recursal/Fanatic-Fandom huggingface dataset:
Wind Adept

A Wind Adept casting Windblade

Channeling the power of air itself, **Wind Adepts** command powerful offensive skills.

## Class Notes

* Spells cast by the Wind Adept that deal physical damage bypass physical resistance.

## Spells

### Power Level 1

* **Windblade** - Violent winds slash through 1 enemy, doing physical damage equal to your Power Level. When you reach Power Level 2, this spell becomes an optional free action, but can only be cast a maximum of once per round.
* **Silence** - Create a globe of negative pressure, stopping Eldyr or prayers. 1 enemy is silenced for 2 rounds. 5 round cooldown.

### Power Level 2

* **Great Shout** - Let out a terrible roar in a line in front of you, causing force damage equal to your Power Level + 2 to any enemies within, and fearing them for 1 round. 3 round cooldown. Instant cast.
* **Aero** - Fierce winds tear at 1 enemy of your choice for 4 rounds, dealing physical damage equal to your Power Level. This spell may not be cast upon someone already affected by it, and only 2 castings may be active at any time. Optional free action.

### Power Level 3

* **Tornado** - Conjure a powerful whirling tornado to engulf all enemies on the battlefield, blasting them for force/physical damage equal to 2x your Power Level, and knocking them down for 1 round.
* **Asphyxiation** - Alters the very air around all enemies on the battlefield, creating a localized field of negative pressure. Those that fail to save suffocate and die instantly. Anyone that saves takes force/physical damage equal to 3x your Power Level, instead.
Martial Artist

A Martial Artist, ready for battle

**Martial Artists** are powerful fistfighters that employ resonance, tiny reverberations of energy imprinted on one's soul.

## Class Notes

* Resonance is a token employed by the Martial Artist. Each hit with their basic attack adds one point of Resonance to their target.

## Abilities

### Power Level 1

* **Resonating Strike** - Empower your fists with a greater amount of energy before striking. Make a basic attack at 1 enemy, but add 2 additional points of Resonance. 3 round cooldown.
* **Anticipation** - Become incredibly alert of the battlefield and nearby attackers. For 2 rounds, you gain 50% physical resistance. 5 round cooldown. Free action.

### Power Level 2

* **Resonating Touch**- Perform a gesture with your hand, then touch your foe, triggering all Resonance within them. 1 enemy takes force damage equal to your Power Level times the number of Resonance they possess. All Resonance active on this enemy is removed afterwards. 2 round cooldown. Optional free action.
* **Resonating Leap** - Move to any unoccupied square and make a basic attack at any enemy immediately around you. Attacks made with this ability do not trigger *Follow Through*. 3 round cooldown.

### Power Level 3

* **Follow Through** - Your fists become a blur as you strike. Your next 3 basic attacks produce an additional basic attack as a non-counting free action. Free action.
* **Resonating Renewal** - Gain newfound energy through resonating vibrations. Recover 2 points of health for every point of enemy Resonance active on the battlefield. No Power Level 3 restriction. 5 round cooldown. Optional free action.
Jester

A Jester

The **Jester** may seem harmless at first, but along with an ally they choose, they are often the last sight someone may see. Thought to be blessed by Ycantha's might, they are armed with three magical globes that they juggle constantly.

## Class Notes

* The Jester's globes are magical in nature, and deal physical/force damage.
* When a Jester moves, they have a 50% chance of not consuming their main action. They cannot move more than once per turn, however.

## Abilities

### Power Level 1

* **Crown of the Clown** - Mark 1 ally at any range as your permanent partner in battle. For the rest of battle, both you and your partner deal 1 additional point to outgoing direct damage. When you reach Power Level 3, you both also receive 1 less point to incoming direct damage. You can only use this ability once per battle.
* **Crown of the Dunce** - Affect 1 enemy at any range with a mysterious curse. For 2 rounds, all damage they do is reduced by 1 point. 4 round cooldown. Free action.

### Power Level 2

* **Bonus Act** - Both you and your partner affected with Crown of the Clown make a free basic attack. 3 round cooldown. Free action.
* **Bi-Sphere Volley** - Perform an elegant spin before tossing 2 of your magical spheres at 1 enemy. Your target takes physical/force damage equal to 2x your basic attack. 3 round cooldown.

### Power Level 3

* **Grand Finale** - Bend reality, causing your foes to lose their weight instantly, before you proceed to juggle them. Enemies in a large area take force/physical damage equal to 3x your Power Level, and may have their locations shifted to whatever positions you choose.
* **Tri-Sphere Volley** - Perform an elegant spin before tossing all 3 of your magical spheres at 1 enemy, causing physical/force damage equal to 3x your basic attack. No Power Level 3 restriction. 5 round cooldown.
Flamebrother

A Flamebrother readying Inner Fire

**Flamebrothers** (and **Flamesisters**) are Favoured of Ishtan, strong warrior-priests that inspire others. Known for their strength and ability to persevere in the most dangerous situations, they serve as guides to their fellow faithful.

## Class Notes

* The Flamebrother's basic attacks deal additional fire damage equal to the Flamebrother's Power Level.

