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B1 – Appendix B – Abilities

  Ability List – Class Passives

  Assassin Class

  Berserker Class

  Elementalist Class

  High Priest Class

  Mage Class

  Paladin Class

  Psychic Class

  Rogue Class

  Ability List – Iconic Abilities

  Infernal Step

  Warp Step

  Ability List – Iconic Spells

  Blessing of Auspices

  Blessing of Protection

  Blessing of Truth

  Devour Magic

  Eradicating Beam

  Fade

  Invert Hostility

  Lay on Hands

  Mana Bomb

  Mana Shield

  Miracle of Restoration

  Miracle of Smiting

  Moment of Mastery

  Moment of Solace

  Obliterating Beam

  Perfect Invisibility

  Prismatic Brand

  Projected Creature

  Psychic Parasite

  Ability List – Spells

  Auditory Illusion

  Cerebral Aegis

  Charm of Darksight

  Charm of Gliding

  Charm of Water Breathing

  Condemn

  Conjure Light

  Destructive Wave

  Elemental Aegis

  Elemental Weaponry

  Emotive Attenuation

  Empyreal Aegis

  Force Armor

  False Identity

  Healing Light

  Hardlight Construct

  Hardlight Tether

  Haste

  Hex of Chains

  Hex of Flesh Corrosion

  Hex of Needles

  Immobile Illusion

  Implosive Missile

  Magic Arrow

  Moment of Clarity

  Mindlash

  Penetrating Bore

  Purging Radiance

  Reactive Armor

  Spell Strike

  Slow

  Summon Shiftslip Spirrerer Hatlbokn

  Telekinetic Hammer

  Unnatural Confusion

  Unnatural Terror

  Visions of the Past

  Ability List – Iconic Spell Augments

  Fragmented Spell

  Efficient Spell

  Sudden Spell

  Supercharged Spell

  Twin Spell

  Ability List – Spell Augments

  Echo Spell

  Far-Striking Spell

  Free Spell

  Intuitive Spell

  Rune Trap Spell

  Warped Spell

  Ability List – Iconic Techniques

  Berserker Rage

  Fade

  Flurry of Steel

  Spectacular Acrobatics

  Ability List – Techniques

  Binding Strike

  Blinding Strike

  Drop Strike

  Inspiring Command

  Mighty Leap

  Murderous Strike

  Opportunistic Strike

  Rousing Command

  Thrown Strike

  Withstand

  Ability List – Iconic Technique Augments

  Favored Technique

  Ability List – Iconic Passives

  Magical Virtuoso

  Mind Link

  Spectacular Acrobat

  Unbroken Barrier

  Telekinesis

  Ability List – Passives

  Broadcaster

  Farcaster

  Fast Hands

  Grit

  Soul Font

  Class Passives

  Fixed Iconic Passive – Assassin Class

  You gain 1 Innate Physical Affinity

  When you attack a creature that is unaware of you, you add your level to your Precision for that attack, and you add half your level to your Precision for each attack you make against that target for the next 3 seconds.

  You gain 25 Penetration.

  You gain a 25.0% bonus to Critical Hit Damage.

  You gain a 25.0% bonus to the effect of any poison you use.

  These bonuses each increase by 0.5 each time you gain a level [Current increase: 15.0].

  Fixed Iconic Passive – Berserker Class

  You gain 1 Innate Physical Affinity

  You use your Physical Resistance to calculate the duration of all negative status effects you are affected by if it is higher than the resistance that would normally be used.

  For each 4 Strength you have in excess of what your armor requires, you gain a + 1 bonus to all resistances that are not Physical Resistance. You can use this ability to disable any such Defense Rating granted by your Strength.

  Fixed Iconic Passive – Elementalist Class

  Any feature that grants Fire, Frost, Nature, and Lightning affinities grants an equal amount of the Elemental affinity instead.

  When you cast a spell and your active affinity is Elemental, you choose which of the above elements, or which combination of elements, the spell will use.

  You gain a bonus to your Celerity and Power equal to your Elemental Affinity. This bonus goes up by 1 (per affinity) every 10 levels. You also gain a 3% bonus to spell critical hit damage for each Elemental Affinity you have.

  You gain a bonus to affinity effects equal to 30% + 2% per level.

  Fixed Iconic Passive – Hierarch Class

  You gain 1 Innate Psychic or Divine Affinity.

  You can invest yourself and your allies with your spells. You do this by casting a spell as normal, only you target the ally through use of the ability at the spell’s completion.

  Thereafter, the invested ally can cast that spell instantaneously, at which point the investiture is lost. Your ally acts as the origin point for the spell, but you count as its caster. A character can only be invested with spells from one Hierarch at a time.

  Your can invest 4.0 (4.0 + 0.2*Level) total seconds of spellcasting into yourself or your allies. Temporary increases to power and casting speed are lost when a spell is invested.

  Fixed Iconic Passive – High Priest Class

  You gain 1 Innate Divine Affinity.

  You gain a bonus to your Celerity and Power equal to your Grace.

  You regain a grace charge every 4 hours. For each Grace you have, you reduce this recharge time by 30 minutes, until it reaches 1 hour and 30 minutes at 5 Grace.

  After 5 Grace, you reduce this recharge time by 15 minutes for each Grace you gain, until it reaches 15 minutes at 10 Grace.

  After 10 Grace, you reduce this recharge time by approximately half for each Grace you gain, until it reaches 28 seconds at 15 Grace.

  After 15 Grace, you reduce this recharge time by approximately 4 seconds for each Grace you gain, until it reaches 8 seconds at 20 Grace.

  After 20 Grace, you count your level as 1 higher for each 2 Grace you gain, but only for the purpose of casting spells which grant Grace.

  Fixed Iconic Passive – Mage Class

  You gain 1 Innate Magic Affinity.

  You gain 20 extra mana per level.

  You gain a Spell / Spell Augment Slot at 1st level, 7th level, and every 7 levels thereafter.

  You can focus momentarily to sense the magical auras that emanate from spells, enchantments, items, and more. A variety of sensations exist corresponding to the different subtypes of magic. Sensing through material, such as wood or stone, will reduce the range at which you can sense objects.

  Fixed Iconic Passive – Paladin Class

  You gain 1 Innate Divine Affinity.

  You gain 1 Grace for every 2 Iconic Abilities you know that don’t grant Grace. You can gain up to 5 Grace in this manner. For each Grace you gain in this manner, you and allies within 20 meters of you gain + 3 to all secondary stats.

  For each Grace you gain from abilities which grant Grace, you and allies within 20 meters of you gain + 3 to All Resistances.

  You gain 1 Defense Rating and 30 Mana for each Divine Affinity you have.

