recursal/Fanatic-Fandom huggingface dataset:
Deathbringer

A Deathbringer

None

The antithesis of the Templar, the **Deathbringer** uses dark energy to defend himself. His flail is a weapon of great power.

## Class Notes

Deathbringers are immune to instant death.

## Abilities

### Power Level 1

* **Eyebite** - Dark energies cause any enemies immediately around you to be blinded for 1 round. 4 round cooldown. Free action.
* **Mirror Mail** - Infuse your armour with negative energy for 3 rounds. When you take direct damage, 1/2 of it is deal to your attacker. 5 round cooldown. Optional free action.

### Power Level 2

* **Dark Barrier** - You or 1 ally at any range is protected from 2 instances of direct damage. This ability is permanent until enough hits are caused. 5 round cooldown. Optional free action.
* **Shadowsiphon** - For 3 rounds, 1 enemy at any range suffers your Power Level + 1 in dark damage, and you are healed for 1/2 the amount. For the duration, all damage with your basic attack is increased by 2 points. 5 round cooldown. Optional free action.

### Power Level 3

* **Night's Compulsion** - Force 1 target at any range to attack you with the strongest damage-causing ability or spell they have available. You have an 100% chance of shrugging it off completely, regardless of what it does. AoE spells or abilities used on you in this manner function normally for everyone around you. If the ability or spell creates a Field AoE, you are immune to it for the entire duration. Optional free action.
* **Cheat Death** - Aspects of darkness bond your soul with theirs, holding it close. When you are defeated, you instantly resurrect with 1/2 of your maximum health and are immune to debuffs for 3 rounds. Additionally, you are immune to all basic attacks, abilities, and spells used by enemies until your next turn. This effect is not subject to dispelling or buff removal spells or abilities, and all cooldowns are not reset. Free action.
Seeker

A Seeker

None

Often followers of Erebor or Vea, **Seekers** are metaphysicists in the pursuit of the origins of the world. They wield the Command Words of power; ancient magic that compels those around them.

## Lore

Seekers are eternal students, on a journey to uncover answers long lost by time. They carry large tomes, and are often found writing down notes and observations, which they go over later during their studies. Seekers are often distant, antisocial, and quiet, easily lost in their thoughts as they make their way through the world.

Most Seekers make their life's work an effort in answering a very difficult question. Is there something beneath the seas surrounding Vitaria? Who or what created the Gods, Themselves? Is someone maintaining the Weave? All are questions asked by various Seekers.

The Command Words are ancient magic forgotten by time. Many Seekers have come upon them in an old tome purchased at a shop, or in a long-lived mage's last belongings, given to them as an inheritance. Intrigued by these discovering, the Seeker has studied the words, figuring out how to combine their voice with the powers of the Weave. The words, when spoken correctly, project their magic into their target's minds, causing them to unconsciously act out the words' effects.

## Class Notes

* Enemies immune to domination cannot be affected by any of the Seeker's *Command Words*.

## Spells

### Power Level 1

* **Command Word: Halt** - This word of power charges an area with energy that halts the nervous system. Enemies in a small area are paralyzed for 1 round, bypassing paralysis immunity. 4 round cooldown.
* **Chill Ray** - Fire a ray of ice-aspected energy from your hand. 1 enemy takes force/ice damage equal to your Power Level + 1, and all enemies caught in a line from you to your target take 1/2 damage.

### Power Level 2

* **Command Word: Hope** - This word of power inspires those around you. You or 1 ally is healed for an amount equal to your Power Level, is immune to charm, fear, and instant death for 2 rounds, and deals 1 additional point to their next instance of outgoing direct damage. 4 round cooldown. Optional free action.
* **Tolling of the Past** - Manifest a bell of energy over a large area for 5 rounds. Every other round, starting on round 1, enemies within take 2x your Power Level in force damage. 6 round cooldown. Field AoE.

### Power Level 3

* **Command Word: Die** - This word of power instantly slays 1 enemy. If your target is immune to instant death, they take 4x your Power Level in force damage, instead. Instant cast.
* **Medeis Rain** - Create a brilliant storm of energy overhead, which rains spears of pure force down upon the battlefield. Every round for 4 rounds, all enemies on the battlefield take your Power Level + 2 in force damage.
Conjurer

A Conjurer commanding his deadly arsenal

The **Conjurer** is a metaphysicist that draws energy from the Weave, in order to create weapons of pure force. Conjurers control these weapons in battle, their hands outstretched as they command them with their thoughts.

## Class Notes

* A paralyzed, silenced, or knocked down Conjurer can still command their weapons to move and/or attack.
* Conjurers' weapons act immediately after their Conjurer's turn, and can act the turn they are summoned.
* Conjurers' weapons are immortal and cannot be targeted, but they disappear instantly when their Conjurer is defeated.
* Conjurers' weapons can be walked through by allies and enemies alike, but do take up a space on the battlefield. A Conjurer cannot use their weapons to trap an enemy, nor surround themselves in order to prevent themselves from being attacked.

## Spells

### Power Level 1

* **Summon Ethereal Blade** - A shimmering longsword of bluish force springs into existence at a point you decide. Each round, the blade strikes on its own, dealing 1 point of force damage to 1 enemy. Any time its target is defeated, the blade must spend 1 round moving to another enemy before it can attack again. You may have a maximum of 3 ethereal blades on the field at any time.
* **Resilient Sphere** - Encase yourself in a field of defensive energy. Incoming direct damage is reduced by 1/2 for 2 rounds. 5 round cooldown. Optional free action.

