
Wet or standing in Intelligence.
water, or 300% if both.
Burning Touch With a quick snap of 100% to set Burning Grit 5.0m 3, Burning targets take fire 8 Intelligence
the fingers a searing status for 3 turns 4 (1) damage over time and are
heat emanates from more susceptible to fire
your hand, settling damage, but are resistant to
flame upon the touched water.
target, dealing fire Cooldown for 1 turns at 15
damage and burning. Intelligence.
Self- Create a fire surface 100% chance to set 4.0m 3, Fire Resistance: +25% 9 Intelligence
Immolation around you, with you in Immolated for 3 Radius 4 (1) Cooldown for 1turn at 13 2 Pyrokinetic
the middle. Grants turns Intelligence.
everyone around you
25% fire resistance for
3 turns and removes
Frozen and Stunned.
Avatar Of Fire Make a target immune 100% chance to set 7.0m 4, Fire Resistance: +25% 9 Intelligence
to Burning. Its melee Avatar of Fire for 3 5 (1) Immune to Burning 2 Pyrokinetic
attackers may catch on turns
fire!
Firefly Create a fire surface. 100% chance to set Grit 15.0m 4, Draw your own fire surface 8 Intelligence
Burning status for 2 Length, 5 (1) in a line. Line starts at your
turns 1.0m position. Click on the terrain
Surface to create a line until you
Radius have reached the line’s
maximum length.
Cooldown for 1 turn at 15
Intelligence.
Heat Metal Concentrate on the 100% chance to set 12.0m 4, Armor: -20 9 Intelligence
armor of your target, Heat Metal for 1 Range 5 (1) Armored targets suffer
causing rapid vibrations turn increased damage.
and heating it to an 100% chance to set Targets can take up to 300%
extreme temperature, Warm status for 2 increased damage.
fire damage is dealt turns Warm targets are more
from the heat, susceptible to fire damage
increasing against those but are resistant to water.
who are heavily Warm targets that are
armored. warmed again become
burned. Warm increases the
chance to be Burned by 30%.
Cooldown for 1 turns at 15
Intelligence.
ADEPT
Wildfire Haste a target. 100% chance to set Grit 14.0m 2, Hastened boosts the target’s 11 Intelligence
Hastened status for 8 (4) maximum AP by 3, starting 4 Pyrokinetic
3 turns AP by 3 and recovery AP by
100% chance to set 2. Hastened also improves
Burning status for 3 movement speed.
turns Cooldown for 4 turns at 15
Intelligence.
Explode Deals fire damage to 6.0m 2, Cooldown for 2 turns at 15 11 Intelligence
yourself and to those 4 (2) Intelligence. 4 Pyrokinetic
within 6.0m around
you.
Purifying Fire A soothing flame 100% Purifying Fire 17.0m 3, Cooldown for 4 turns at 15 10 Intelligence
courses through the for 1 turn 7 (4) Intelligence. 3 Pyrokinetic
target, removing
Burning, Frozen, Stun,
Charm, Petrified, Rime,
Curse of Cuts, Enervate,
Healing, and Absorption
Shields.
Fireball Fling a small bead of 100% chance to set Grit 17.0m 3, Burning targets take fire 13 Intelligence
red flame to target Burning status for 1 Range, 7 (3) damage over time and are 5 Pyrokinetic
point; it erupts violently turn 6.0m more susceptible to fire
on impact, dealing fire Radius damage, but are resistant to
damage and setting fire water. Can target terrain to
to anything within the create fire surface, burn ooze
blast radius. or oil, evaporate water, or
melt ice. Can explode some
clouds.
Cooldown for 3 turns at 15
Intelligence.
Summon Fire Conjure a living flame 17.0m 4, Fire Elementals can cast a 3- 3 Pyrokinetic
Elemental at target point to fight 7 (4) projectile blaze spell. Their
your enemies. normal attack is pure fire
that can warm up the target.
Duration 5 turns.
You can only have one
summon at a time.
Cooldown for 4 turns at 15
Intelligence.