## Abilities

### Power Level 1

* **Fiery Charge** - Wreathe yourself in flames and rush to an unoccupied square. Enemies in the squares you have passed take fire damage equal to your Power Level. 2 round cooldown. Free action.
* **Smokeward** - Create a shield of magical smoke, enhancing defenses. For 2 rounds, 1 ally at any range gains 50% physical and magical resistance. 5 round cooldown. Optional free action.

### Power Level 2

* **Flamestrike** - Call down a column of Ishtan's flames, which descends upon a small area at any range. Enemies within take 2x your Power Level in fire damage now, and again on your next turn. 4 round cooldown. Field AoE.
* **Inner Fire** - Ishtan's flames empower you, allowing you to persevere. For 3 rounds, your outgoing fire damage bypasses fire immunity, and you regenerate your Power Level in health. 5 round cooldown. Optional free action.

### Power Level 3

* **Lance of Flame** - By your willpower alone, you create a lance of pure fire, which strikes 1 enemy at any range. Your target takes your Power Level + 1 in fire damage, and burns for 1 round, taking the same amount.
* **Fire Storm** - Become a living conduit for Ishtan's sun, causing a barrage of flame to rain down from above. For up to 3 rounds, as long as you maintain this ability, enemies in a large area at any range take your Power Level + 2 in fire damage. You may not perform any other actions while this ability is active, but you may terminate it prematurely.
Ratian Hunter

Ratians are small, rodent-like creatures that are encountered mainly in Guinevere. They are incredible fast and agile, and attack by clawing and biting.

## Lore

The warriors of the ratians, hunters are tasked with taking down dangerous prey, allowing the colony to be sated for days at a time. There are only a handful of hunters in a ratian colony, but all of them are formidable.

## Abilities

### Power Level 1

* **Piercing Bite** - Bite one foe, piercing their armour with dangerous force. 1 enemy takes damage equal to your basic attack, and suffer 1 additional point to incoming physical damage for 3 rounds. 4 round cooldown.

### Power Level 2

* **Taste for Blood** - For 3 rounds, you and all ratian allies deal 1 additional point to outgoing physical damage. 5 round cooldown.

### Power Level 3

* **Strength of the Pack** - Your next basic attack additional physical damage equal to the number of ratian allies active on the battlefield. Free action.
Demolitionist

A Demolitionist readying an Ice Bomb

The **Demolitionist** is a dangerous expert in explosives. Combining the Ikati's gunpowder with various mixtures, the Demolitionist wreaks destruction upon their foes.

## Class Notes

* The Demolitionist's basic attack deals physical/fire damage and affect a small area.
* Burn debuffs caused by the Demolitionist stack with each other, but not themselves. For example, an enemy can be affected by *Fire Bomb* and *Incendiary Bomb* at the same time, but not *Fire Bomb* twice.

## Abilities

### Power Level 1

* **Fire Bomb** - Throw a bomb onto an area, showering it in fire. Enemies in a small area take your Power Level in physical/fire damage, and burn for 1 round, taking the same amount. 3 round cooldown.
* **Ice Bomb** - Throw a bomb that charges the air with cold, chilling and freezing upon impact. Enemies in a small area take your Power Level in physical/ice damage. Additionally, ice damage you deal to your target afterwards is increased by 2 additional points for the rest of battle. 3 round cooldown.

### Power Level 2

* **Nerve Bomb** - Throw an explosive charged with a chemical that disrupts the nervous system. Enemies in a small area take your Power Level - 1 in physical damage and are paralyzed for 1 round. 5 round cooldown.
* **Bait and Switch** - Throw a bomb at your feet that releases smoke, masking your appearance. You ignore the next instance of incoming direct damage. 5 round cooldown. Free action.

### Power Level 3

* **Incendiary Bomb** - Throw a dangerous explosive charged with a volatile mixture that is primed to explode again after a short duration. Enemies in a small area take 2x your Power Level in physical/fire damage, and burn for 1 round, taking damage equal to 3x your Power Level.
* **Twinned Toss** - Quickly throw 2 Power Level 1 or Power Level 2 bombs, regardless if they are on cooldown or not. Abilities used this way don't affect cooldowns already in progress. No Power Level 3 restriction. 4 round cooldown.
Heretic

None

The **Heretic** is a mage skilled in draining energy from mortals. Heretics' presence is rarely made known to those they encounter, since they are seen by many as blasphemers that oppose the gods.

## Spells

### Power Level 1

* **Lifedrain** - Steal the lifeforce of 1 enemy, causing dark damage equal to your Power Level and healing yourself or 1 ally for an equal amount. 1 round cooldown.
* **Imperil** - Put a devious curse on 1 enemy, causing their next ability or spell to fail and do nothing. Additionally, your target takes 1 additional point to incoming physical damage until your next turn. Actions interrupted this way do not go on cooldown. 4 round cooldown.

### Power Level 2

* **Lifelink** - Connect an aspect of your soul with 1 enemy for 3 rounds, siphoning their lifeforce away. Each round, your target takes dark damage equal to your Power Level, and you heal for equal the amount. 5 round cooldown. Instant cast.
* **Corpsebloom** - Curse 1 enemy with a powerful hex that is permanent, unless you are defeated before it has a chance to take effect. When the target is defeated, the most injured person on your side heals by 3x your Power Level. 6 round cooldown. Instant cast.