  Fixed Iconic Passive – Psychic Class

  You gain 1 Innate Psychic Affinity.

  You combine your mana and stamina into a new resource called energy that can be spent as if it were either resource. energy regeneration is calculated by adding together the regeneration that both resources would have had they not been combined, with energy points not sourced from either mana or stamina having a base regeneration rate of 1.5 hours.

  You add your level to your prowess for the purpose of learning any techniques that have the Divination, Kinesis, or Mental, subtypes, as long as the technique in question has no subtypes not listed here, and you can learn such techniques using spell slots.

  You can speak to willing creatures with the power of your mind, provided you both share a language.

  Fixed Iconic Passive – Rogue Class

  Gain 1 Innate Physical Affinity.

  Gain 2 extra General Skill Points a level.

  You add your level to your spellcraft for the purpose of learning any spells that have the Artifice, Divination, Kinesis, and Illusion subtypes, as long as the spell in question has no subtypes not listed here, and you can learn these spells using your technique slots. Spells you qualify for in this manner will use your martial stats, not your spellcasting stats, and you may spend 2 Stamina in place of 1 Mana when paying their costs.

  Fixed Iconic Passive – Sword Saint

  You gain 1 Innate Divine Affinity.

  If you are wearing cloth armor and not wielding a shield, you benefit from the following:

  Your Strength grants Defense Rating as if it were Agility and your Agility grants Physical Resistance as if it were Strength.

  When you use a [Strike] ability, you can choose which bonus to gain from this passive: Saint’s Purity or Sainth’s Wrath. Saint’s Purity reduces all incoming damage by an amount equal to your resistance to that damage. Saint’s Wrath grants extra damage throughput equal the resistance that matches your active affinity.

  Iconic Abilities

  Iconic Ability – Infernal Step

  [Hybrid],[Warp]

  Requires: 20 Prowess or 30 Spellcraft, Kill a boss-grade devil

  Cooldown: 1 Minute

  Effect: Infernal Step up to 12.0 meters, adds level Defense Rating

  You instantly teleport up to the listed distance. If you use this ability in response to an attack, you gain the listed Defense Rating against that attack.

  [Note: This [Hybrid] ability counts as a Spell if you meet its spellcraft requirements and a technique if you meet its prowess requirements. It can count as both.]

  Special: this ability is infernal. Virtuous players who use it will lose virtue points each time they do.

  Iconic Ability – Warp Step

  [Hybrid],[Warp]

  Requires: 20 Prowess or 30 Spellcraft, Base Magic Affinity

  Oral: None

  Movement: Full

  Mental: None

  Cost: 15 of Any Resource

  Use Time: 3 Seconds

  Effect: Warp Step up to 12.0 meters

  You teleport the listed distance. If you somehow trigger this ability in response to an attack, that attack misses.

  Special: this item has the potential to be corrupted or sanctified.

  Iconic Spells

  Iconic Spell – Blessing of Auspices

  [Beneficial]

  Requires 0 Spellcraft, Divine Affinity

  Oral: Command

  Mental: Hope

  Cast Time: 1.5 Seconds

  Range: 15 Meters

  Effect: Blessing of Auspices

  Gain 1 Grace when you learn this ability. You can sustain a total of [Grace] blessings at a time.

  Beneficial abilities that affect the blessed character are 20% stronger.

  Iconic Spell – Blessing of Protection

  [Beneficial]

  Requires 0 Spellcraft, Innate Divine Affinity

  Oral: Command

  Mental: Hope

  Cast Time: 1.5 Seconds

  Range: 15 Meters

  Effect: (Level/3.5 rounded up) Defense Rating

  Gain 1 Grace when you learn this ability. You can sustain a total of [Grace] blessings at a time.

  The blessed character has their Defense Rating increased by [N]. This increase is not affected by your power.

  Iconic Spell – Blessing of Justice

  [Beneficial]

  Requires 0 Spellcraft, Innate Divine Affinity

  Oral: Command

  Mental: Hope

  Cast Time: 1.5 Seconds

  Range: 15 Meters

  Effect: (Level/3.5 rounded up) Precision

  Gain 1 Grace when you learn this ability. You can sustain a total of [Grace] blessings at a time.

  The blessed character has their Precision increased by [N]. This increase is not affected by your power.

  Iconic Spell – Blessing of Fervor

  [Beneficial]

  Requires 0 Spellcraft, Innate Divine Affinity

  Oral: Command

  Mental: Hope

  Cast Time: 1.5 Seconds

  Range: 15 Meters

  Effect: (Level/3 rounded up) Haste and Celerity

  Gain 1 Grace when you learn this ability. You can sustain a total of [Grace] blessings at a time.

  The blessed character has the higher of their Haste or Celerity increased by [N]. This increase is not affected by your power.

  Iconic Spell – Devour Magic

  [Mana]

  Requires 10 Spellcraft, Innate Magic Affinity

  Oral: Command

  Movement: Full

  Mental: Focus

  Cost: 8 Mana

  Cast Time: 3 Seconds

  Range: 15 Meters

  Effect: 2 + 1.2*Level Spells Devoured, 30 + 6.5*Level max absorb

  Devour magic eats spell buffs within a 5 meter radius of the point or creature you target, moving from the center outward. Spells are devoured according to the level they were cast at.

  You then add absorption to your Mana Shield based on the power of the spells devoured, or gain a Mana Shield with reduced absorption if you don’t already have one. This added absorption can stack up to 1000% the maximum strength of your Mana Shield, but bonus absorption won’t recharge.

  Iconic Spell – Eradicating Beam

  [Destruction],[Mana]

  Requires: 45 Spellcraft, Kill Matriarch Eradicia, Innate Divine Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus and Hate

  Cost: 50 Mana

  Cast Time: 10 Seconds

  Range: 30 Meters

  Effect: 10 Damage + 4*Level Damage

  This spell launches a powerful eradicating beam that lasts for 6 seconds, during which time you can move the beam. The beam deals this spell’s damage every half-second. The beam is especially damaging to objects.

  Divine: your active affinity must be partially divine in order to cast this spell

  Evil: Virtuous players who cast this spell will lose virtue points each time they do.

  Iconic Spell – Invert Hostility

  [Detrimental],[Mental]

  Requires 10 Spellcraft, Innate Psychic Affinity

  Oral: Command

  Movement: Full

  Mental: Focus

  Cost: 10 Mana

  Cast Time: 4 Seconds

  Range: 20 Meters

  Effect: Invert Hostility

  This spell causes your target to see their friends as enemies and you and your friends as allies. Their judgment is otherwise unaffected. Creatures gain a resistance bonus to this spell for each time you have cast it on them in a given day.