### Power Level 2

* **Summon Ethereal Axe** - A shimmering greataxe of bluish force springs into existence at a point you decide. Each round, the blade strikes on its own, dealing 3 points of force damage to an enemy of your choice. Any time its target is defeated, the blade must spend 1 round moving to another enemy before it can attack again. You may have a maximum of 1 ethereal axe on the field at any time.
* **Summon Ethereal Bow**- A shimmering longbow of bluish force springs into existence at a point you decide. Each round, the bow strikes on its own, dealing 2 points of force damage to an enemy of your choice. The bow can attack targets at any range. You may have a maximum of 1 ethereal longbow on the field at any time.

### Power Level 3

* **Summon Ethereal Arsenal** - A shimmering crossbow and lance of bluish force spring into existence at 2 points you decide. Each round, the lance strikes on its own, dealing 2 points of force damage to an enemy of your choice. Any time its target is defeated, the lance must spend 1 round moving to another enemy before it can attack again. Each round, the crossbow strikes on its own, dealing 2 points of force damage to an enemy of your choice. The crossbow can attack targets at any range.
* **Enhanced Alacrity** - Greatly enhance your connection with the Weave, enabling you to cast two spells at a rapid pace. After casting this spell, immediately cast *Summon Ethereal Blade* and *Summon Ethereal Bow*. Instant cast.
Isaire Berenna

Isaire Berenna is the Duchess of the Owl Duchy, northern Guinevere. She doesn't speak much of her past, but her reddish skin marks her a Cor Anaran. An escaped slave, she made her way to Guinevere, passion for discovering ruins and history etched firmly in her mind. She holds rule of Bosmarr, a walled city sharing the border with the Frozen North. Periodically, she will put forth a call for researchers, adventurers, and scholars, in an attempt to brave the frigid wasteland and uncover clues of the past. The Duchess believes that the icy tundras hold clues buried far beneath their depths, and is willing to reward handsomely anyone who puts their lives in danger for such a discovery.

Isaire possesses the Amulet of Eternal Flame, a golden medallion said to be blessed by Ishtan, Himself. The amulet produces an aura of warmth over one mile in diameter, and the Duchess uses it to allow her city to flourish in the unforgiving cold.

Most recently, the amulet was stolen by a powerful Divinator, who stopped the passage of time long enough to sneak into the Duchess' castle. However, his plans were stopped by a Priest of Llymayn, Benoit, and two sisters, Marine and Karine. The amulet was returned to the Duchess, allowing the city's occupants to return to their home without fear.
Acid Adept

An Acid Adept casting Vitriolic Sphere

The **Acid Adept** is a master of caustic magic that can eventually affect the entire battlefield. Additionally, they can adapt to nearly any situation in a pinch, if need be.

## Lore

The first Acid Adepts originated from Eth'leen, where it is common to live near dangerous plants and animals that employ acids of all kinds as a means of self defense. By studying these flora and fauna, mages began using the Weave to adapt their findings to their own techniques, and have developed their own unique set of skills.

Due to their various experiments across the years, Acid Adepts have found a way to alter their own bodies. By fusing magical acid with their own blood, Acid Adepts' bodies can be used as weapons, like dissolving their enemies' weapons when they are injured.

Many Acid Adepts see acid itself as a dangerous predator, ruthless and merciless in its conquest to devour anything it touches, and worthy of admiration. They seek to emulate this behaviour in their own lives. Other Acid Adepts are simply fascinated by the element, and want to further its relatively unknown field, in order to garner more widespread attention and prestige.

Even though Acid Adepts are now found across Vitaria, the strongest of them still reside in Eth'leen, and they are often surrounded by serpents and arachnids, symbols of the origins of their power.

## Spells

### Power Level 1

* **Acid Bolt** - Launch a sizzling ray of potent acid. 1 enemy takes your Power Level + 2 in acid damage.
* **Adaptive Chemistry** - Your next damaging spell can change to an elemental damage type (acid, dark, fire, holy, ice, or lightning) of your choice. This spell remains active until your next spell is cast, and is not lost if you are disrupted prematurely. 2 round cooldown. Free action when you reach Power Level 2.

### Power Level 2

* **Acid Sheath** - Encase yourself in an aura of shimmering, bubbling acid. For 3 rounds, any enemy immediately around you takes your Power Level in acid damage. 5 round cooldown. Instant cast.
* **Virulent Soul** - Alter the composition of your body, and infuse your own blood with acid. When you are defeated, you deal acid damage equal to your Power Level + 2 to all enemies on the battlefield. Optional free action.

### Power Level 3

* **Vitriolic Sphere** - Conjure an emerald sphere of pure acid to drench your foes. Enemies in a small area take your Power Level + 3 in acid damage now, and again on your next turn, regardless if they are still in the area of effect. No Power Level 3 restriction. 3 round cooldown. - 1 cast time.
* **Virulent Rain** - Summon a great deluge of acid overhead to burn those that oppose you. For 4 rounds, all enemies on the battlefield take your Power Level + 2 in acid damage, and any outgoing direct damage they do is reduced by 1 for the duration. Field AoE.
Effect

An **effect** is anything that happens in a persistent timeframe, but has a negative effect on its recipient. Effects are similar to debuffs, but are comprised of anything not included in the debuff table. A spell that cleanses all debuffs, for example, will not remove effects, and vice versa.

Effects do not stack with themselves unless specifically noted. For example, a character using a skill that grants 1 additional point to outgoing damage will not deal 2 points if s/he uses the skill twice.