### Power Level 3

* **Lifebring** - Bond your lifeforce with your foe for a moment, using it to fuel your allies. 1 enemy of your choice suffers 2x your Power Level in dark damage. 1 ally is then brought back to life with 1/2 of their max health. Instant cast.
* **Death's Door** - Wither your foe's body, instantly bringing them to an inch of their life. 1 enemy's health is reduced to 1 point. This spell bypasses magic resistance and damage shields.
Wu Jen

A Wu Jen starting to cast Implosion

A learned mage hailing from Hinode, the **Wu Jen** is skilled in the metaphysical arts. Like no other, they are proficient in enhancing the natural powers of their staves.

## Spells

### Power Level 1

* **Infuse with Vital Essence** - Tap into the powers of metaphysics and project it into your staff, greatly increasing the damage it does with each strike. For 4 rounds, your basic attacks deal 1 additional point of damage. You may only cast this spell if there is no current instance of it active. Optional free action when you reach Power Level 2.
* **Enervation** - Partially sever your foe's connection to their mind. Pick 1 ability or spell possessed by 1 enemy. For the rest of the combat, or until they are defeated, they cannot use that ability or spell. If the ability or spell is currently active, like a buff or Field AoE, it expires instantly. This spell cannot be removed by a cleansing spell or ability, but only one instance of it can be active at any time. If you are defeated while this spell is active, it expires.

### Power Level 2

* **Fortune from Misfortune** - For every active debuff on the enemy's side of the field, you heal 2 points of damage, up to a maximum of 8 points. For example if Enemy A is poisoned and Enemy B is both poisoned and paralyzed, you heal for 6 points total. 3 round cooldown. Free action.
* **Cloak of Impulse** - Sheathe yourself in an aura of twisting magic. For 3 rounds, any enemy standing immediately around you takes force damage equal to your Power Level + 1. 5 round cooldown. Instant cast.

### Power Level 3

* **Infuse with Perilous Essence** - Further increase the connection between you and your staff, adding 2 additional points of damage to your basic attack for the rest of battle. Additionally, anyone struck by your basic attack while this spell is active has a flat 5% chance of dying instantly. No Power Level 3 restriction, but you may only cast this spell if there is no current instance of it active. Optional free action.
* **Implosion** - A powerful field of metaphysical energy encircles you. For 4 rounds, 1 enemy, chosen at random, must save or be killed instantly. If they save, they take force damage equal to your Power Level + 1, instead, which cannot be reduced by any means. Anyone defeated by this spell cannot be brought back to life. This spell ends immediately if you are defeated before its expiration. - 1 cast time.
The Divine Edict

The **Divine Edict** is one of the most influential rules that binds the Gods, greatly limiting their powers in Vitaria. The Divine Edict was officially made known of in 951 DR, when a Favoured of Erebos was told only days before his death, a cruel joke by the then God of Darkness. As more and more faithful became Favoured, this knowledge was verified by the various Gods, Themselves.

The Divine Edict is made up of three clauses, that proceed thusly -

1. The Gods cannot directly influence our world, or They shall be subjected to the powers and punishments of Their kin.
2. The Gods may only commune with and act through Their Favoured, who should serve as the brightest and most devout of Their faithful. Those that break their God's trust must have their blessings revoked.
3. The Gods must therefore be responsible for Their own duties not made known to Vitaria and her people, and thus shall the wheel of time stay in motion. The Gods leave us to our own fate and what we make of it.

Notably, much of history is dotted with the actions of the Gods that have broken the Divine Edict, and all have done so at least once. Whether provoking war, assisting with the casting of the Ancient Eldyrian Spells, or the creation of the Godlike, the Gods' direct influence is more common than we would think. Nevertheless, punishments received for such actions have been grave indeed, the biggest example being the loss of Erebos' life at the hands of His peers.
Sentinel

A Sentinel readying for battle

**Sentinels** are the unyielding protectors of the Sol-Ikati. They are highly trained warriors, combining brute strength, indomitable range, and calculated intelligence.

## Class Notes

* Retribution is a token employed by the Sentinel. Every time the Sentinel is a target of an enemy's basic attacks, abilities, or spells, they gain 1 point of Retribution.
* Sentinels' glaives cause bleeding with basic attacks. For 1 round, the target bleeds for the Sentinel's Power Level - 1.

## Abilities

### Power Level 1

* **Iron Rage** - Heighten your endurance and constitution. For 2 rounds, all incoming damage is reduced by 1/2, and all outgoing damage is increased by a number equal to your Power Level. 4 round cooldown. Optional free action.
* **Incite** - Force 1 enemy at any range to perform a basic attack upon you. If they must move in order to do so, this ability affects them until they attack. 4 round cooldown. Optional free action.

### Power Level 2

* **Leap of Rage** - Jump to 1 enemy not immediately nearby, and make a basic attack upon them. 2 round cooldown. Optional free action.
* **Whirling Vengeance** - Your glaive spinning expertly, you perform a furious dance of death. All enemies immediately nearby take physical damage equal to your Power Level multiplied by the number of Retribution you have. All Retribution is immediately removed from you afterwards. 3 round cooldown.