Sphere of Navigate a sparking orb 70% chance to set Grit 15.0m 5, Draw your own line of effect. 10 Intelligence
Negation through the air, Blinded status for 2 Length, 7 (4) Line starts at your position.
removing dangerous turns 1.0m Click on the terrain to create
surfaces and clouds Effect a line until you have reached
while Blinding those it Radius the line’s maximum length.
touches. Blinded characters cannot
target others unless they’re
standing right next to them.
Blindness reduces a
Hyperacute character’s
chance to detect hidden
enemies.
Cooldown for 4 turns at 15
Intelligence.
Cauterize Sear away scar and 100% chance to set 5.0m 5, Additionally heals 10% of 11 Intelligence
burn together tissue, Cauterize for 1 turn 6 (2) maximum vitality +3% per 3 Pyrokinetic
dealing fire damage 100% chance to set Intelligence above
before greatly healing Warm status for 2 recommended.
the target and turns Cooldown for 2 turns at 15
removing Bleeding and Intelligence.
Decaying Touch. If
targeting enemies, no
healing occurs unless
they are a Zombie or
afflicted with Decaying
Touch.
MASTER
Rebirth Accept death’s cold Self 1, May only be cast in combat. 5 Pyrokinetic
embrace, only to be 16 You die upon casting.
reborn in blazing glory (12) Resurrected to 100% vitality
shortly after. on your next turn.
Ignore Touch of the Grave.
Cast Rage of Phoenix upon
resurrection.
Rage of the Phoenix causes
fire damage and Knockdown
for 2 turns to enemies within
9m. Also creates burning
ground and grants the caster
Rage for 3 turns, +3
Constitution, +100% fire
resistance and +25%
maximum fire resistance for
3 turns.
Cooldown for 12 turns at 15
Intelligence.
Infectious Conjure an intelligent 70% chance to set Grit 17.0m 5, Disease lowers target’s 13 Intelligence
Flame flame that attempts to Diseased status for Grit 7 (3) constitution by -3 and Grit 5 Pyrokinetic
attach itself to your 2 turns ability by -2.
target and up to two 100% chance to set Cooldown for 3 turns at 15
other enemies nearby. Burning status for 2 Intelligence.
Initially deals fire turns
damage and causes 100% chance to set
Disease. Those who are Infectious Flame for
afflicted with Infectious 3 turns
Flame explode each
turn, again damaging
and Diseasing enemies
within 4.0m
Soulfire Instantly engulf a target 100% chance to set Grit 17.0m 6, Soulburn has no Saving 13 Intelligence
in roaring, unrelenting Soulburn for 2 turns 7 (5) Throw. 5 Pyrokinetic
flame fueled by the 130% chance to set Armor: -20
target itself. The victim Burning status for 3 All Resistances: -25%
suffers fire damage, is turns Willpower: -1
Burned and, if it is not Grit: -1
currently Soulsapped, Burning targets take fire
can become damage over time and are
Soulburned. more susceptible to fire
damage, but are resistant to
water.
Cooldown for 5 turns at 15
Intelligence.
Meteor Shower 30 fireballs come 80% chance to set Grit 17.0m 7, May only be cast in combat. 13 Intelligence
crashing from the sky. Burning status for 2 Range, 14 An individual target can only 5 Pyrokinetic
Each does fire damage turns 3.0m (10) be damaged up to 15
to entities within a Radius meteors.
3.0m range from Burning targets take fire
impact. damage over time and are
more susceptible to fire
damage, but are resistant to
water. Can target terrain to
create fire surface, burn ooze
or oil, evaporate water, or
melt ice. Can explode some
clouds.
Cooldown for 10 turns at 15
Intelligence.
HYDROSOPHIST
NOVICE
Soothe Radiate healing energy, 100% chance to 3.0m 2, Additionally heals 3% of 9 Intelligence
slowly mending the heal an amount of 4 (1) maximum vitality +1% per
wounds of all around vitality Intelligence above
you. 100% chance to set recommended.
Percentage Healing Cooldown for 1 turn at 15
for 1 turn Intelligence.
Slow Current Slow a target. 100% chance to set Willpower 17.0m 2, Slowed characters move 9 Intelligence
Slowed status for 3 6 (2) more slowly and receive less 3 Hydrosophist
turns AP.
Cooldown for 2 turns at 15
Intelligence.