  If the target is already questioning the loyalty of their allies when you cast this spell, its effect is greatly increased.

  Iconic Spell – Lay on Hands

  [Beneficial]

  Requires 10 Prowess, 10 Spellcraft, Innate Divine Affinity

  Mental: Focus

  Cast Time: Instantaneous

  Range: 0 Meters; Self

  Cooldown: 1 hour.

  Effect: 30 Hit Points / level.

  You heal a target you touch. Alternatively, you can use this spell to deal damage to an infernal or undead creature when you hit them with a melee attack.

  Special: this spell’s effect is modified by both your Might and Power.

  Iconic Spell – Mana Bomb

  [Destruction],[Mana]

  Requires 10 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: Up to 6 Mana / Level

  Cast Time: 4 to 8 Seconds

  Range: 20 Meters

  Damage: Up to 6 / Level

  This spell funnels mana into an orb which explodes in a 5 Meter radius sphere for massive damage. The longer you charge the mana bomb, the more damage the spell deals and the more mana it costs.

  Iconic Spell – Mana Shield

  [Beneficial],[Mana]

  Requires 2 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 10 Mana

  Cast Time: 6 Seconds

  Range: 10 Meters

  Effect: Absorbs 10 + 5*Level Damage

  This spell creates a defensive field of energy which absorbs damage that would reduce your HP. When you haven’t taken damage for 10 seconds, the barrier will regenerate 5% of its total absorption per second until it is at full strength again, draining your Mana to do so.

  If the Mana Shield reaches 0 absorption, the effect is lost and this spell must be cast again to regain it.

  Iconic Spell – Miracle of Restoration

  [Beneficial],[Life]

  Oral: Command

  Cast Time: Instantaneous

  Range: 20 Meters

  Effect: Level*3 Potential Miracle of Restoration (See below)

  This miracle spends its potential to first removes [Detrimental] effects on your target, then heal them.

  For [Detrimental] effects, the miracle will spend potential equal to the effect’s level multiplied by its current duration (if it had one) divided by its initial duration (if it had one). For example, a Hex of Chains that was cast by a level 10 and which would have last 5 seconds but has 3 seconds remaining would cost 6 potential to remove.

  If potential remains when all [Detrimental] effects, have been removed, this miracle heals the target for its remaining potential multiplied by 50.

  This miracle’s effect is unaffected by Might or Power.

  Iconic Spell – Miracle of Smiting

  [Beneficial],[Life]

  Oral: Command

  Cast Time: Instantaneous

  Range: 20 Meters

  Effect: Level*2 Potential Miracle of Smiting (See below)

  This miracle spends it potential first to raise its target’s Precision, then to raise their effective level for the next attack or offensive ability they use.

  First, this miracle will raise its target’s Precision until that Precision is equal to twice your level, spend 1 Potential for each 1 Precision it had to add. Other temporary increases to your target’s Precision are applied after this miracle.

  Then this miracle will raise the effective level of the attack or ability in question by 1 for each 2 potential remaining.

  This miracle’s effect is unaffected by Might or Power.

  Iconic Spell – Miracle of Salvation

  [Beneficial],[Life]

  Oral: Command

  Cast Time: Instantaneous

  Range: 20 Meters

  Effect: Level*2 Potential Miracle of Salvation (See below)

  This miracle lingers on your target, spending its potential to improve your target’s Defense Rating against each attack made against them until no potential remains or their Defense Rating has been raised to twice your level. It spends 1 potential for each 1 point of Defense Rating it imparts. Other temporary increases to your target’s Defense Rating are applied after this miracle.

  This miracle’s effect is unaffected by Might or Power.

  Iconic Spell – Moment of Mastery

  [Beneficial],[Mental]

  Requires 3 Spellcraft

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 5 Mana + 5 Mana / Hour

  Cast Time: 4 Seconds

  Effect: 2.5 + 0.3*Level Precision or Defense Rating

  You may only have this spell cast on one target at a time.

  The target of this spell may expend the buff it grants either when they make an attack, or when an attack is made against them to gain a large, single-use bonus to either their Precision (for their attack) or their Defense Rating (for an attack made against them).

  Iconic Spell – Moment of Solace

  [Beneficial]

  Requires 25 Spellcraft

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 5 Mana + 5 Mana / Hour

  Cast Time: 5 Seconds

  Cooldown: 1 Minute

  Effect: 2.0 Seconds of Moment of Solace

  You may only have this spell cast on one target at a time, and its cooldown only begins when its effect is expended.

  The target of this spell can expend the effect it grants them at any time to become immune to damage for 2.0 seconds.

  Iconic Spell – Obliterating Beam

  [Destruction],[Mana]

  Requires 45 Spellcraft, Base Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 10 Mana / Second

  Cast Time: 5 - 8 Seconds

  Range: 30 Meters

  Effect: 5 Damage + (1.8 - 2.1)*Level Damage / Half-Second

  This spell launches a powerful obliterating beam that lasts for 5 - 8 seconds: the duration depends on how long you charge it. The beam deals this spell’s damage every half-second, and the damage is increased depending on how long you charged it.

  The beam is especially damaging to objects.

  Special: your active affinity must be part magic in order to cast this spell.

  Special: this ability has the potential to be corrupted or sanctified.

  Iconic Spell – Perfect Invisibility

  Requires 60 Spellcraft

  Oral: Verse

  Movement: Full

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  Mental: Focus

  Cost: 30 Mana + 30 Mana / Minute

  Cast Time: 8 Seconds

  Range: 10 Meters

  Effect: Perfect Invisibility at Level - 10 Illusion Strength

  Your target becomes perfectly invisible, leaving no blur to mark their passage when they move. This spell’s Illusion Strength is equal to your effective level - 10, making it easier to see through than most illusions.

  Iconic Spell – Prismatic Brand

  Requires 8 Spellcraft

  Oral: Single Word

  Movement: 1 Hand

  Menta: Focus

  Cast Time: 3 Seconds

  Range: 20 Meters

  Duration: 5 Seconds

  Effect: 1*Level Damage / Second

  You afflict your target with a brand that deals damage every second. You choose the type of damage it deals: Acid, Fire, Frost, or Lightning. You can change this choice while the effect is active, and you can decide on a succession of damage types for this spell when you cast it.

  Iconic Spell – Projected Creature

  Requires: 75 Spellcraft

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 60 Mana + 60 Mana / Minute

  Cast Time: 15 Seconds

  Range: 10 Meters

  Effect: Projected Monster of 1.0 + 0.05 / level meter cube at Level Illusion Strength

  You create an illusion of a creature that can fit into a cube of the specified size. The monster can move, sound, and smell however you instruct it to. It has no tactile form—objects will pass through it harmlessly, potentially revealing it as an illusion.