### Power Level 3

* **Sanative Fury** - Your rage numbs you to your wounds, enabling you to fight longer. Spend a number of Retribution as you wish, and heal for 3x the amount spent. The Retribution you spend is removed from you afterwards, and your next basic attack deals 3 additional points of damage. Optional free action.
* **Unending Fury** - Your fury is so powerful that it allows you to shrug off mortal wounds. When you are defeated in battle, you may still act normally for 2 rounds, but become immune to all ally and enemy actions taken upon you. After these 2 rounds, however, you are instantly defeated. This ability is permanent until it takes effect. Optional free action.
Scion of the Sun

A Scion of the Sun readying Dawn's Blessing

The **Scion of the Sun** is a master of Ishtan's might. Focusing on inflicting as much damage as possible, they can wreak untold havoc upon their foes.

## Spells

### Power Level 1

* **Dawn's Blessing** - Your bond with the suns sustains you. For 3 rounds, you are immune to all non-DoT debuffs and instant death, and regenerate health equal to your Power Level - 1. 5 round cooldown. Free action.
* **Sunscorch** - A ray of sunlight descends from the sky and blasts 1 enemy, dealing your Power Level + 2 in fire damage.

### Power Level 2

* **Shroud of the Sun** - Conjure a barrier of solar energy around yourself. For 3 rounds, any enemy standing immediately next to you takes fire damage equal to your Power Level + 1. 5 round cooldown. Instant cast.
* **Crown of the Sun** - A beam of empowering sunlight shines down upon 1 ally, adding 2 points to their next instance of outgoing direct damage. Only 1 instance of this spell can be active at any time. 3 round cooldown. Free action.

### Power Level 3

* **Solar Flare** - Raise your hands to the sky, and conjure an aspect of the sun itself. Countless rays of sunlight stream down from above you, blanketing the field in a blinding torrent of heat. Every enemy on the battlefield takes 2x your Power Level in fire/holy damage, is blinded for 1 round, and burns for fire damage equal to your Power Level for 2 rounds. Undead are destroyed instantly.
* **Solar Beam** - A luminous beam of powerful sunlight streaks down upon 1 enemy, causing fire damage equal to 4x your Power Level and blinding them for 1 round. If your target is undead, they are destroyed instantly. No Power Level 3 restriction. 3 round cooldown. - 1 cast time.
Samurai

A Hinodean Samurai, in service of the Emperor

The Samurai wields a katana in battle, strengthening their allies and themselves through the power of chi.

## Abilities

### Power Level 1

* **Chi Barrier** - Concentrate on your inner chi and use it to defend yourself. For 2 rounds, all incoming direct damage is reduced by 1/2. 5 round cooldown. Free action.
* **Chi Disruption** - Focus your chi into your blade before striking. 1 enemy takes physical damage equal to your Power Level, and is paralyzed for 2 rounds, without an early recovery roll. 5 round cooldown.

### Power Level 2

* **Chi Meditation** - Strengthen 1 ally mage at any range through your chi. The next spell they will or are currently casting cannot be disrupted via debuffs or disabling effects, and all direct damage done by it is increased by 2 points. 3 round cooldown. Free action.
* **Chi Focus** - Quiet your mind and allow yourself to gain power normally far beyond your means. Your next basic attack causes additional force damage equal to your Power Level + 1. This ability does not apply to any damage inflicted with *Thousand Cuts*. 3 round cooldown. Free action.

### Power Level 3

* **Chi Restoration** - Share a portion of your chi. For 3 rounds, 1 ally at any range is granted regeneration for a number of health equal to your Power Level + 1. No Power Level 3 restriction. 5 round cooldown. Free action.
* **Thousand Cuts** - Striking with unnatural speed, make 4 basic attacks at any enemy standing immediately around you. You may strike 1 enemy 4 times, 4 enemies 1 time each, or any mix in-between. No Power Level 3 restriction. 4 round cooldown.
Potionmaster

A Potionmaster in his workshop

The **Potionmaster** uses their vast knowledge of herbs, tinctures, and mixtures to brew various potions. They carry a casket full of everything they need wherever they go. However, their stock is limited.

## Class Notes

* The Potionmaster's basic attack deals acid damage. They only carry four of these acidic flasks into battle. Once their supply is exhausted, the Potionmaster cannot make basic attacks until the end of battle.
* Potions used on allies or enemies do not affect their turn in any way. Even though you are giving an ally a potion to drink, for example, this doesn't take up their main or free action.
* Successive potions used on the same target only reset the duration. Their effects do not stack.

## Abilities

### Power Level 1

* **Restorative Draught** - A magical draught heals yourself or 1 ally for 3x your Power Level. 2 uses per battle.
* **Tonic of Warding** - A soothing tonic allows yourself or 1 ally to be warded against all non-DoT debuffs and instant death for 3 rounds. 3 uses per battle.