Water Enchant self or ally with 17.0m 3, Absorbs up to 30% of your 8 Intelligence
Absorption a water shield. A water 6 (3) maximum vitality.
Shield shield absorbs water Duration 3 turns.
damage until it breaks. Cooldown for 3 turns at 15
Intelligence.
Rain Conjure and coalesce 100% chance to set 20.0m 3, Creates water puddles on 8 Intelligence
clouds above the area, Wet status for 1 Radius 4 (2) terrain, douses fires, and
ushering forth a brief turn makes characters wet. Wet
torrential rain. targets are more susceptible
to water and air damage, but
are resistant to fire. Wet
increases the chance to be
Shocked or Stunned by 10%,
and the chance to be Frozen
by 20%.
Cooldown for 2 turns at 15
Intelligence.
Deluge Release a crushing 100% chance to set 17.0m 3, Wet targets are more 10 Intelligence
torrent of water over Wet status for 2 Range, 4 (1) susceptible to water and air 3 Hydrosophist
the target area, dealing turns 2.0 damage, but are resistant to
water damage five Radius fire. Wet increases the
times and causing Wet chance to be Shocked or
to any within the Stunned by 10%, and the
radius. chance to be Frozen by 20%.
Cooldown for 1 turn at 15
Intelligence.
Freezing Touch Freeze a nearby target, 100% chance to set 5.0m 3, Chilled targets move more 8 Intelligence
dealing water damage. Chilled status for 2 5 (1) slowly and are more
turns susceptible to water damage,
but are resistant to fire.
Chilled targets that are
chilled again become frozen.
Chilled increases the chance
to be Frozen by 30%.
Cooldown for 1 turn at 15
Intelligence.
Rime The area beneath your 100% chance to set Grit 17.0m 3, Characters moving over a 10 Intelligence
target is continuously Rime for 3 turns Range, 6 (3) frozen surface may slip and 3 Hydrosophist
frozen as it moves, 2.0m become Knocked Down.
making movement Radius Cooldown for 3 turns at 15
difficult if it is not Intelligence.
accustomed to treading
on ice. If cast on an ally,
the target cannot slip
while affected.
Avatar of Frost Make a target immune 100% chance to set 7.0m 4, Water Resistance: +25% 8 Intelligence
to being Frozen. Melee Avatar of Frost for 3 6 (2) Cooldown for 2 turns at 15
attackers may get turns Intelligence.
frozen.
Regeneration Cause target’s wounds 100% chance to set 14.0m 4, Additionally heals 3% of 9 Intelligence
to bind themselves Regeneration for 3 5 (1) maximum vitality +2% per 2 Hydrosophist
shut, healing it each turns Intelligence above
turn over the duration. recommended.
Duration 2 turns.
Cooldown for 1 turn at 15
Intelligence.
ADEPT
Cleansing A comforting energy 100% chance to set 17.0m 2, Cooldown for 4 turns at 15 10 Intelligence
Water washes over the target, Cleansing Water for 7 (4) Intelligence. 3 Hydrosophist
curing Blind, Mute, 1 turn
Disease, Infectious
Disease, Bleeding,
Crippled, Decaying
Touch, Attenuate,
Borrowed Time, Curse
of Cuts, and Balance.
Stasis Instantly place a target 200% chance to set Grit 14.0m 2, Vitality cost: 30% 11 Intelligence
into protective stasis, Stasis Fortification 8 (4) Constitution: +4 4 Hydrosophist
greatly increasing their for 4 turns Armor: +20
hardiness but 200% chance to set Cooldown for 4 turns at 15
preventing healing and Unhealable status Intelligence.
freezing it solid. for 3 turns
200% chance to set
Frozen status for 2
turns
Cold Snap Your target crystallizes 100% chance to set 12.0m 3, Ice is created beneath the 11 Intelligence
and cracks, suffering Cold Snap for 1 turn 6 (2) target. 4 Hydrosophist
water damage. 100% Removes Wet, Chilled, and
extra damage is dealt if Frozen from the target.
the target is Wet or Cooldown for 2 turns at 15
Chilled, while 200% Intelligence.
extra is suffered if
Frozen.