  If no enemy is aware that the projected creature is an illusion, you can have any spells you cast originate from the projected creature’s location, rather than yours.

  Iconic Spell – Psychic Parasite

  Requires: 12 Spellcraft, Psychic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 8 Mana

  Cast Time: 3 Seconds

  Duration: 12 Seconds

  Effect: 1 + 0.1*Level Precision and Defense Rating

  This spell afflicts your target with a psychic parasite, granting you insight into their status as well as the decisions they make. Without mental effort, you are instantaneously aware of their Hit Point percentage, Resource percentages, and their buffs and debuffs.

  Each moment, you gain insight into their general emotional state and the decisions they are making, granting you a bonus to your Precision and Defense Rating against them.

  Spells

  Spell – Auditory Illusion

  [Illusion]

  Requires 8 Spellcraft Magic or Psychic Affinity

  Cost: 12 Mana + 3 Mana / Minute

  Cast Time: 5 Seconds

  Effect: Auditory Illusion for 20 Seconds at 1*Level Illusion Strength

  This spell conjures sounds of your choosing. For example you can conjure a scripted conversation, a sophisticated piece of music, or any simple, repetitive noise of your imagining. The volume of these sounds can be as quiet as you desire, but cannot be so loud as to harm nearby creatures.

  The spell lasts until you cancel it or cast it again. The listed duration indicates how long the sounds you conjure can be unique; it is the maximum duration that the illusion can last before repeating itself.

  Spell – Cerebral Aegis

  Requires 15 Spellcraft, Psychic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cast Time: 6.4 Seconds

  Range: 5 Meters

  Effect: 1 + 0.25*Level Psychic Resistance; 1.0 Reduction in Seconds

  This spell imbues your target with protective psychic magic, increasing their Psychic Resistance and reducing the duration of any negative [Mental] effect that they are subjected to.

  Spell – Charm of Darksight

  [Beneficial],[Divination]

  Requires 5 Spellcraft, Divine, Magic, or Psychic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 6 Mana + 6 Mana / Hour

  Cast Time: 6 Seconds

  Range: 5 Meters

  Effect: Darksight

  This spell allows you or your target to see in even total darkness, though you cannot see color.

  Spell – Charm of Gliding

  [Beneficial],[Kinesis]

  Require 5 Spellcraft, Magic or Psychic Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Focus

  Cost: 5 Mana + 12 Mana / Minute

  Cast Time: 0.2 Seconds

  Range: 0 Meters; Self

  Effect: Gliding

  This spell allows you to glide, slowing the rate at which you fall through air and allowing some amount of control over which direction you travel. You are considered to be casting a spell for as long as this spell is active.

  Spell – Charm of Water Breathing

  [Beneficial],[Transmutation]

  Requires 8 Spellcraft, Divine or Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 12 Mana + 12 Mana / Hour

  Cast Time: 6 Seconds

  Range: 5 Meters

  Effect: Water Breathing

  This spell allows you or a target creature to breathe normally underwater.

  Spell – Condemn

  [Destruction],[Detrimental]

  Requires 2 Spellcraft, Divine Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 2 Mana / 3 Seconds

  Cast Time: Channeled

  Range: 20 Meters

  Effect: 3 + 2*Level Damage, Special (see below)

  This spell deals continuous damage to your target. The first second that you cast this spell, it deals no damage. The second second that you cast this spell, it deals half damage. From then on, the spell deals its full damage to your target.

  Spell – Conjure Light

  [Conjuration],[Illusion]

  Requires 1 Spellcraft, Magic Affinity

  Movement: 1 Hand

  Mental: Focus

  Cost: 2 Mana + 2 Mana / Hour

  Cast Time: 2 Seconds

  Range: 20 Meters

  Effect: Conjure Light

  This spell conjures a light that can shine as brightly as a small campfire. Your Power increases the maximum intensity you can conjure.

  You may have one light conjured for each 6 Spellcraft you have.

  Spell – Destructive Wave

  [Destruction]

  Requires 10 Spellcraft, Magic Affinity

  Oral: Command

  Movement: 2 Hand

  Mental: Focus

  Cost: 12 Mana

  Cast Time: 4 Seconds

  Range: 20 Meters

  Effect: 10 + 4*Level Damage

  A damaging arc slowly extends outward from your position when you cast this spell. The arc travels to a distance of 10m and is 10m wide at its widest.

  Spell - Elemental Aegis

  [Beneficial]

  Requires 5 Spellcraft, Magic or Divine Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 12 Mana + 12 Mana / Hour

  Cast Time: 10 Seconds

  Range: 5 Meters

  Effect: 1 + 0.5*Level Resistance

  This spell imbues its target with added resistance of your choice: Fire, Frost, Lightning, or Nature. It provides half as much resistance to every other one of these resistances as it does to your primary choice.

  While you may have this spell active on multiple targets, you must choose the same element for all of them.

  Spell - Elemental Weaponry

  [Beneficial],[Destruction]

  Requires 5 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 12 Mana + 12 Mana / Hour

  Cast Time: 10 Seconds

  Range: 5 Meters

  Effect: 1 + 0.5*Level Damage Throughput

  This spell enchants a weapon to deal extra damage on each hit. The damage is typed according to your active affinity.

  Spell – Emotive Attenuation

  [Divination]

  Requires 20 Spellcraft, Psychic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 12 Mana + 5 Mana / Minute

  Cast Time: 6 Seconds

  Duration: 6 Seconds

  Effect: Emotive Attenuation out to 60m

  This spell allows you to detect strong emotional states in your surroundings, as well as get a general sense of the direction they are in, if not their exact location. Creatures who not in a state of intense emotion will only be detected by this spell if they are within close radius of the caster. This effect extends through solid material.

  Spell – Empyreal Aegis

  [Beneficial]

  Requires 5 Spellcraft, Magic or Divine Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 12 Mana + 12 Mana / Hour

  Cast Time: 10 Seconds

  Range: 5 Meters

  Effect: 1 + 0.25*Level Divine Resistance; 1.0 Reduction in Seconds

  This spell imbues your target with protective angelic magic, increasing their Divine Resistance and reducing the duration of any curse, blind, silence, deafen, or bind effect that they are subjected to.

  Spell – Force Armor

  [Beneficial],[Kinesis]

  Requires 1 Spellcraft, Magic or Psychic Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Focus

  Cost: 5 Mana

  Cast Time: Instantaneous

  Range: 0 Meters; Self

  Effect: Defense Rating equal to (Spirit + Focus - 10) / 3, rounded down, Special (see below)

  You wreathe yourself in a suit of semi-real conjured armor that deflects blows, gaining a bonus to your Defense Rating for as long as this spell is active.