### Power Level 2

* **Potion of Empowering** - A potent mixture allows 1 ally to deal 2 additional points with all outgoing direct damage for 3 rounds. Additionally, all direct damage suffered by them is reduced by 1 point. 2 uses per battle.
* **Flaming Admixture** - Break a dangerous concoction upon one foe, igniting them in flames. For 3 rounds, your target burns for fire damage equal to your Power Level + 2. 2 uses per battle.

### Power Level 3

* **Philter of Incorporeality** - Drink a potent solution capable of altering your body, yet keeping you anchored in the world. For 4 rounds, you can move as a free action, and you gain 20% physical and magical resistance. This ability is is only effective if you have at least 1 ally on the field. 1 use per battle.
* **Elixir of Life** - A miraculous potion allows 1 ally to be healed to full health. Additionally, they are purged of all debuffs and rendered immune to them and instant death for 4 rounds. If your target is defeated, they are restored to life with 1/2 health, instead. 1 use per battle.
Rendain

God of Conflict, Glory, and Strength, **Rendain** is known for His love of conflict, and arenas are often built and maintained in His honour. Before engaging in war or great battles, many of his followers ask for His blessing, in hopes of honouring Him. Rendain is a proud, glorious God, and his followers are often outgoing and masters of their own destinies.

## Description

Bravery, strength, courage, and action are all seen favourably by Rendain, and He forbids cowardice and shady techniques, like poisoning or deception.

To Rendain, conflict, especially through battle, is the greatest way for one to push themselves to their limit, and figure out their own source of strength and courage. By displaying these traits, Rendain believes His followers become closer to Him, and are able to know themselves through experience. Rendain does not shun magic or discourage its practice, but He prefers those that pursue combat with weapons, be they natural or manufactured, since they grant a more tangible experience.

Needlessly spilling the blood of others is considered dishonourable to Rendain, and the murdering of the innocent or harmless is equally looked down upon. Rendain's followers are encouraged to constantly find challenges that fit them, and by doing so, only then can they achieve glory, renown, and thus, learn who they truly are.

## Mark of Faith

Rendain's Mark of Faith is a hand gripping a sword wreathed in flame. Many Followers of Rendain have His symbol emblazoned on their armour, or bear it upon a medallion, worn around their neck.

## Worshippers

Rendain's worshippers are often Gladiators, sellswords, soldiers, and mercenaries, but many from all walks of life follow Him. Adventurers

## Dogma

*"Conflict, obtained through challenge, is the greatest form of self improvement. Never shun an opportunity to grow, behave honourably, and you will never live unfulfilled."*
Ratian Matriarch

Ratians are small, rodent-like creatures that are encountered mainly in Guinevere. They are incredible fast and agile, and attack by clawing and biting.

## Lore

Ratian Matriarchs are the leaders of ratian colonies, and will defend their brood ruthlessly if they are under attack. Most of them possess a hoard; trinkets, gold, jewelry, and the like obtained from prey.

Ratian Matriarchs almost always start their colonies around some sort of magical crystals, which they covet dearly. Due to being exposed to the magical crystals for so long, they possess limited ways of accessing the Weave.

## Creature Notes

* When creating a Ratian Matriarch, pick 1 elemental damage type (acid, dark, fire, holy, ice, or lightning). The matriarch will use this element to fuel her spells.
* Ratian Matriarchs must be in melee range to perform basic attacks, but may cast spells on targets at any range.

## Abilities

### Power Level 1

* **Shadestep** - Hide in the shadows, becoming difficult to see. You gain 50% physical and magical resistance, become immune to disengagement attacks, and may move as a non-counting free action for 2 rounds. 5 round cooldown. Free action.

### Power Level 2

* **Crystalline Blast** - Fire a beam of energy in a line towards 1 foe, dealing 3x your Power Level in elemental damage. Any enemies caught in the line suffer the same damage as well. 4 round cooldown.

### Power Level 3

* **Rally the Pack** - Cry out, instilling your companions with renewed vigour. You and all ratian allies heal for 2x your Power Level in health. Free action.
M/E Stories 30

* + "Echoes of Destiny's Veil"\*\*

In a realm where the Veil of Echoes connects the living and the afterlife, an enigmatic phenomenon unfolds. The Veil captures echoes of memories and emotions left behind by the departed, allowing a select few known as "Revelators" to interact with these ethereal echoes. These Revelators can channel the experiences and sentiments of those who have passed on, offering solace to the grieving and insight into the past.

At the center of this narrative is Kael, a young and mysterious Revelator with a profound gift and a hidden burden. Unlike others of his kind, Kael can perceive echoes that originate from the living—individuals who have not yet crossed the threshold of death. These echoes are tied to an impending calamity that threatens to plunge the realm into chaos, echoing the disastrous Sundering of ages past.

Kael's quest to decipher the enigma of these living echoes propels him into an intricate web of alliances and mysteries. Among his companions are a skilled but tormented assassin, haunted by echoes of her victims; a brilliant mage whose echoes speak of forgotten prophecies; and a warrior who holds a connection to the echoes that herald the impending catastrophe.

As Kael and his companions untangle the threads of fate, they must confront not only the external challenges posed by the impending disaster but also their own inner conflicts and past traumas. The echoes they encounter serve as mirrors reflecting their deepest fears, regrets, and vulnerabilities. The distinction between allies and adversaries becomes blurred as they grapple with questions of morality, sacrifice, and the intricate interplay between destiny and choice.