Water of Life You and allies around 100% chance to set 5.0m 4, Constitution boosted by 2. 11 Intelligence
you magically gain Vitality Boosted for Radius 8 (5) Cooldown for 5 turns at 15 4 Hydrosophist
Constitution. 4 turns Intelligence.
Mass Slow A low, rumbling 100% chance to set Willpower 14.0m 4, Slowed character move more 13 Intelligence
distortion emanates Slowed status for 3 Radius 14 slowly and receive less AP. 5 Hydrosophist
from you, slowing your turns (10) Cooldown for 10 turns at 15
enemies as they are Intelligence.
passed over.
Ice Wall Raise icy crystals to 100% chance to set Grit 17.0m 5, Draw a line where you want 10 Intelligence
block an area, enemies Frozen status for 2 Range, 10 (7) the wall to appear. 3 Hydrosophist
caught inside the turns 4.0m Duration 2 turns.
crystals may be frozen Length Cooldown for 7 turns at 15
and take water Intelligence
damage.
Ice Shards Shoot 3 frozen shards 100% chance to set Grit 17.0m 5, Frozen makes a target 10 Intelligence
of ice that each freeze Frozen status for 2 7 (3) unable to move or act and 3 Hydrosophist
and deal water damage. turns more susceptible to water
damage, but it gains armor
and fire resistance.
Can target terrain to create
ice surface or freeze water.
Cooldown for 3 turns at 15
Intelligence
Summon Ice Conjure an imposing Ice 17.0m 5, Ice elementals can cast a 3 Hydrosophist
Elemental Elemental at targeted 7 (4) piercing ice blast spell. Their
location. normal attack does water
damage and can chill the
target.
Duration 5 turns.
You can only have one
summon at a time.
Cooldown for 4 turns at 15
Intelligence.
MASTER
Mass Healing Engulf target area in 100% chance to set 17.0m 5, Additionally heals 3% of 13 Intelligence
cooling, healing energy; Healing for 7 turns Range, 11 (7) maximum vitality +2% per 5 Hydrosophist
all targets affected, 6.0m Intelligence above
including enemies, will Radius recommended.
heal each turn for the Cooldown for 7 turns at 15
duration. Intelligence.
Plague Disease all enemies 120% chance to set Grit 18.0m 5, Disease lower target’s 13 Intelligence
within an area. Diseased status for Range, 8 (3) constitution by -3 and Grit 5 Hydrosophist
3 turns 6.0m ability by -2.
Radius Cooldown for 3 turns at 15
Intelligence.
Winterblast Call forth a spirit of 100% chance to set Grit 9.0m 7, Hits targets twice. 13 Intelligence
frost to freeze and deal Frozen status for 2 Range, 10 (6) Frozen makes a target 5 Hydrosophist
water damage to all turns 60° unable to move or act and
targets in a 60 degree, cone more susceptible to water
9.0m long cone; twice. angle damage, but it gains armor
and fire resistance.
Cooldown for 6 turns at 15
Intelligence.
Hailstorm Call an icy doom down 60% chance to set 17.0m 8, An individual target can only 13 Intelligence
upon your enemies; 20 Chilled status for 2 Range, 14 be damaged by up to 8 5 Hydrosophist
ice shards fall from the turns 3.0m (10) shards.
sky and crash at Radius Chilled targets move more
random points in the slowly and are more
targeted area, each susceptible to water damage,
doing water damage but are resistant to fire.
and chilling enemies Chilled targets that are
within 17.0m range chilled again become frozen.
from the impact point. Chilled increases the chance
to be Frozen by 30%.
Horrid Wilting Rapidly evaporate the 100% chance to set Willpower 14.0m 8, Each successful save reduces 13 Intelligence
moisture from enemy Horrid Wilting for 2 Grit Range, 9 (5) the effect. 5 Hydrosophist
creatures within the turns 5.0m No turn-based saving throw.
area, their flesh and Radius +100% damage as Water if
muscle crumbling away either save is failed.
for bone. Deals Rot -30% Water and Tenebrium
damage. Affected resistance if both saves are
targets suffer additional failed; -15% if only one is
effects if saving throws failed.
are failed. Cooldown for 5 turns at 15
Intelligence.