  This spell provides only half its listed bonus to Defense Rating against

  Spell – False Identity

  [Beneficial],[Illusion]

  Requires 10 Spellcraft, Magic or Psychic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 10 Mana + 5 Mana / Hour

  Cast Time: 5 Seconds

  Range: 0 Meters; Self

  Effect: False Identity at 10 + Level - Special Penalties (see below)

  This spell changes the details on the nameplate that other characters see when they tag you. You choose a new name, level, title, and designation to appear when you cast this spell.

  The strength of this illusion decreases as your changes become more deceptive: the base strength goes down by 1 for each level of difference between yours and the illusion’s, and 2 per each other detail you change.

  Spell – Healing Light

  [Beneficial],[Life]

  Requires 4 Spellcraft, Divine Affinity

  Oral: Verse

  Movement: Full

  Mental: Hope

  Cost: 15 Mana

  Cast Time: 4 Seconds

  Range: 20 Meters

  Effect: 10 + 5*Level healing

  This spell heals a target at range.

  Spell – Hardlight Construct

  [Conjuration],[Illusion]

  Requires 12 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 12 Mana

  Cast Time: 4 Seconds

  Range: 5 Meters

  Effect: 100 + 7.5*Level Hit Points

  You conjured a 1.2 cubic meter volume of hardlight, divided into shapes that you choose within range, though each must be anchored to a physical surface and none may measure fewer than 2 cm along any dimension. The Hit Points this spell generates are distributed across these shapes in a manner proportional to their volume, and each continuous volume breaks only when its volume is depleted.

  Spell – Hardlight Tether

  [Conjuration],[Illusion]

  Requires 12 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 6 Mana

  Cast Time: 1.5 Seconds

  Range: 15 Meters, 10 Meter Tether

  Effect: 30 + 3*Level Hit Point Tether

  You conjure a cable made of hardlight up to 10 meters in length. When you conjure the cable, either end can be bound to a creature or object within range; the cable will appear with a loop at that end which is secured tightly around that object. These loops can be no greater than 50 cm in diameter.

  Spell – Haste

  [Beneficial],[Time]

  Requires 12 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 10 Mana

  Cast Time: 3 Seconds

  Range: 20 Meters

  Cooldown: 30 Seconds

  Duration: 10 Seconds

  Effect: 0.2*Level Defense Rating; 0.4*Level Haste and Celerity; 40% Movement Speed

  This spell endows your target with heavy bonuses to their Defense Rating, Haste, Celerity, and Movement Speed.

  Spell – Hex of Chains

  [Detrimental],[Conjuration]

  Requires 8 Spellcraft, Magic or Divine Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 6 Mana

  Cast Time: 3 Seconds

  Range: 20 Meters

  Effect: Hex of Chains

  You conjure a set of magical chains and fling them through the air toward your target. If struck, the target is immobilized for the duration of this spell, which is reduced by their resistances. Creatures gain a resistance bonus against this spell for each time it has been cast on them in a day.

  Spell – Hex of Needles

  [Detrimental],[Destruction]

  Requires 6 Spellcraft, Magic or Divine Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Focus

  Cost: 3 Mana

  Cast Time: 2 Seconds

  Range: 20 Meters

  Duration: 12 Seconds

  Effect: 10 + 5*Level Damage

  Hex of Flesh Corrosion

  [Destruction],[Detrimental]

  Requires 8 Spellcraft, Magic or Divine Affinity

  Oral: Verse

  Movement: 1 Hand

  Mental: Focus

  Cost: 6 Mana

  Cast Time: 3 Seconds

  Range: 20 Meters

  Duration: 16 Seconds

  Effect: Up to 1 + 0.2*Level Might and Haste reduction

  This spell gradually reduces your target’s Might and Haste for 8 seconds, when the reduction reaches its peak at 3 and will stay there for the rest of this ability’s duration.

  Spell – Immobile Illusion

  [Illusion]

  Requires 6 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 12 Mana + 3 Mana / Minute

  Cast Time: 5 Seconds

  Range: 5 Meters

  Effect: Immobile Illusion at 1*Level Illusion Strength

  This spell conjures an illusion which can occupy a cube of up to 2.5 meters on a side. The illusion is an image only, and those who interact with it and discover that it is an illusion can thereafter see through it without penalty, though they will still be aware of its existence.

  Spell – Implosive Missile

  [Destruction]

  Requires 6 Spellcraft, Magic or Psychic Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Focus

  Cost: 9 Mana

  Cast Time: 6 Seconds

  Range: 15 Meters

  Effect: 25 + Level*10 Damage

  This spell deals massive damage to its target, but has a long casting time and a short range.

  Spell – Magic Arrow

  [Destruction]

  Requires 2 Spellcraft, Magic Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Focus

  Cost: 2 Mana

  Cast Time: 3 Seconds

  Range: 20 Meters

  Effect: 10 + 5*Level Damage

  This spell creates an arrow of energy that travels through the air to strike your target, dealing moderate damage.

  Spell – Moment of Clarity

  [Beneficial],[Mental]

  Requires 10 Spellcraft, Psychic Affinity

  Oral: Verse

  Movement: 2 Hands

  Mental: Focus

  Cost: 7 Mana + 7 Mana / Hour

  Cast Time: 5 Seconds

  Range: 0 Meters; Self

  Effect: 1 + 0.15*Level Celerity

  You may only have this spell cast on one target at a time.

  The target of this spell may expend the buff it grants either when they cast a spell or when they are affected by an ability or effect of the Mental school that distorts their perceptions or alters their emotional state.

  If they expend it when casting a spell, the spell is cast with the listed bonus to Celerity, though this does not apply to its cooldown or upkeep cost.

  If they expend it when affected by a hostile ability, the effect is removed. When you cast this spell, you may choose to have it trigger this way automatically under certain conditions, such as if the effect is specifically a fear effect, if its duration is longer than 4 seconds, or if its source is a specific creature or person.

  Spell – Mindlash

  [Destruction],[Mental]

  Requires 2 Spellcraft, Magic Affinity

  Movement: 1 Hand

  Mental: Focus

  Cost: 2 Mana

  Cast Time: 3 Seconds

  Effect: 10 + 5*Level Damage

  This spell deals damage to your target. If that target dies within 10 seconds of being damaged by this spell, you have a chance to obtain any desired piece of information from their mind, which reaches you as a set of vague impressions or experiences.

  Spell – Penetrating Bore

  [Destruction]

  Requires 8 Spellcraft, Magic Affinity

  Oral: Command

  Movement: 2 Hands

  Mental Components: Focus

  Cost: 12 Mana

  Cast Time: 4 Seconds

  Range: 20 Meters

  Effect: 10 + 5*Level Damage

  A damaging line 1 meter wide extends outward from your position when you cast this spell. The line travels through creatures and material, damaging whatever is behind them as well.