As Kael's journey unfolds, the living echoes guide him toward the heart of the mystery—the origin of the impending calamity and the manipulative forces at play. Along the way, he learns that his own connection to the echoes is far more intricate than he could have imagined, and the fate of the realm hinges on his ability to navigate the complex tapestry of echoes and uncover the truth hidden within their resonant whispers.

M/E Stories 31
Researcher

A Researcher studying an Ancient Eldyrian tome

The **Researcher** is a metaphysicist at home in the ruins of the Ancient Eldyrians. They have intensely studied the history of those that lived before us and are able to affect life at a biological level.

## Spells

### Power Level 1

* **Cytolysis** - Fire a ray of energy that causes 1 enemy's lifeforce to degrade, dealing force/physical damage equal to your Power Level + 1.
* **Biosynthesis** - Magically hasten the body's natural restorative processes. For 3 rounds, you or 1 ally regenerates a number of health equal to your Power Level + 1. 3 round cooldown.

### Power Level 2

* **Biolysis** - Affect 1 enemy with a lingering spell that slowly destroys their genetic composition. For 3 rounds, your target suffers force/physical damage equal to your Power Level. Only 2 instances of this spell may be active at any time, and it cannot be cast upon someone already affected by it. Free action.
* **Spellshaping** - You are able to alter the very composition of your magics. The next Power Level 1 spell you cast can either cover a small area, a cone, or affect those in a line originating from you, depending on your choice. Additionally, any damage or healing done is increased by 1 point. 3 round cooldown. Free action.

### Power Level 3

* **Wrath of the Ancients** - Impart a temporary portion of the Eldyrians' power into yourself. For 1 round, you and all allies deal 3 additional points to all outgoing damage, can move as a non-counting free action, and can cast any spell instantly. Instant cast.
* **Eye for an Eye** - Bathe the field in a powerful wave of ancient powers, greatly altering the effects of anyone within. Upon casting, you may alter all current buffs or debuffs present on the field and change who they affect for the rest of their duration. For example, you can steal an enemy's regeneration effect for yourself and transfer an ally's poison to your foe. No Power Level 3 restriction. 3 round cooldown. Instant cast.
Plaguebearer

A Plaguebearer in the midst of battle

None

A mysterious combatant carrying a devious sickness, the **Plaguebearer** is armed with a morningstar.

## Class Notes

* Plaguebearers suffer 0.5 damage each round at the start of their turn, due to their sickness. This sickness is not considered a debuff or effect, and cannot be increased, removed, or stopped by any means.
* Anyone the Plaguebearer strikes with their basic melee attack contracts their plague, suffering 0.5 damage on the start of their turn. This cannot happen more than once.

## Abilities

### Power Level 1

* **Toxic Gaze** - Augment your vision with your sickness, gazing in a line of 4 squares originating from yourself, and cause acid damage equal to your Power Level + 1 on any enemies standing within. Any enemies hit by this ability contract your sickness. 3 round cooldown.
* **Noxious Malady** - Spit forth a gout of acid at 1 enemy. For 2 rounds, your target has a flat 30% chance to fail any action they take, due to uncontrollable nausea. 5 round cooldown.

### Power Level 2

* **Pestilence** - For 3 rounds, you are wreathed in a deadly aura. At the start of your turns, any enemy standing immediately nearby takes acid damage equal to your Power Level. 5 round cooldown. Free action.
* **Touch of Rot** - Grasp the hand of 1 enemy, causing acid damage equal to your Power Level + 2 and addling them for 1 round. 4 round cooldown.

### Power Level 3

* **Caustic Decay** - Focus on 1 enemy at any range that is affected by your sickness, and cause their illness to fester. Your target takes acid damage equal to your Power Level. No Power Level 3 restriction. Free action.
* **Living Sickness** - Tap into the sickness fueling your body and cause it to take physical shape beside you. For 3 rounds, your duplicate can move and act as you would normally, with access to your basic attack and your Power Level 1 and 2 abilities. For the entire duration this ability is active, you may only move and use your basic attack, but you do not suffer any sickness damage. Your abilities return to you as soon as the duplicate expires. Your duplicate's abilities can be used, even if yours are on cooldown. Your double can still spread your plague through its basic attack, and cannot be harmed in any way. Despite this, it vanishes instantly if you are defeated before its natural expiration. Free action.
Sand Adept

A Sand Adept casting Devilwind

Hailing from Cor Anara, the **Sand Adept** has learned how to manipulate the very sands of their native country to their will.

## Spells

### Power Level 1

* **Blades** - Form gouts of sand into razor sharp blades, and fire them at your foe. 1 enemy takes physical damage equal to your Power Level + 1, and bleeds for 1 round, taking damage equal to your Power Level.
* **Diamond Edge** - Alter the composition of 1 fighter ally's weapon, sharpening it greatly. For the rest of combat, or until they are defeated, your target's basic attack deals an additional point of physical damage equal to your Power Level - 1. Only 1 instance of this spell may be active at any time. Free action when you reach Power Level 2.