AEROTHEURGE
NOVICE
Windrun Channel the air around 100% chance to set Self 2, Base Movement Speed: +1.0 10 Intelligence
you and focus yourself Windrun for 1 turn 7 (3) Movement Speed: +100% 3 Aerotheurge
to quicken your step, Damage: -75%
cleansing slow and
gaining immense
movement speed in
exchange for damage
potential.
Wind Of Cures Petrified, Slowed 17.0m 2, Cooldown for 2 turns at 15
Change and Stunned. 6 (2) Intelligence.
Bitter Cold Exhale a ghostly wind 100% chance to set 17.0m 2, Chilled targets move more 9 Intelligence
to chill a target to its Chilled status for 2 6 (2) slowly and are more 2 Aerotheurge
core. turns susceptible to water damage,
but are resistant to fire.
Chilled targets that are
chilled again become frozen.
Chilled increases the chance
to be Frozen by 30%.
Cooldown for 2 turns at 15
Intelligence.
Air Absorption Enchant self or ally with 17.0m 3, Absorbs up to 30% of your 9 Intelligence
Shield an air shield. An air 6 (3) maximum vitality. 2 Aerotheurge
shield absorbs air Duration 3 turns.
damage until it breaks.
Shocking Touch Channel crackling 90% chance to set 5.0m 3, Shocked targets have a lower 8 Intelligence
electricity to a touched Shocked status for 6 (2) chance to hit and are more
target, shocking and 2 turns susceptible to air damage,
dealing air damage. but are resistant to earth.
Shocked and stunned targets
have a 15% chance to be
shocked, and if are shocked
again become stunned.
Can target some surfaces
and clouds to electrify them.
Cooldown for 2 turns at 15
Intelligence.
Thunder Jump Jump from one target 80% chance to set 17.0m 3, Shocked targets have a lower 10 Intelligence
to the next, hitting a Shocked for 2 turns 5 (1) chance to hit and are more 3 Aerotheurge
maximum of 4 targets; susceptible to air damage,
shocking and dealing air but are resistant to earth.
damage. The caster Shocked and stunned targets
remains behind the have a 15% chance to be
final target struck. shocked, and if are shocked
again become stunned.
Caster will be moved behind
last target.
Cooldown for 1 turn at 15
Intelligence.
Avatar of Make a target immune 100% chance to set 7.0m 4, Air Resistance: +25% 9 Intelligence
Storms to being Electrified and Avatar of Storms 6 (2) Cooldown for 2 turns at 15 2 Aerotheurge
Stunned. Melee for 3 turns Intelligence.
attackers may get
stunned!
Lightning Bolt Fire and arc of 75% chance to set 17.0m 4, Shocked targets have a lower 10 Intelligence
electricity that Shocks Shocked status for 5 (1) chance to hit and are more 3 Aerotheurge
and deals air damage 2 turns susceptible to air damage,
and has a 100% chance but are resistant to earth.
to pierce through to Shocked and stunned targets
additional targets in the have a 15% chance to be
chosen line. shocked, and if are shocked
again become stunned.
Can target some surfaces
and clouds to electrify them.
Cooldown for 1 turn at 15
Intelligence.
Teleportation Throw and item or 15.0m 5, Target can be moved up to 9 Intelligence
character up high and 10 (6) 17.0m away from its 2 Aerotheurge
drop it to the ground, position.
dealing crushing Select item of character first,
damage. then select its destination.
Cooldown for 6 turns at 15
Intelligence.
ADEPT
Netherswap Make two character 17.0m 2, The second target can be 11 Intelligence
switch places. 5 (1) within 15.0m from the first. 4 Aerotheurge
Select two characters of
equal size. One of the
characters can be you.
Invisibility Touch a target, causing 100% chance to set 5.0m 3, When you are invisible, 10 Intelligence
their form to flicker for Invisible status for 3 8 (7) enemies cannot see you or
an instant before turns target you directly.
vanishing entirely. Attacks made while invisible
cannot miss.
Invisibility breaks when
casting, attacking, taking
damage, or when detected.
Cooldown for 7 turns at 15
Intelligence.