Effect examples -

* The Flame Adept's *Cauterize*.
* The Blood Adept's *Walking Bomb*.
* The Duelist's *Provocation*.
Archer

An Archer ready to fire

The **Archer** is a warrior skilled in ranged combat. Armed with a longbow, their arrows are as deadly as they are accurate. Archers' arrows can be boosted by a variety of abilities, increasing their utility in combat.

## Lore

Archers come from a variety of backgrounds. Some are lone woodsmen and woodswomen, living their lives in seclusion as they hunt and provide sustenance for themselves, away from civilization. Others work as part of an army or military force, where they let their arrows fly from the battlements above, safe from the endless horde of blades and spears dueling below them. Many Archers are also found at the rear of an adventuring party, striking swiftly with flame-tipped arrows while their allies steal their targets' attention.

## Class Notes

* All *Arrows Of* abilities are Set abilities.

## Abilities

### Power Level 1

* **Arrows of Flame** - Light each arrow you fire. When these arrows are active, your basic attacks deal 1 extra point of fire damage. When you reach Power Level 3, this ability adds a total of 2 points of fire damage, instead.
* **Goad** - Taunt 1 enemy, forcing them to perform a basic attack on you or 1 ally. 4 round cooldown. Free action.

### Power Level 2

* **Arrows of Stunning** - Soak the tips of your arrows in a powerful mind-numbing toxin. When these arrows are active, every enemy hit with your basic attack has a flat 40% chance to be paralyzed for 1 round.
* **Let Fly** - Deftly launch an arrow in one swift motion. 1 enemy takes your Power Level + 2 in physical damage that bypasses damage reduction and physical resistance, but is not affected by your *Arrows Of* ability. 3 round cooldown. Free action.

### Power Level 3

* **Arrows of Slaying** - Coat your arrows in a dangerous necrotoxin that disrupts the heart's natural rhythm upon contact. When these arrows are active, every enemy hit with your basic attack has a flat 30% chance of dying instantly.
* **Twinned Arrows** - Your mastery of the bow becomes dangerously evident. Make 2 basic attacks at any enemy of your choice. If only 1 enemy is available, fire at them twice. *Arrows of Stunning* does not stack to 2 rounds of paralysis if fired on the same person, but your target must roll to save twice. No Power Level 3 restriction. 3 round cooldown.
Stormseer

A Stormseer casting Eye of the Tempest

Favoured of Fenras, **Stormseers** are mages gifted with powers to control the weather.

## Lore

Stormseers are equally sought after and feared for their many talents. Able to summon a fierce storm on an otherwise clear day, bring down torrents of punishing rain, or cause deafness-causing thunderclaps, Stormseers are incredible examples of Fenras' power.

Due to their powers, many Stormseers make their living traveling on merchant vessels, where they are able to predict and influence the weather. Like Fenras, Himself, many Stormseers are curt, unyielding, and oftentimes, cold.

Stormseers see the weather as both a wonder and a plaything. Some see altering the the weather as a way to display their emotions and enforce their will, while others see the weather as Fenras' biggest form of self-expression, which they must borrow, for a time, in order to display His greatness.

## Class Notes

* Whenever *Downpour*, *Crackling Bolt*, or *Torrent* are active, all enemy Field AoEs that deal fire or acid damage are instantly extinguished, and cannot be created while these spells are active.

## Spells

### Power Level 1

* **Downpour** - Bring into being a harsh rain upon the battlefield for 3 rounds. Every round this spell is active, all enemies take 1 point of physical damage. 4 round cooldown. Field AoE.
* **Crackling Bolt** - Lightning strikes down in a rush of power. One enemy takes your Power Level + 1 in lightning damage. *Downpour*, *Heavy Rain*, or *Torrent* must be active to cast this spell.

### Power Level 2

* **Heavy Rain** - Increase the strength of your storm for 4 rounds. The winds become stronger, and the rain, relentlessly fierce. Every round this spell is active, all enemies take 2 points of physical damage. This spell can only be cast on round 2 or 3 of *Downpour*, and ends it immediately. 4 round cooldown. Instant cast. Field AoE.
* **Thunderclap** - A deafening boom echoes in a large area. Enemies within take force/physical damage equal to 2x your Power Level, and are paralyzed for 1 round. *Heavy Rain* or *Torrent* must be active to cast this spell. 4 round cooldown. Instant cast.

### Power Level 3

* **Torrent** - Further increase the strength of your storm until the end of battle. The winds become torturous, and the rain, punishing. Every round this spell is active, all enemies take 3 points of physical damage, and damage you deal with *Crackling Bolt* or *Thunderclap* is doubled. This spell can only be cast on rounds 3 or 4 of *Heavy Rain*, and ends it immediately. Instant cast. Field AoE.
* **Eye of the Tempest** - The rain is unyielding; the lightning, searing; and the thunder, ear-splitting. All enemies on the battlefield take 3x your Power Level in lightning/physical damage. *Torrent* must be active to cast this spell. Instant cast.
Shogun

A Shogun taking a break from battle

**Shogun** are high ranking military officials in Hinodean society, often serving as leaders and commanders. They command respect, and are some of the country's finest warriors. Most of them own land across the country, and assist the Emperor in Hinode's governance.

## Abilities

### Power Level 1

* **Counterstrike** - Incite 1 enemy immediately around you into making a basic attack upon you. As soon as they do so, make a basic attack upon them in return. 4 round cooldown. Free action.
* **Deflecting Blade** - Watch the battlefield carefully, deflecting incoming attacks. For 2 rounds, you gain 50% physical resistance. 5 round cooldown. Optional free action.

