STR Skill Gems

Casts an aura that empowers you and your allies with fire. Anger increases your damage from all attacks and spells by 4 regardless of damage type. All your allies gain 2 damage. **Reduce Enemy Threshold** against fire attacks by 6.

Tier Bonus: +4 damage to you, +2 damage to allies. 6 additional **Threshold** reduction against fire attacks. +2 **Mana** cost.

The character swings their weapon(s) hitting all enemies in your Zone. Adds 4 damage.

Tier Bonus: +4 damage. +1 **Mana** cost.

Casts an aura that grants armour to you and your allies. Increases **Armour** by 4.

Tier Bonus: +4 **Armour**. +2 **Mana** cost.

Binds the soul of an enemy to your service with a melee strike. If the bound enemy is killed within 2 rounds of being hit by Dominating Blow, that enemy is revived as a minion under control of the player. Does not work on Possessed or stronger enemies. There is no limit to how many minions you can control until they expire.
Dominated minions last 10 turns (around 1 minute). They are in a mental haze, unable to think or talk intelligibly, existing only to fight for their master.

Tier Bonus: +4 minion damage, +1 turn duration on soul binding. +10 turn duration. +2 **Mana** cost.

Performs a warcry, adding Endurance Charges equal to the number of enemies in your Zone (up to your Endurance Charge maximum). All enemies in the Zone are Engaged by the player as if they had been hit by a melee attack. Casting Enduring Cry is a Minor Action.

Tier bonus: one additional Endurance Charge per enemy in the Zone. +1 **Mana** cost.

Smashes the ground with an axe, mace or staff, dealing damage in an area and cracking the earth dealing 2 added damage in your zone. On the start of your next turn, the crack will erupt in a powerful aftershock in the zone where you attacked dealing 6 additional damage.

Note to GMs: Intelligent enemies will try to use **Maneuver** or **Athletics** to leave the Zone so they don’t take the aftershock damage if they’re not impeded.

Tier bonus: +2 damage to the initial hit and +4 to the aftershock. +2 **Mana** cost.

Summons a totem that fires three projectiles at enemies in the zone it was summoned dealing 8 added damage. Flame Totem cannot target enemies outside of the zone it was summoned in. Requires a Major action to activate and attack with, and a Minor action to summon.

Tier bonus: 1 additional projectile, +8 added damage. +2 **Mana** cost.

Attack a target with your mace or staff and deal cold damage. If the enemy gets reduced to below half their **Threshold** in current **Life**, they will shatter and die. Increases damage by 10. Effects that reduce enemy **Threshold** do not affect this number for purposes of when the target dies.

Tier Bonus: +10 damage. +1 **Mana** cost.

The character slams the ground in front of them with their mace or staff, creating a shockwave that travels forward and damages all enemies in your Zone with an increased chance to stun. **Reduce Enemy Threshold** by 12 and damage by 2.

Tier Bonus: **Reduce Enemy Threshold** by 12 and damage by 2. +1 **Mana** cost.

Attacks the enemy with a forceful blow, with a high chance of stunning them. Increases damage by 10 and **Reduce Enemy Threshold** by 6.

Tier Bonus: +10 added damage and **Reduce Enemy Threshold** by 6. +1 **Mana** cost.

Channel fire through your hands, converting all your physical damage into fire. Adds +1 **WAM** to the damage of attacks. Whenever you kill an ignited enemy, they explode into a ball of flame igniting all enemies in their zone as if you had bypassed their **Threshold**, with the triggering attack or spell. Multiple explosions don’t stack.

Tier bonus: **Reduce Enemy Threshold** by 12. +2 **Mana** cost.

Hits the enemy for fire damage. If the enemy dies after being hit on the same turn they were hit by Infernal Blow, they will explode, dealing fire equal to the Final damage of your attack to enemies in the Zone. Exploded corpses cannot be used for necromancy. Increases damage by 8.

Tier Bonus: +8 damage. +1 **Mana** cost.

Infuses your melee weapon with electrical energies as you swing that deals lightning damage. The stored energy is released from the weapon as projectiles when you attack, flying out from your target and seeking 3 enemies. Each projectile seeks a target of your choice, and travels far enough to attack targets in other Zones. Increases damage by 6. A melee character doesn't have to target someone to use Lightning Strike, allowing them to use the three projectiles purely as a ranged attack if they wish. The character may choose to focus the electrical explosion on a single target, producing no extra projectiles but increasing the damage bonus of the strike to 12 damage.