Enervate Drain energy from all 130% chance to set Willpower 17.0m 4, Target Willpower: -1 11 Intelligence
within the target area, Enervate status for Range, 10 (6) Intelligence: -2 4 Aerotheurge
draining the Willpower 3 turns 6.0m Gain 1 Willpower and
and Intelligence of Radius Intelligence for each target
afflicted targets while successfully afflicted, up to 3.
gaining it for yourself. Cooldown for 6 turns at 15
Intelligence.
Tornado Snakes through the 80% chance to set Willpower 17.0m 4, Cooldown for 6 turns at 15 12 Intelligence
battlefield to the Chilled status for 1 Range, 10 (6) Intelligence. 4 Aerotheurge
chosen destination. turns 2.0m
Chills, slows, and deals 80% chance to set Effect
crushing damage to Slowed for 2 turns Radius
enemies it contacts.
Leaves a trail of water
behind as it travels.
Chain Lightning Channel 3 shocking 75% chance to set 17.0m 4, Shocked targets have a lower 13 Intelligence
bursts of lightning to Shocked status for 7 (3) chance to hit and are more 5 Aerotheurge
arc across up to 5 2 turns susceptible to air damage,
targets in a 8.0m radius, but are resistant to earth.
dealing air damage to Shocked and stunned targets
each. have a 15% chance to be
shocked, and if are shocked
again become stunned.
Can target some surfaces
and clouds to electrify them.
Cooldown for 3 turns at 15
Intelligence.
Headvice Create a powerful surge 100% chance to set Grit 17.0m 5, Attacks against blinded 10 Intelligence
of pressure within the Blinded status for 3 8 (4) characters cannot miss. 3 Aerotheurge
target’s head. Deals air turns Blinded characters cannot
damage and causes target others unless they’re
blindness. standing right next to them.
Blindness reduces a
Hyperacute character’s
chance to detect hidden
enemies.
Cooldown for 4 turns at 15
Intelligence.
Summon Air Summon your level air 17.0m 5, Air elementals can cast a 10 Intelligence
Elemental elemental in a 17.0m 7 (4) forking lightning bolt spell 3 Aerotheurge
radius for 30s. and a feather drop
teleportation spell. Their
normal attack deals air
damage and has a chance of
stunning the target.
Duration 5 turns.
You can only have one
summon at a time.
Cooldown for 4 turns at 15
Intelligence.
MASTER
Greater Imbue a target with 100% chance to set 14.0m 4, Greater invisibility has an 13 Intelligence
Invisibility Greater Invisibility. Invisible status for 3 8 (6) effect just as its predecessor, 5 Aerotheurge
turns but if you are visible as your
100% chance to set turn begins—or at any time
Greater Invisibility during your turn—and
for 3 turns Greater Invisibility’s duration
is not yet finished, the
invisibility is instantly
reapplied.
When you are invisible,
enemies cannot see you or
target you directly.
Attacks made while invisible
cannot miss.
Invisibility breaks when
casting, attacking, taking
damage, or when detected.
Cooldown for 6 turns at 15
Intelligence.
Audacity Your vision burns red- 100% chance to set Self 4, AP cost reduction: -1 13 Intelligence
suddenly, you deserve Audacity for 3 turns 7 (3) AP costs cannot be reduced 5 Aerotheurge
everything; filled with below 1.
bold audacity, you gain Cooldown for 3 turns at 15
efficiency with all Intelligence.
actions.
Vengeance The very air around you 100% chance to set 10.0 5, Enemies within range are 13 Intelligence
crackles with power, Vengeance for 4 Radius 14(10) struck each round on your 5 Aerotheurge
bending to you whim as turns turn.
it lashes out against Cooldown for 10 turns at 15
your enemies, dealing Intelligence.
air damage and Burning
each round.
Storm Create a lightning storm 100% chance to set Willpower 17.0m 7, Storm duration: 2 turns. 13 Intelligence
that randomly picks 8 Stunned status for 1 Range, 14(10) Can electrify water surfaces. 5 Aerotheurge
to 10 targets and deals turns 10.0m Stunned makes target unable
air damage. Radius to move or act.
Cooldown for 10 turns at 15
Intelligence.
GEOMANCER
NOVICE
Fortify Give yourself or 100% chance to set 14.0m 3, Armor Rating: +20 9 Intelligence
another target magical Fortified status for 8 (4) Cooldown for 2 turns at 15
armor. 5 turns Intelligence.