### Power Level 2

* **Sever Tendons** - Make a deadly strike at 1 enemy, dealing physical damage equal to 3x your Power Level, and addling them for 1 round. 5 round cooldown.
* **Denial of Armistice** - For 4 rounds, damage you deal to enemies you're engaging is increased by 2 points, and damage you take from them is reduced by your Power Level - 1. 6 round cooldown. Optional free action.

### Power Level 3

* **Storm of Steel** - Make a basic attack upon every enemy you're currently engaging. No Power Level 3 restriction.
* **Uchidomeru** - Rush through one enemy, your sword aimed with deathly intent. 1 enemy takes physical damage equal to 3x your Power Level, and you move to the square behind them. If this square is occupied, you cannot use this ability upon this target.
Elementalist

An Elementalist readying Glacial Burst

The **Elementalist** is a learned scholar that specializes in flames and frost magic. He rains destruction upon his foes with elemental fury.

## Class Notes

* Elementalists take 1/2 damage from fire and ice damage types.

## Spells

### Power Level 1

* **Arcane Shield** - Harden the air around you for 2 rounds, granting you 35% physical resistance. Additionally, all incoming physical damage is reduced by 1 point for the duration. 5 round cooldown. Free action.
* **Ignition** - Launch a blazing explosion of flame. 1 enemy takes your Power Level in fire damage. Furthermore, your target burns for 2 rounds, taking damage equal to your Power Level. There is a 25% chance that any enemy immediately next to your target will suffer damage as well, from the resulting explosion, but they do not burn.

### Power Level 2

* **Glacial Burst** - Cause a frigid ball of ice to shatter violently over a small area, creating a frozen field. Enemies within take your Power Level + 1 in ice damage for 2 rounds. 4 round cooldown. Field AoE.
* **Wall of Flame** - A bright wall of crackling fire takes form in a line of 6 squares for 2 rounds, Enemies within take your Power Level + 1 in fire damage. 4 round cooldown. Field AoE.

### Power Level 3

* **Emberstorm** - Conjure a powerful storm to rain meteors, ash, and cinders from the heavens. For 4 rounds, all enemies on the battlefield take your Power Level + 1 in fire damage. Field AoE.
* **Blizzard** - A powerful storm of ice and snow blankets the vicinity. Enemies in a large area take your Power Level + 1 in ice damage, and are paralyzed for 1 round. Instant cast.
Kannushi

A Kannushi casting Arm of the Father

**Kannushi** are Favoured of Kinzoku that can alter weapons, and even create them outright. They are often found in their God's temples, but many travel, protecting Hinode's people from those that wish them harm. Many Kannushi also take up arms in the Eternal War, defending their homeland from Cor Anaran oppressors.

## Spells

### Power Level 1

* **Kinetic Blade** - Create a blade of pure energy that proceeds to strike. 1 enemy takes force damage equal to your Power Level.
* **Destabilizing Ray** - Fire a rush of energy from your palm, stopping the nervous system. 1 enemy takes force damage equal to your Power Level + 1 and is paralyzed for 2 rounds. 5 round cooldown.

### Power Level 2

* **Kinetic Arc** - A field of energy erupts onto 1 enemy, dealing force damage equal to your Power Level + 2. The field then bounces to another enemy, dealing the same amount of damage to them, but only if they are present in a large area centered on your original target. When you reach Power Level 3, this spell can affect a total of 3 targets, but never the same one more than once. 3 round cooldown. Instant cast.
* **Echoing Arms** - Charge 1 ally's weapons with energy. The next basic attack they make deals additional force damage equal to your Power Level. 3 round cooldown. Free action.

### Power Level 3

* **Kinetic Aura** - Charge 1 enemy with a destructive field of energy. The next 3 actions they take deal force damage to them, equal to your Power Level + 1. This damage cannot be reduced or mitigated in any way. - 1 cast time.
* **Arm of the Father** - Kinzoku's energy empowers 1 ally. The next time your target performs a basic attack, they make an additional one as a non-counting free action that deals force damage. Instant cast.
General Forseti Wiki

Welcome to the general wiki! Currently this wiki is under remodelling, so please bear with me while changes are being made.

## Characters

Civilians

Heroes

Villains

Want to make a character page but don't know what to do? Check out this Character Template!
To learn how to make a character page and make a link to it, read this guide.
The Calendar of Vitaria

There are twelve months in the Vitaran calendar, with each month comprised of thirty days. The months are organized with one of the Gods claiming each of them.

The current era is AEP, or After Erebos' Passing, the day the previous God of Darkness was defeated by Eikor, Erebor, Llymayn, and Ycantha on the Day of Reckoning. The current era started with year 0 and has been counting upwards.

Days are stated like in this example - *Today is the 5th of Chessah, 710 AEP.*

Vitaran days are comprised of twelve hours. Hourly progression follows the same format, with hours lasting one hundred and twenty minutes each. So, any time in the day from 0000 to 0200 would be Chessah's Hour, 0201 to 0400 would be Llymayn's Hour, and so on. 'A quarter past,' 'half past,' and 'three quarters past' denote time frames within the hour, and are often referred to in conversation.

Hours are stated like in this example - *Meet me at the market on the 18th of Fenras, half past Erebor's Hour.*

## Monthly Progression

1. Chessah (Spring)
2. Llymayn
3. Trestae
4. Ishtan (Summer)
5. Rendain
6. Kelest
7. Velaj (Fall)
8. Ycantha
9. Eikor
10. Fenras (Winter)
11. Erebor
12. Vea

## Hourly Progression

1. Chessah (0000 to 0159)
2. Llymayn (0200 to 0359)
3. Trestae (0400 to 0559)
4. Rendain (0600 to 0759)
5. Ishtan (0800 to 0959)
6. Kelest (1000 to 1159)
7. Velaj (1200 to 1359)
8. Fenras (1400 to 1559)
9. Ycantha (1600 to 1759)
10. Erebor (1800 to 1959)
11. Eikor (2000 to 2159)
12. Vea (2200 to 2359)
Sohei

A Sohei assuming the Tiger Stance

**Sohei** are Hinodean warriors blessed by Kinzoku. Many of them are tasked with important missions, or they explore the continent in search of an abstract concept, like wisdom, truth, or meaning. Sohei are usually calm, composed, and careful, but they are incredibly adept in battle.