### Power Level 2

* **Devilwind** - A twisting torrent of sand and air whips through a small area. Enemies within take physical damage equal to your Power Level + 2, and are blinded for 1 round. 4 round cooldown. Instant cast.
* **Mirage** - Twist the mind of 1 enemy, greatly altering their perception of what is real. Roll a 4-sided dice. For 2 rounds, they either move to a location of your choice, move to a random location on the field, attack themselves with their basic attack, or do nothing. 5 round cooldown.

### Power Level 3

* **Quicksand** - Create a field of quicksand over a large area for 3 rounds. Each round, enemies standing within must save or be killed instantly. Those that save suffer physical damage equal to your Power Level + 2, instead. Movement in this area takes both a main and free action. Field AoE.
* **Exhaustion** - Sap the strength of 1 enemy, causing all damage they do to be reduced by 2 points until the end of battle. Additionally, your target's next turn is forfeit. - 1 cast time.
Symbologist

A Symbologist casting Symbol of Force

A master of arcane Symbols, **Symbologists** are incredible Cor Anaran metaphysicists that affect the entire battlefield.

Lore

Lore

## Class Notes

* Once a Symbol is on the battlefield, it cannot be cast again, unless the Symbologist is brought back to life.
* All Symbols are Field AoEs.
* All Symbols take an additional round to cast.
* All Symbols last until the end of battle, or until the Symbologist is defeated.

## Spells

### Power Level 1

* **Symbol of Flame** - Etch a flame-infused Symbol around you. Every round, all enemies on the battlefield take 2 points of fire damage.
* **Phase Shield** - Your image shifts and wavers. For 2 rounds, you gain 50% physical resistance. 5 round cooldown. Free action.

### Power Level 2

* **Symbol of Venom** - Etch a poison-infused Symbol around you. Every round, all enemies on the battlefield take 2 points of poison damage.
* **Symbol of Blood** - Etch a life-infused Symbol around you. Every round, all enemies on the battlefield take 3 points of physical damage.

### Power Level 3

* **Symbol of Force** - Etch a force-infused Symbol around you. Every round, all enemies on the battlefield take 4 points of force damage.
* **Solipsism** - The capstone of the Symbologist's studies. Upon being cast, all Symbols have their effects happen again, immediately. Instant cast.
Caretaker

A Caretaker at rest

The Caretaker is a Favoured of Chessah, who works as a bridge between civilization and nature. They are often found in the various Eth'leenian cities, where they use their powers to halt nature's advance, without harming it in the process.

## Abilities

### Power Level 1

* **Mail of Thorns** - Your armour sprouts thorns. For 3 rounds, anyone that hits you with a basic attack or ability from melee range takes your Power Level in physical damage. 4 round cooldown. Free action.
* **Grasping Vine** - Cause a vine to erupt from the ground, striking wildly. 1 enemy in melee range takes your Power Level + 1 in physical damage and is knocked down for 1 round. 3 round cooldown.

### Power Level 2

* **Thorn Spray** - Fire a sharp barrage of thorns. 1 enemy takes 3x your Power Level in physical damage, bypassing damage shields. 4 round cooldown.
* **Slashing Vine** - Cause a poisonous vine to erupt from the ground. 1 enemy at any range takes your Power Level + 1 in physical damage, and is poisoned for 1 round, losing health equal to your Power Level + 2. 2 round cooldown. Free action.

### Power Level 3

* **Nature's Cure** - The soothing power of nature invigorates. 1 ally at any range heals for an amount of health equal to your Power Level + 2, regenerates the same amount for 2 rounds, and is cleansed of and immune to debuffs for the duration. Free action.
* **Cycle of the Earth** - Charge yourself with the mending energy of nature. The next 2 basic attacks you do heal you for the damage dealt. Optional free action.
Crusader

A Crusader of Eikor channeling power through her mace

**Crusaders** are battle-hardened Favoured that uses divine marks to aid their allies, infusing their targets' souls with strong magic. Crusaders often stand close to the vanguard of a group of soldiers or adventuring party, where they can debilitate enemies with their marks, and offer support with their maces.

## Class Notes

* All *marks* can be used at any distance.
* You cannot use the same mark on a target already affected by it.

## Abilities

### Power Level 1

* **Mark of Health** - The Vitae mark watches over you or 1 ally, granting regeneration equal to your Power Level + 1 for 3 rounds. 5 round cooldown. Optional free action.
* **Mark of Defense** - The Ixt mark watches over you or 1 ally, reducing incoming damage by 1 for 3 rounds. Only 2 instances of this ability may be active at any time. Optional free action.

### Power Level 2

* **Mark of Debilitation** - Curse 1 enemy with the Ylem mark, weakening them. Your target suffers 1 additional point to incoming damage for 2 rounds, and outgoing damage they do is reduced by 1 point. 4 round cooldown. Optional free action.
* **Mark of Pain** - Curse 1 enemy with the Mortis mark. Your target takes your Power Level + 2 in force damage every round for 4 rounds. 4 round cooldown. Optional free action.