Tier Bonus: +6 damage for projectile attack, +1 additional projectile, +12 damage for single target. +1 **Mana** cost.

Leap in the air, increasing your **Speed** by 2 and increasing your damage by 2 and hitting all enemies in the target Zone with your melee weapon. If you use this attack to try to win a **Maneuver** or **Athletics** check (such as trying to break Engagement), you gain a +4 bonus on the roll.

Tier Bonus: +2 damage, +4 **Maneuver** or **Athletics** bonus. +2 **Speed**. +2 **Mana** cost.

Summons fiery elemental shields providing 12 **Armour** and **Resistance**. The shield lasts until the start of your next turn. When the shield expires it explodes, dealing your damage as fire to enemies in your Zone. Casting Guard skills is a minor action. Guard skills can only be cast once every 5 minutes.

Tier Bonus: +12 **Armour** and **Resistance**. +2 **Mana** cost.

Increase you and your allies **Resistance** against fire damage by 8.

Tier bonus: +8 **Resistance** against fire. +2 **Mana** cost.

Curses all targets in an area, causing them to suffer the same physical damage they deal with their attacks or spells. The Raw physical damage (damage dealt before mitigation) dealt by enemies is reflected back to them. If an enemy cursed by Punishment hits multiple enemies, they only take damage as if they hit one enemy.

Tier bonus: **Reduce Enemy Threshold** by 12. +2 **Mana** cost.

Summons a totem that has an aura which regenerates **Life** for you and your allies. Rejuvenation Totem regenerates 4 **Life**.

Tier Bonus: +4 **Life** regeneration. +2 **Mana** cost.

Charges at an enemy, bashing it with the character's shield. Enemies in the way are pushed to the side. Increase your **Maneuver** and **Athletics** checks this turn by +5. This attack cannot miss on a 1. Shield Charge does no bonus damage if used against an opponent in your Zone. If you charge at a target in another Zone you add 14 damage. Requires a metal or leather shield. +2 **Speed**

Tier Bonus: +14 damage. +5 on **Maneuver** and **Athletics**. +2 **Mana** cost.

Summon a golem made of flame. The golem lasts until it dies or the caster falls asleep or unconscious. The golem attacks using a fire projectile. The golem has 30 base **Life** and deals 10 fire damage per attack. All minions of all types always move and attack the same targets as a group, and lack the intelligence to split up. Summoned minions in the summoner's Zone automatically defend their master, meaning that all attacks and spells directed at the summoner hit the summoners minions beforehand. If the summoner sends their minions to attack enemies in another Zone, they lose this defensive benefit. Minions use their masters **Maneuver** and **Stealth** on appropriate checks.
You can only summon a maximum of 1 golem.

Tier bonus: 40 **Life** and 14 fire damage. +2 **Mana** cost.

Summon a golem made of stone. The golem lasts until it dies or the caster falls asleep or becomes unconscious. The stone golem attacks with a melee punch. The golem has 40 base **Life** and deals 6 physical damage per attack. While a stone golem is active, the summoner regenerates 10 **Life** per round. All minions of all types always move and attack the same targets as a group, and lack the intelligence to split up. Summoned minions in the summoner's Zone automatically defend their master, meaning that all attacks and spells directed at the summoner hit the summoners minions beforehand. If the summoner sends their minions to attack enemies in another Zone, they lose this defensive benefit. Minions use their masters **Maneuver** and **Stealth** on appropriate checks.
You can only summon a maximum of 1 golem.

Tier bonus: 50 **Life** and 8 damage. +2 **Mana** cost.

Gain a shining gold barrier that lasts until the start of your next turn. This barrier absorbs up to your **Threshold** in damage. Casting Guard skills is a minor action. You may only have one Guard skill active at one time. Guard skills can only be cast once every 5 minutes.

Tier Bonus: Barrier hp increased by 40. +2 **Mana** cost.

Casts an aura that grants 4 **Life** regeneration to you and your allies.

Tier Bonus: 4 **Life** regeneration. +2 **Mana** cost.

Curses all targets in a Zone. All attacks and spells on the cursed targets will gain 8 **Life Leech** and 1 **Mana Leech** for any attack or spell (even elemental spells). Slain enemies grant an Endurance Charge when slain. Cursed enemies provide double flask charges when slain.

Tier Bonus: +4 **Life Leech**, +1 **Mana Leech**. +2 **Mana** cost.