## Class Notes

* All *Stance* abilities are Set abilities.
* The Sohei may be up to two squares away from their target in order to use their basic attack.

## Abilities

### Power Level 1

* **Puma Stance** - When this stance is active, your basic attacks have a 35% chance to trigger a bonus basic attack as a non-counting free action.
* **Re-Deflection** - Gain 50% physical and magical resistance for 2 rounds. If you dodge any enemy action via this ability, perform a basic attack in return if your opponent is in range. 5 round cooldown. Free action.

### Power Level 2

* **Tiger Stance** - When this stance is active, your basic attacks cause your target to bleed for 1 round, taking damage equal to your Power Level - 1.
* **One with the Land** - For 4 rounds, you can move as a free action, are immune to knockdown, and cannot be engaged by enemies. 5 round cooldown. Optional free action.

### Power Level 3

* **Crane Stance** - When this stance is active, your basic attacks bypass physical resistance, bypass any damage reduction, and deal 1 additional point of damage. Attacks made under this stance never miss, even if you are blinded.
* **True Balance** - Increase the potency of each of your stances. For 3 rounds, *Puma Stance* triggers 50% of the time, *Tiger Stance* causes bleeding equal to your Power Level, and *Crane Stance* additionally reduces all incoming damage by 2 points and makes you immune to debuffs and instant death. No Power Level 3 restriction. 5 round cooldown. Optional free action.
Thespian

A Thespian readying a mask

**Thespians** are mysterious artists that possess otherworldly powers. Through their masks and performances, they can affect the world in unknown ways.

## Class Notes

* Thespians cannot make basic attacks.
* Thespians' abilities can affect targets at any range.

## Abilities

### Power Level 1

* **Tragic Act** - Don a mask of tragedy and evoke a tearful performance. 1 enemy bursts into tears for 1 round, unable to act. Any actions your target has on cooldown suffer a delay of 2 more rounds, and any damage they take while under this effect is increased by 1 point. 4 round cooldown.
* **Evocative Act** - Don a mask and erupt into a grand performance that leaves 1 enemy spellbound. Your target takes your Power Level in force damage and subconsciously moves to an area you choose, triggering disengagement attacks if they break engagement. 2 round cooldown.

### Power Level 2

* **Aerial Act** - Don an bird-like mask, and erupt into a performance reminiscent of flight. For 3 rounds, 1 ally instantly engages all enemies on the battlefield, regardless of their positioning, while becoming immune to engagement, themselves. Furthermore, all damage they do is increased by 1 point. 5 round cooldown. Optional free action.
* **Comedic Act** - Don a mask of comedy, and tell a hilarious joke that magically heightens presence on the battlefield. For 3 rounds, 1 ally can affect targets any range with their basic attacks, abilities, and spells. Actions that affect the area around the user are treated as small areas. 5 round cooldown. Free action.

### Power Level 3

* **Confounding Act** - Soar into a performance so great, it changes someone completely, causing them to temporarily forget an aspect of who they are. 1 enemy at any range has all of their abilities or spells put on a 4 round cooldown, and for the rest of battle, all of their free actions become main actions.
* **Finishing Act** - Don your personal, favourite mask, and start the performance of a lifetime. After spending 1 round starting this ability, you are unable to use any abilities for 3 rounds, but gain the power to attack 1 enemy every round, dealing 4x your Power Level in force damage.
Earth Adept

An Earth Adept casting Earthenblast

**Earth Adepts** effortlessly control the physical aspect of nature. They are often either calm, hardy, and stoic, or energetic, aloof, and carefree, and are almost never anything in between.

## Spells

### Power Level 1

* **Personal Protection** - For the rest of the battle, you are immune to 1 debuff of your choice, and all incoming damage is reduced by 1 point. Optional free action when you reach Power Level 2.
* **Earthengrasp** - Launch a flurry of rocks, stones, or boulders. 1 enemy takes your Power Level + 2 in physical damage.

### Power Level 2

* **Earthenblast** - Cause a great mass of rocks and stones to rise from the ground, before violently shattering. Enemies in a small area take 2x your Power Level in physical damage. 3 round cooldown. Instant cast.
* **Crush** - Materialize a great boulder over the head of 1 enemy, which falls instantly upon them. Your target takes 4x your Power Level in physical damage and is knocked down for 2 rounds, with no early recovery roll allowed. 5 round cooldown.

### Power Level 3

* **Petrification** - Emit a terrible gaze at 1 enemy, causing them to turn to stone permanently. A petrified target is treated as being defeated.
* **Call of Gaia** - Command a countless number of jagged rocky spires to thrust upwards from the ground, impaling anyone hit by them and damaging their armour. Enemies in a large area take 4x your Power Level in physical damage. Additionally, all physical damage they take from basic attacks is increased by 1 point until the end of battle. - 1 cast time.
Blackguard

A Blackguard, after having defeated a werewolf

Whispers say that **Blackguards** were once Defenders, Saint Knights, or Templars, but they have since lost their Favour, becoming vampires, instead. Those that seek to prove this theory find themselves at the end of a Blackguard's immense dual-bladed sword, never to be seen again.