  Spell – Purging Radiance

  [Destruction]

  Requires 6 Spellcraft, Divine Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Anger

  Cost: 9 Mana

  Cast Time: 4 Seconds

  Range: 20 Meters

  Effect: 25 + 10*Level Damage

  This spell deals half damage to targets that are not infernal or undead.

  Purely Divine: You cannot cast this spell unless your dominant affinity is purely Divine.

  Spell – Reactive Armor

  [Beneficial],[Kinesis]

  Requires 1 Spellcraft, Magic or Psychic Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Focus

  Cost: 5 Mana

  Cast Time: Instantaneous

  Range: 0 Meters; Self

  Effect: Defense Rating equal to (Spirit + Focus - 10) / 3, rounded down, Special (see below)

  This spell sheathes your body in a hardened enchantment, providing passive Defense Rating.

  When you are struck by an attack or ability, the Defense Rating provided by this armor spell increases by 34%, rounded up, then lowers to 67% of its initial value, rounded down, over 10 seconds. After it reaches this point, it rises to its initial value over the next 10 seconds, at which point this feature can trigger again.

  When first cast, Reactive Armor will have its lowest possible armor value. The temporary penalty to Defense Rating persists if you cancel this spell’s effect. This spell cannot be dispelled.

  Spell – Spell Strike

  [Destruction], [Strike]

  Requires 1 Spellcraft, Magic Affinity

  Oral: Command

  Movement: None

  Mental: Focus

  Cost: 2 Mana

  Cast Time: 2 Seconds

  Strike Cooldown: 6 Seconds

  Range: Special: your weapon’s range

  Effect: 2 + 2*Level Damage

  You strike your target with your magically-empowered weapon, dealing basic attack damage and additional spell damage. This additional damage is typed as if you had 0 Physical Affinity.

  Spell – Slow

  [Detrimental],[Time]

  Requires 12 Spellcraft, Magic Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 10 Mana

  Cast Time: 3 Seconds

  Range: 20 Meters

  Cooldown: 30 Seconds

  Duration: 10 Seconds

  Effect: 0.2*Level Defense Rating, 0.4*Level Haste, and Celerity; 28.6% Movement Speed

  This spell afflicts your target with heavy penalties to their Defense Rating, Haste, Celerity, and Movement Speed.

  Uncommon Spell Card – Summon Shiftslip Spirrerer Hatlbokn

  [Conjuration]

  Requires 48 Spellcraft

  Cost: 60 Mana + 60 Mana / Hour

  Cast Time: 20.0 Seconds

  Oral Components: Verse

  Movement Components: Full

  Mental Components: Full

  This spell summons a Shiftslip Spirrerer Hatlbokn that. Cast this so that we can communicate more directly.

  Spell – Telekinetic Hammer

  [Kinesis]

  Requires 8 Spellcraft, Psychic Affinity

  Oral: Command

  Movement: 1 Hand

  Mental: Focus

  Cost: 8 Mana

  Cast Time: 3 Seconds

  Range: 2 Meters

  Effect: 21

  You conjure a potent blast of telekinetic force that pushes your target away from you. This spell’s listed effect measures how far it would toss you into the air before you began your descent.

  Spell – Unnatural Confusion

  [Detrimental],[Mental]

  Requires 6 Spellcraft, Psychic Affinity

  Oral: Command

  Movement: Full

  Mental: Focus

  Cost: 4 Mana

  Cast Time: 3 Seconds

  Range: 20 Meters

  Effect: Unnatural Confusion

  You make your target’s thoughts sluggish and confused. The target takes a penalty to its precision, and its ability to make decisions becomes impaired. Creatures gain a resistance bonus to this spell for each time you have cast it on them in a given day.

  If the target is already in a state of natural confusion when you cast this spell, its effect is greatly increased.

  Spell – Unnatural Terror

  [Detrimental],[Mental]

  Requires 6 Spellcraft, Psychic Affinity

  Oral: Command

  Movement: Full

  Mental: Focus

  Cost: 4 Mana

  Cast Time: 3 Seconds

  Range: 20 Meters

  Effect: Unnatural Terror

  This spell fills your target with unearthly fear. They may cower, flee in terror, or simply fight less effectively. Creatures gain a resistance bonus to this spell for each time it has been cast on them that day.

  This spell is more effective if you have insights into your target’s fears.

  Spell – Visions of the Past

  [Divination]

  Requires 20 Spellcraft, Magic or Divine Affinity

  Oral: Verse

  Movement: Full

  Mental: Focus

  Cost: 80 Mana

  Cast Time: 1 Minute

  Cooldown: Special (See below)

  This spell allows you to look into past events that took place at your current location. You can choose either a specific event or a date and time when you finish casting this spell, at which point you witness your surroundings as they were then for up to 5 minutes in length.

  The cooldown of this spell varies depending on how far back into the past you looked. The cooldown is 10 minutes if you looked back up to 12 hours, 1 hour if you looked back up to a week, 12 hours if you looked back up to a year, and 24 hours if you looked back up to 100 years.

  Iconic Spell Augments

  Iconic Spell Augment – Fragmented Spell

  [Mental]

  Base Spellcraft: Add 1

  Spellcraft: Add 100%

  You can break your spell’s casting time into fragments. A spell cast this way does not need to be cast all at once: you can finish part of the casting, then resume it later after having taken other actions, including casting spells. If your casting of a fragmented spell is interrupted, the spell is not lost, and you can still complete the spell when you are able.

  When the casting is completed, you may hold the spell ready for as long as you wish, then loose it at the moment you desire.

  You may only be in the process of casting one fragmented casting at one time.

  Iconic Spell Augment – Efficient Spell

  [Mana]

  Base Spellcraft: Add 1

  Spellcraft: Add 100%

  Cost: Subtract 50%

  Casting Speed: Add 100%

  An Efficient spell costs less to cast than a normal spell. This extends to its upkeep cost as well.

  Iconic Metaspell – Sudden Spell

  [Mental],[Time]

  Base Spellcraft: Add 1

  Spellcraft Multiplier: Add 100%

  Casting Speed: Subtract 50%

  Cooldown: Special; 2 minutes (see below)

  You may use this spell augment while it is on cooldown. If you do, the spell you cast has half the base effect that it normally would.

  Iconic Spell Augment – Supercharged Spell

  [Mana]

  Base Spellcraft: Add 1

  Spellcraft Multiplier: Add 100%

  Cost: Add 200%

  Casting Speed: Add 100%

  A supercharged spell has double the base effect of a normal spell. This effect is still increased by Power, as normal.

