
ARCANE
﹙ ARCANE BOLT ﹚ • The caster fires a sphere of magical energy at an enemy, dealing moderate spirit damage. ﹙ ARCANE SHIELD ﹚ • The caster generates protective sheath that helps divert incoming attacks, gaining a bonus to defense while this mode is active. ﹙ FADE SHIELD ﹚ • The mage alters Arcane Shield to step partway into the Fade, adding a significant chance of resisting hostile spells or evading physical attacks while that spell is active, and a lesser chance of both when the spell is inactive. ﹙ ELEMENTAL MASTERY ﹚ • The mage has learned to amplify the effects of each of the elements, increasing any elemental damage inflicted by other attacks while this spell is active. ﹙ ATTUNEMENT ﹚ • The mage has become more attuned to surrounding magical energies, gaining bonuses to willpower, magic, and mana regeneration. ﹙ TIME SPIRAL ﹚ • The mage, through great concentration, is able to alter perception of time, resetting the cooldown on all spells. ﹙ BARRIER ﹚ • The mage or an ally is enveloped in a telekinetic field that repels significant damage. ﹙ CRUSHING PRISON ﹚ • The mage traps a target in a collapsing cage of telekinetic force, inflicting a great deal of damage over a short time.
CREATION
﹙ HEAL ﹚ • The caster causes flesh to knit miraculously, instantly healing an ally by a moderate amount. ﹙ REJUVENATE ﹚ • The caster channels regenerative energy to the selected ally, granting them a short term boost to mana or stamina regeneration. ﹙ REGENERATION ﹚ • The caster infuses an ally with beneficial energy, greatly accelerating health regeneration for a short time. ﹙ MASS REJUVENATION ﹚ • The caster channels a stream of rejuvenating energy to all members of the party, significantly increasing mana and stamina regeneration for a short duration. This spell includes the character who casts it and it also stacks with Rejuvenate. ﹙ HEROIC OFFENSE ﹚ • The caster enhances an ally's aptitude in battle, granting a bonus to attack. ﹙ HEROIC AURA ﹚ • The caster sheathes an ally in an aura that completely shrugs off most missile attacks for a moderate duration. ﹙ HEROIC DEFENSE ﹚ • The caster shields an ally with magic, granting bonuses to defense and elemental resistances, although at a penalty to fatigue, meaning that the ally's talents or spells will cost more to activate. ﹙ HASTE ﹚ • While this mode is active, the caster imbues the party with speed, allowing them to move and attack significantly faster. ﹙ SPELL WISP ﹚ • The caster summons a wisp that grants a small bonus to spellpower for as long as this mode is active. ﹙ SPELLBLOOM ﹚ • The caster creates an energizing bloom of magic that grants anyone nearby, friend or foe, a bonus to mana regeneration.
ENTROPY
﹙ DISORIENT ﹚ • The caster engages in subtle mental manipulation that disorients the target for a short time, making the target a less effective combatant by inflicting penalties to attack and defense.. ﹙ SLEEP ﹚ • The mage affects the minds of all enemies in an area, attempting to put them to sleep for a short duration.
PRIMAL
﹙ FLAME BLAST ﹚ • The caster's hands erupt with a cone of flame, inflicting fire damage on all targets in the area for a short time. ﹙ FLAMING WEAPONS ﹚ • While this spell is active, the caster enchants the party's melee weapons with flame so that they deal additional fire damage with each successful attack. ﹙ FIREBALL ﹚ • The caster's hands erupt with an explosive ball of flame, inflicting lingering fire damage on all targets in the area as well as knocking them off their feet. ﹙ FLASHFIRE ﹚ • The caster ignites an enemy in searing pain and send them fleeing in panic.
SPIRIT
﹙ MANA DRAIN ﹚ • The caster creates a parasitic bond with a spellcasting target, absorbing a small amount of mana from it. ﹙ MANA CLEANSE ﹚ • The caster sacrifices personal mana to nullify the mana of enemies in the area. ﹙ SPELL MIGHT ﹚ • While in this mode, the caster overflows with magical energy, making spells more powerful, but expending mana rapidly and suffering a penalty to mana regeneration. ﹙ MANA CLASH ﹚ • The caster expels a large amount of mana in direct opposition to enemy spellcasters, who are completely drained of mana and suffer spirit damage proportional to the amount of mana they lost.
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