## Lore

Blackguards are mortals that have since become vampires, yet some of them cling to fragments of their old lives. Many Blackguards are Fallen, and they still wear the armour they possessed in the past, hoping that one day, they can reclaim their humanity, or their Favour. Others see their armour as a relic of mockery; a foolish artifact of an ideal they clung to in ignorance, before they truly became alive.

Like all vampires, Blackguards need blood in order to survive, but the taste of a mage's blood is what they crave the most. Due to their condition, Blackguards can pick up on hints of the Weave, and by consuming a mage's blood, they become overwhelmed by the truly euphoric and powerful experience it gives them.

While some Blackguards retain their sanity, intelligence, and identity, many of them eventually lose themselves to their new life, descending into mindless creatures consumed by their insatiable hunger that can never truly be sated.

## Class Notes

* All *Aura* abilities are Set abilities.
* Blackguards are immune to instant death.
* Blackguards take 1 less point from all incoming dark damage.
* Blackguards take 2 additional points from all incoming holy damage.

## Abilities

### Power Level 1

* **Aura of Enervation** - You emit an aura of decay. Enemies immediately around you take 1 additional point from incoming direct damage. When you reach Power Level 2, enemies take 2 additional points from direct damage, instead.
* **Necrotic Touch** - Encase your hand in negative energy and strike out. 1 enemy takes your Power Level + 1 in dark damage, and you heal for equal the amount. 4 round cooldown. Free action.

### Power Level 2

* **Aura of Thirst** - You emit an aura of vampiric energy. Enemies standing immediately around you take your Power Level in dark damage, while you heal for the highest amount of damage done to 1 enemy.
* **Thrill of the Night** - The thrill of the hunt drives you. Instantly recover your Power Level + 1 in health. 5 round cooldown. Optional free action.

### Power Level 3

* **Aura of Sin** - Wreath yourself in dark flames. Any enemy standing immediately around you takes your Power Level + 1 in dark/fire damage.
* **Souldrink** - Reach into your foe's soul, funneling their lifeforce into your own. 1 enemy takes dark damage equal to 1/2 of their current health, and you heal for equal the amount.
Summoner

A Summoner calling an Unrelenting Titan

The **Summoner** infuses energies from the Weave into corporeal form, which then aid them as allies in battle.

## Class Notes

* Summoned creatures always take their turn after their Summoner.
* The maximum number of summons you can have on the field at any time is equal to your Power Level. If you summon another creature after you've reached your limit, pick one of your active summons to banish instantly.
* All summons are treated as Mages in terms of affinity bonuses.
* Summons are immune to their elemental damage type and all non-DoT debuffs.
* Summons have 3/4 of their Summoner's maximum health as their maximum.

## Spells

### Power Level 1

* **Elemental Bolt** - Unleash a magical bolt at 1 enemy, dealing force damage equal to your Power Level + 1. If you have a summon active, you may change this spell's element to your summon's at any time.
* **Call Woodland Being** - Summon a ballybog faerie to the field, who may heal you or 1 ally per round for a number of health equal to your Power Level. Additionally, all debuffs affecting its target are cleansed. With this summon active, your *Elemental Bolt* can cause physical damage.

### Power Level 2

* **Call Unrelenting Titan** - Summon a golem of flames and metal to the field. The golem can move or attack 1 enemy with a melee-ranged basic attack that deals fire damage equal to your Power Level + 1. With this summon active, your *Elemental Bolt* can cause fire damage.
* **Call Frigid Tormentor** - Summon a frost wyrm youngling to the field, which can unleash its ice breath in a large area every round. The breath causes ice damage equal to your Power Level. With this summon active, your *Elemental Bolt* can cause ice damage.

### Power Level 3

* **Call Unholy Savant** - Summon a demilich, a bodiless floating skull, to the field. It may use Midnight Bolt at 1 enemy every round, a spell that causes dark damage equal to your Power Level + 2 and blinds your target for 1 round if they fail to save. With this summon active, your *Elemental Bolt* can cause dark damage. An enemy that fails their save cannot be blinded again by this summon.
* **Call Divine Saviour** - Summon a holy angel to battle. She has an aura that bestows 1 additional point of outgoing damage to you and all allies on the battlefield as long as she is present, and she may attack with Bolt of Light, a spell that causes holy damage equal to your Power Level to 1 enemy every round. With this summon active, your *Elemental Bolt* can cause holy damage.
Cavalier

A Cavalier on his trusty warhorse

The **Cavalier** is a seasoned Guineverian warrior, often a knight or noble that has trained since childhood. Wielding his lance, the Cavalier charges into battle on his warhorse.

## Class Notes

* When a Cavalier moves, they do not consume their main action. They may only move once per round, however.

## Abilities

### Power Level 1

* **Trample** - Your horse tramples 1 enemy, dealing physical damage equal to 2x your Power Level and knocking them down for 1 round. 3 round cooldown.
* **Sworn Enemy** - Declare 1 enemy at any range as your target. Until they are defeated, all incoming damage from you or your horse is increased by 1 point. Only 1 instance of this ability may be active at any time. Optional free action.

### Power Level 2

* **Hasty Retreat** - Quickly rush to 1 ally, and effortlessly drop them off at any open square on the field, before returning to your original position. 4 round cooldown. Free action.
* **Back Kick** - Your horse wheels around and delivers a sharp, painful kick. 1 enemy takes your Power Level + 2 in physical damage. If there is an enemy immediately behind your target, they take damage as well. If you use this ability immediately after *Trample*, you deal 2 additional points of damage with this ability. 3 round cooldown. Free action.