  Iconic Spell Augment – Twin Spell

  [Divination],[Mental]

  Base Spellcraft: Add 2

  Spellcraft: Add 100%

  Cost: Add 100%

  Casting Speed: Add 100%

  The modified spell affects 2 targets within range, instead of 1. Spells which don’t affect a single target can’t be modified with Twincast Spell.

  Upgradeable: You can learn this Spell Augment twice. If you do, the second copy becomes the Mass Spell Augment.

  Spell Augments

  Spell Augment – Echo Spell

  [Mana]

  Spellcraft Multiplier: Add 100%

  Cost: Subtract 25%

  Cast time: Subtract 25%

  The Echo Spell Augment can only be applied to a spell that is exactly the same as the last spell you cast in terms of spell and spell augments, with the exception of Echo Spell.

  Spell Augment – Far-Striking Spell

  [Divination]

  Spellcraft: Add 50%

  Cost: Add 50%

  The modified spell has its range increased by 20 meters.

  Spell Augment – Free Spell

  [Mana]

  Spellcraft: No Change

  Cost: Special.

  Uses: 1

  Recharge: 60 Seconds

  The modified spell costs no mana to cast. This does not affect upkeep, and only halves the mana cost of spells which continuously drain mana as they are cast, such as Condemn.

  Spell Augment – Intuitive Spell

  [Mental]

  Requires: Psychic Affinity

  Base Spellcraft: Add 2 Per step you reduce (see below)

  Casting Time: Add 20% Per step you reduce (see below)

  You reduce each of the oral, movement, and mental components of the modified spell by any number of steps.

  Spell Augment – Rune Trap Spell

  [Divination]

  Base Spellcraft: Special (see below)

  Spellcraft Multiplier: Add 100%

  Cost: Add 50%

  Cast Time: Add 100%

  You cast your spell as normal, but the effect is to emblazon a rune on a surface that you can touch. The rune contains the spell, which triggers when one of the following happens:

  - An enemy touches the rune, or comes within up to 3 meters of it

  - You choose to trigger it remotely

  You make these decisions when you cast the spell, at which point it triggers and targets the nearest ally or enemy, depending on which you choose. The rune requires 5 seconds to set—if it triggers within this timeframe, the spell fizzles uselessly.

  A Rune Trap Spell has either the base spellcraft of the unmodified spell, or a base spellcraft of 8, whichever is higher. You still add the base spellcraft adjustments of all other Spell Augments to this value, as normal.

  You can have more than one Rune Trap Spell placed at a time, but the combined required spellcraft of all your Rune Trap Spells cannot exceed your own.

  Spell Augment – Warped Spell

  [Warp]

  Base Spellcraft: Add 1

  Spellcraft Multiplier: Add 50%

  Cost: Add 20%

  This Spell Augment only affects spells which launch a projectile at their chosen target. The projectile originates from a position you choose within 20m of you, rather than your position, then moves to strike your target as normal.

  You can use this ability to increase the effective range of your spells; the spell is cast as if you were standing in the targeted position.

  Iconic Techniques

  Iconic Technique – Berserker Rage

  [Destruction],[Mental]

  Requires 30 Prowess, Physical Affinity

  Effect: 0.1*Level Precision and Defense Rating penalty, 0.5*Level Physical Resistance, 20% damage

  You lose the ability to cast spells with any mental component other than the Rage and Hate components. You halve the effect of all [Mental] abilities that don’t have you as their originator.

  Your Defense Rating and Precision are lowered by 0.1 / level, and the effect bonus you receive from Might increases by 20%. You gain 0.5 Physical Resistance / level.

  This ability can be toggled on and off and has no duration.

  Iconic Technique – Fade

  [Beneficial],[Illusion]

  Requires 30 Prowess, Physical Affinity

  Use Time: Instantaneous

  Cost: 40 Stamina + 40 Stamina / Minute

  Effect: Fade at [Level] Illusion Strength

  You turn invisible. This invisibility is not perfect: if you move too quickly you can be discerned by a slight blur.

  You cannot use this ability while a hostile creature is aware of you.

  If you take damage equal to more than 10% of your maximum Hit Points, this invisibility ends.

  Iconic Technique – Flurry of Steel

  [Beneficial],[Kinesis]

  Requires 8 Prowess, Physical Affinity

  Cooldown: 30 Seconds (Special)

  Effect: Flurry of Steel for 3.0 Seconds

  For the duration, you add 100% to your attack speed and your techniques count 2 seconds of cooldown for each 1 second that passes.

  This technique’s cooldown is not affected by these bonuses.

  Iconic Technique – Spectacular Acrobatics

  [Kinesis]

  Requires 3 Prowess, Physical Affinity

  Cost: 6 Stamina

  Cooldown: 15 Seconds

  You perform any kind of acrobatic movement. This can range from a simple lunge to a complex set of cartwheels, but the effect is to rapidly reposition yourself. While you perform this maneuver, your Defense Rating is increased against the first attack you receive.

  Techniques

  Technique – Binding Strike

  [Detrimental],[Strike]

  Requires 12 Prowess, Divine Affinity

  Cost: 15 Stamina

  Cooldown: 30 Seconds

  Strike Cooldown: 14 Seconds

  Effect: Binding Strike

  This strike temporarily binds your target in conjured chains and deals a small amount of damage. A target struck by this attack has increased resistance against it for the rest of the day.

  Technique – Blinding Strike

  [Detrimental],[Strike]

  Requires 4 Prowess, Physical or Divine Affinity

  Cost: 6 Stamina

  Cooldown: 20 Seconds

  Strike Cooldown: 14 Seconds

  This strike causes a bright flash of light that temporarily blinds your target and deals a small amount of damage. A target struck by this attack has increased resistance against it for the rest of the day.

  Technique – Drop Strike

  [Strike]

  Requires 1 Prowess, Physical or Divine Affinity

  Cost: 2 Stamina

  You can only use this strike when you fall onto a target from vertical distance of greater than 3 meters. This strike deals extra damage based on the distance you fell, to a maximum of 20 meters.

  You may use this strike in conjunction with another strike, adding its effect to this one’s.

  Technique – Inspiring Command

  [Beneficial],[Mental]

  Requires 6 Prowess, Physical or Divine Affinity

  Cost: 8 Stamina

  Cast Time: Instantaneous

  Cooldown: 60 Seconds

  Duration: 6 Seconds

  Effect: 5 HP per level, 1 Might and Power per level, 50% Movement Speed

  This command grants your target bonus Hit Points, the remainder of which will expire as the buff does. It also grants your target bonus Might, Power, and Movement Speed.

  Technique – Mighty Leap

  [Kinesis]

  Requires 6 Prowess, Physical or Psychic Affinity

  Cost: 5 Stamina

  Cooldown: 12 seconds

  You leap up to a height of 13 meters and a distance of 26 meters. The height you travel while using this ability does not count toward fall damage.

  Technique – Murderous Strike

  [Strike]

  Requires 1 Prowess, Physical Affinity

  Cost: 2 Stamina

  Strike Cooldown: 10 Seconds

  You strike your target and deal normalized damage. If your target drops below 20% Hit Points, either as a result of this strike or within 3 seconds of being struck, the total strike cooldown triggered by this ability is halved.

  [Note: Strike cooldown is a cooldown that triggers for all your [Strike] abilities each time a [Strike] is used. It is reduced by using faster weapons, and further reduced for each [Strike] ability you know. More powerful [Strike] abilities trigger a longer strike cooldown.]

  Technique – Opportunistic Strike

  [Strike]

  Requires 8 Prowess, Physical Affinity

  Cost: 2 Stamina

  Strike Cooldown: 10 Seconds

  This strike deals double normalized damage to a target who currently has their ability to control their character impaired. Movement speed reductions alone don’t fulfill this condition.

  Special: you can use this ability even when your Strike Cooldown is active. When you do, its cooldown is added to your existing Strike Cooldown.

  Technique – Rousing Command

  [Mental]

  Requires 6 Prowess, Physical or Psychic Affinity

  Cost: 8 Stamina

  Cast Time: Instantaneous

  Cooldown: 60 Seconds

  Effect: 50% Duration removed

  This command removes some of the initial duration of any debuff on your target, so long as that debuff impedes movement speed or disables your target’s ability to act in some fashion.

  If no duration is left after this command, the effect ends as normal.

  Technique – Thrown Strike

  [Kinesis],[Strike],[Warp]

  Requires 2 Prowess, Physical or Psychic Affinity

  Cost: 2 Stamina

  Strike Cooldown: 10 Seconds

  You throw your weapon to strike your target at range. The range of this ability is dependant on the weight of your weapon. Whether this ability hits or misses your target, your weapon will warp back to your hand at its conclusion.

  While this ability is a Strike, it does not trigger the normal 6-second cooldown on all Strike abilities when used.

  Technique – Withstand

  Requires 18 Prowess, Physical Affinity

  Cooldown: 60 Seconds

  Duration: 10 Seconds

  Effect: 0.5*Level Resistances

  You increase all your resistances by the listed value for the duration, but you expend Stamina equal to 20% of the damage you take.

  Iconic Technique Augments

  Iconic Technique Augment – Favored Technique

  Cooldown: Special (see below)

  You halve the cooldown of the augmented technique as you use it. If the augmented technique’s cooldown is lower than 20 seconds, you instead reduce it by 10 seconds, potentially reducing it to 0.

  This ability’s cooldown is equal to the longer of either 300% the time it reduced or 1 minute.

  Iconic Passives

  Iconic Passive – Magical Virtuoso

  [Mana]

  Gain 3 Spell / Spell Augment slots.

  Iconic Passive – Mind Link

  [Mental]

  Gain a mind link which can contain up to 5 sapient creatures. You can invite a creature to join your mind link if you are capable of thought speech with that creature.

  Any creature in the mind link can share what it senses with any or all other creatures in the mind link. Creatures can communicate complex thoughts through the mind link in as much time as it takes to compose them.

  A creature in the mink link who would receive a beneficial [Mental] effect from another creature in the mind link can choose to have that effect apply to any other creature in the mink link instead.

  A creature in the mind link can interact with a detrimental [Mental] effect affecting any other creature in the mink link as if it were affecting themselves.

  Iconic Passive – Spectacular Acrobat

  [Kinesis]

  You gain the Spectacular Acrobatics ability. If you already have the Spectacular Acrobatics ability, you gain a copy of it.

  [A copy of an ability differs from an extra use of that ability in that both can cooldown simultaneously]

  Iconic Passive – Unbroken Barrier

  [Beneficial],[Mana]

  Your Mana Shield now regenerates all its points of absorption in 10 seconds, down from 30, and suffers no delay in regeneration after you take damage.

  It also no longer expires when its absorption reaches 0. Instead, it ceases regenerating for 10 seconds, after which it replenishes itself by half and begins regenerating again.

  Iconic Passive – Telekinesis

  [Kinesis],[Mental]

  Gain telekinesis, which lets you move things with your mind. The maximum force you can exert with telekinesis is based on your Focus in the same way that your physical force is based on your Strength.

  You have fine control of objects within 10 meters, which means that you can manipulate them to the same degree of control as if you held them with your fingers.

  You have moderate control of objects within 20 meters, which means that you can move them along precise trajectories, but not perform fine manipulations.

  Other people, along with the objects they carry, can’t be moved against their will by this ability.

  Passives

  Passive – Broadcaster

  Beneficial effects you have on more than 5 / 10 players have their upkeep costs reduced by 10 / 20%

  Passive - Farcaster

  Add 25% to the range of your spells

  Passive - Fast Hands

  You triple the rate at which you can stow and materialize items from your inventory into your hands.

  Passive – Grit

  Requires Base Physical Affinity

  You increase your lowest resistance by your level, and your next-lowest resistance by half that amount.

  Passive - Soul Font

  Add 25% regeneration rate to your base mana regeneration.

  Virtue Boons

  [Note:These are listed in the order they are obtained, not in alphabetical order.]

  Ability – Gift of Mercy

  Uses: 1

  Cast Time: Instantaneous

  Range: 20 Meters

  Effect: 25 x Level HP

  Instantly heal your target. You regain all uses of this gift at dawn.

  Ability – Gift of Protection

  Cast Time: 3 Seconds

  Effect: 3 Resistance per Virtue Rank

  Your target gains a bonus to all of their resistances.

  You can only have this ability active on one target at a time.

  Ability – Gift of Empyreal Might

  Cast Time: Instantaneous

  Effect: 3*Rank Damage throughput

  You target a weapon or implement when you use this boon. Attacks and abilities that use that weapon or implement gain a bonus to their damage.

  Ability – Gift of Empyreal Flight

  Uses: 1

  Cast Time: Instantaneous

  Effect: Empyreal Flight for 5.0 Seconds

  You grow a pair of ethereal angel’s wings, gaining the ability to fly for 5 seconds and gaining immunity to effects which would impair control of your character as well as slowing effects. Use of this ability removes slowing effects current affecting you (but not effects which impair control of your character).

  If you can already fly, the duration of this ability is extended by an additional 3 seconds.

  You regain all uses of this gift at dawn.

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