### Power Level 3

* **Impale** - Painfully drive your lance into 1 enemy, ending their life in an instant. If they are immune to instant death, they take 3/4ths of their maximum health in physical damage, instead.
* **Last Charge** - You steel yourself and your horse before charging, your lance aimed straight for the heart. Move towards 1 enemy not immediately around you, and make a basic attack upon them. For each square you move through, you deal 2 additional points of damage. You may only use this ability if you have not moved in the past 2 rounds. Additionally, you must wait at least 2 rounds after the start of combat before using this ability, as long as you haven't moved. Free action.
Snakemaster

A Snakemaster with her companions

Accompanied by a dangerous serpent, the Snakemaster is an agile warrior hailing from the jungles of Eth'leen.

## Class Notes

* The Snakemaster may be up to two squares away from their foes in order to attack or use abilities.
* The Snakemaster is always accompanied by a large snake companion that is treated as a Fighter with a melee-range basic attack. The animal companion is permanently immune to 1 debuff of your choice upon creation, and is also immune to poison.
* Serpent's Sting is a token employed by the Snakemaster. Every time the animal companion attacks an enemy with its basic attack, add one point of Serpent's Sting to its target.
* The animal companion always takes its turn after its Snakemaster.
* All abilities used by you do not consume your animal companion's turn. It may still move or perform its basic attack, regardless.
* Animal companions have 3/4 of their Snakemaster's maximum health as their maximum.
* Animal companions' basic attacks deal physical damage equal to their Snakemaster's Power Level - 1.
* If addled, an animal companion cannot use its basic attack.
* If a Snakemaster's animal companion is defeated, the Snakemaster suffers 1/4 of their current health in damage due to grief. If the Snakemaster is defeated, the animal companion is defeated instantly. This damage cannot be lowered or mitigated in any way.
* Each poison debuff caused by the Snakemaster or their animal companion is treated separately. I.e., an enemy can be affected by *Serpent's Fang* and *Serpent's Bile* at the same time.

## Abilities

### Power Level 1

* **Serpent's Fang** - Your serpent strikes swifty at 1 enemy, causing physical damage equal to your Power Level + 1. 3 round cooldown. Free action.
* **Serpent's Prey** - Set 1 enemy at any range as the target for your wrath. For the rest of combat or until they are defeated, all damage your target takes from your basic attack is increased by the number of Serpent's Sting present on them, up to a maximum of 2 points. This ability can only be used if there isn't an active instance of it on the field. Optional free action when you reach Power Level 2.

### Power Level 2

* **Serpent's Bile** - Your serpent breathes a gout of poison upon a small area at any range, poisoning any enemy within. Those affected take poison damage equal to your Power Level - 1 for 2 rounds. 3 round cooldown.
* **Serpent's Rush** - Your serpent moves instantly to 1 open spot on the field. 2 round cooldown. Free action.

### Power Level 3

* **Serpent's Gaze** - The gaze of your serpent becomes so fearsome that all enemies in a large area centered around it take force damage equal to your Power Level + 2 and have a flat 10% chance of dying instantly. This ability is a fear effect, and anyone immune to fear and/or instant death avoids both the damage and the death effect.
* **Serpent's Wrath** - Make a number of basic attacks upon 1 enemy equal to the number of Serpent's Sting present on them. After using this ability, all Serpent's Sting is removed from your target. No Power Level 3 restriction. 5 round cooldown.
Gunshi

A Gunshi preparing a spell

The **Gunshi**, or Strategist, excels in boosting the effectiveness of his allies.

## Spells

### Power Level 1

* **Art of War** - A collision of force overwhelms 1 enemy, dealing your Power Level + 1 in force damage.
* **Methodology** - Magically quicken 1 ally. For 3 rounds, your target moves as a non-counting free action and cannot be engaged by enemies. 4 round cooldown. Optional free action when you reach Power Level 2.

### Power Level 2

* **Empower Implement** - Enhance one ally's staff, greatly increasing its power. For 3 rounds, all of your target's Power Level 2 spells with a cast time can be cast instantly. When you reach Power Level 3, this spell also reduces the cast time of Power Level 3 spells by 1 round. 4 round cooldown. Instant cast.
* **Corundum** - Boost the energy of your allies, enhancing their strength. For 3 rounds, all allies in a small area deal additional points of damage with their basic attacks equal to your Power Level - 1. 5 round cooldown. Instant cast.

### Power Level 3

* **Failsafe Strategy** - Prepare for a way out, no matter the cost. Whenever you are defeated in battle, you instantly recover to 1/2 of your maximum health, and cannot be harmed in any way until your next turn. This spell is permanent until it takes effect. Free action.
* **Emergency Crisis** - A powerful compulsion echoes across the entire battlefield. Rearrange the initiative table to however you wish, and battle continues with the next character after you. - 1 cast time.
Gravespeaker

A Gravespeaker casting Recompose

None

The **Gravespeaker** has practiced sinister Eldyrian techniques thought long lost. They are one with the dead, fusing corpses with energy from the Weave in order to serve them.

## Class Notes

* Gravespeakers are immune to any ability or spell that brings them back to life outside of their own.
* A zombie that has been defeated cannot be reanimated again.
* Zombies are immune to non-DoT debuffs, except for paralysis and knockdown.
* A Gravespeaker can have a maximum number of zombies on the field equal to their Power Level + 1.

## Spells

### Power Level 1

* **Decompose** - Project a field of virulent acid. 1 enemy takes your Power Level + 1 in dark/acid damage. Anyone hit by this spell cannot be brought back to life by means outside of your spells.
* **Recompose**- Cause 1 corpse on the field to rise as a zombie. Each zombie is treated as a fighter with health equivalent to 2/3rds of your maximum. Upon being reanimated, a zombie cannot be healed, resurrected, or have its health affected positively in any way. Zombies may either move or make a basic melee attack that causes damage equal to your Power Level + 1.

### Power Level 2

* **Corpse Explosion** - You instantly cause any number of corpses and/or zombies on the field to explode. In a large area centered on them, any enemy present takes 2x your Power Level in dark/physical damage. An enemy in the radius of 2 or more corpses takes damage accordingly, and anyone this spell is used on cannot be its target again. Instant cast.
* **Onslaught of the Dead** - For 2 rounds, all zombies deal 2 additional points of damage with their basic attacks. 4 round cooldown. Free action.

### Power Level 3

* **Soul Harvest** - Violently rip the soul from 1 enemy and infuse their corpse with your powers. Your target is killed instantly and is simultaneously reanimated as a zombie. Additionally, any corpse in a large area centered on your target is instantly reanimated into a zombie as well. If your target is immune to instant death, they take 3x your Power Level in dark damage, instead, and are reanimated if they die from damage. - 1 cast time.
* **Call of the Dead** - Fuse your powers with your soul. Upon being killed, you instantly rise as a zombie, similar to *Recompose.* Your health is equivalent to 2/3rds of your maximum, you still possess your Power Level 1 and 2 spells, and are still treated as a mage. Upon being reanimated, you cannot be healed, resurrected, or have your health affected positively in any way. This spell is a free action, and is permanent until it takes effect.
Exarch

An Exarch

None

A master of death magic, the **Exarch** is often viewed with suspicion and fear. Their ability to end mortal life instantly are proof of their power.

## Spells

### Power Level 1

* **Slay Living** - Upon casting this spell, you encase your hand in a field of negative energy. On your next turn, you must use your main action to attack 1 enemy at any range. Your target must save with a 20% bonus or be slain instantly, or take your Power Level + 2 in dark damage. This bonus is reduced to 10% when you reach Power Level 2 and is eliminated when you reach Power level 3. This spell must be re-cast after you make your attack.
* **Unholy Bolt** - Fire a black globe of negative energy from your palm. 1 enemy takes your Power Level + 2 in dark damage.

### Power Level 2

* **Instant Death** - Cause the soul of 1 enemy to be ripped from their body. Your target has a flat 35% chance of being killed outright. If the enemy saves, they take your Power Level in dark damage.
* **Dark Reaping** - All of your spells with a save component have their chance of death increased by 15%. *Instant Death* is affected by this bonus as well, so with this spell, it would have a flat 50% of success. This buff is not lost if you are interrupted; only when you successfully cast a spell. 5 round cooldown. Free action.

### Power Level 3

* **Death Wish** - Focus the powers of death upon your foes, and attempt to snuff out their lives, instantly. All enemies on the battlefield must save with a 10% bonus or be slain instantly. Enemies that save suffer your Power Level + 2 in dark damage, instead.
* **Destruction** - 1 enemy of your choice is slain instantly, due to the immediate loss of their soul. If your target is immune to instant death, they take 4x your Power Level in dark damage. An enemy defeated by this spell cannot be raised by any means. No Power Level 3 restriction. 3 round cooldown. - 1 cast time.
Characters

These are the **characters** in the Gem Life story.

* Black Diamond (Silhouette Only)
* Green Diamond (Silhouette & Gemsona Seen)
* Red Diamond (Silhouette & Gemsona Seen)
* Black Pearl (Mentioned)
* Green Pearl (Waist & Up Seen)
* Spinels (Seen In-Game)
* Pebbles (Seen In-Game)
* Garnets (Seen In-Game)

* Gemsona - Official character design made in the *Gemsona Maker* (Usually by admins)
* Mentioned - Mentioned in-game or implied
* In-Game - Character seen in the Gem Life game
Vicar

A Vicar of Llymayn

The **Vicar** is a Favoured blessed by Llymayn. Vicars possess powerful shields that they use to protect their allies and themselves, and the brilliant offenses they command are worthy of their own right.

## Class Notes

* Vicar take 1 additional point to incoming dark damage and 1 less from incoming holy damage.

## Spells

### Power Level 1

* **Radiance** - A bright rush of divine power blasts 1 enemy, inflicting holy damage equal to your Power Level + 1.
* **Divine Benison** - Erect a brilliant, semi-invisible damage shield upon yourself or 1 ally, with strength equal to your Power Level. 3 round cooldown. Optional free action when you reach Power Level 2.

### Power Level 2

* **Llymayn's Endurance** - Call a strengthening wave of positive energy onto the field in a large area. For 3 rounds, you or any ally in the field are immune to all debuffs. Field AoE. 4 round cooldown. Instant cast.
* **Magical Vestment** - Clad yourself in conjured armour of pure light. For 2 rounds, all incoming damage is reduced by your Power Level - 1. 5 round cooldown. Free action.

### Power Level 3

* **Divine Consolation** - Llymayn breathes new life into yourself or 1 ally. Upon casting, your target heals to full health instantly and is cleansed of all debuffs, regardless if they are defeated or not. Additionally, they gain a damage shield equal to your Power Level + 3. Instant cast.
* **Luma** - Assault 1 enemy of your choice with divine energy that sears their soul. For 3 rounds, your target takes holy/force damage equal to your Power Level. No Power Level 3 restriction. 2 round cooldown. Optional free action.