### Power Level 3

* **Mark of Renewal** - The Juxt mark refreshes all active marks on yourself, 1 ally, or 1 enemy, to their original duration. No Power Level 3 restriction. Optional free action.
* **Mark of Failure** - The Uur mark causes the next ability or spell 1 enemy performs to fail, causing no effect. This ability must be used as a non-counting free action during the enemy's turn, as long as you are able to act normally. If the target is already casting a spell, it fails at completion. Spells or abilities lost this way are considered used, go on cooldown, and Power Level 3 abilities or spells with restrictions cannot be used again during this battle.
Field AoE

A **Field AoE**, or **Field Area of Effect**, is a persistent cloud, storm, or other such phenomenon that has been placed on the battlefield and lingers, lasting longer than an instant. Field AoEs take effect upon casting, and again on their place in the effect order. Field AoEs usually take up a small area, a large area, or the entire battlefield. Enemies only suffer effects of Field AoEs if they are present in the space they occupy.

Field AoEs end immediately if their caster is defeated, but persist as normal if their caster has been paralyzed or disabled in some way. Field AoEs do not target the caster's allies if the caster has become dominated, and continue to act as originally intended. However, if a dominated caster creates a Field AoE to harm their allies, it will act as such for the entire duration, or until they are defeated.
Cipher

A Cipher preparing to cast Silent Scream

The **Cipher** is a metaphysicist that has used their art to study the minds of others. They are proficient in altering the minds of their foes and turning them against each other.

## Spells

### Power Level 1

* **Psychic Backlash** - Overload the mind with a blast of mental energy. 1 enemy takes your Power Level in force damage.
* **Whisper of Betrayal** - Invade the mind of 1 enemy, charming them for 2 rounds. 4 round cooldown.

### Power Level 2

* **Silent Scream** - Channel a terrible energy, causing a deadly scream to take effect in the minds of your foes. Enemies in a large area take your Power Level in force damage. 2 round cooldown.
* **Puppet Master** - Take complete control over someone's thought processes, overriding their mental commands with those of your own. 1 enemy is dominated for 2 rounds. 5 round cooldown.

### Power Level 3

* **Disintegrate** - Ignite a destructive spark, causing the soul to rapidly erode into nothingness. 1 enemy takes your Power Level in force damage every round until they are defeated. They cannot be resurrected or brought back from the dead in any way. - 1 cast time.
* **Mindbreak** - You utter overwhelming suggestions in the minds of enemies in a small area, dominating them for 2 rounds. Your targets are not allowed an early recovery roll.
Kunoichi

A Kunoichi under the cover of night

The **Kunoichi** is a Hinodean fighter that wields a chained whip and shurikens. Only female, they are usually sent on missions of public espionage, where they take on various aliases. They excel in obtaining information, and are masters at conversation.

## Abilities

### Power Level 1

* **Steel Descent** - Leap towards 1 enemy not immediately nearby, landing next to them and slashing them with your whip. Your target takes physical damage equal to your basic attack and is addled for 1 round. 4 round cooldown. Optional free action.
* **Petal's Dance** - Adeptly move with an unearthly grace. For 2 rounds, you gain 30% physical resistance, and all physical damage you deal is increased by your Power Level - 1. 4 round cooldown. Optional free action.

### Power Level 2

* **Petal's Barb** - Hurl a shuriken at 1 enemy at any range, dealing your Power Level + 1 in physical damage. 1 round cooldown. Optional free action.
* **Petal's Thorn** - Hurl a shuriken at 1 enemy at any range, dealing your Power Level in physical damage. For 1 round, they are poisoned, taking your Power Level + 1 for the duration. 4 round cooldown. Optional free action.

### Power Level 3

* **Deadly Grace** - Compel 1 enemy at any range to perform a basic attack upon you. Any damage, debuffs, or effects you suffer from the attack is ignored. No Power Level 3 restriction. 4 round cooldown. Optional free action.
* **Secret of the Blossom** - Coat your whip in a deadly poison that stills the heart. Your next 3 basic attacks have a flat 20% chance of causing instant death. Optional free action.
Godlike

A Godlike, or Aspect, is a humanoid creation of the Gods, Themselves. Designed to look and be human in almost all aspects, Godlike are usually created with a mission or purpose, yet some are not. Godlike usually are intended to steer humanity in some way. Godlike of Chessah, for example, could try to protect a great forest from being burned down, while Godlike of Llymayn will often fight alongside mortals to protect them. Some Godlike are aware of their existence, and some, curiously, are not. Godlike remain an elusive mystery in Vitaria, and it is truly not known how many are present in the world. A Godlike that acknowledges their presence is rarer than they are, since they are breaking the Divine Edict.
Chunin

A Chunin in a bamboo forest

Chunin are ranged Hinodean fighters that use kunai in battle. They maintain their distance as they deal heavy damage.

## Abilities

### Power Level 1

* **Elusive Assault** - Move to 1 unoccupied square immediately nearby, and mark 1 enemy. Whenever they move, instantly throw a kunai at them, dealing your Power Level + 1 in physical damage. 4 round cooldown. Free action.
* **Flurry of Needles** - Hurl a barrage of kunai with blinding speed. Enemies in a small area take 2x your Power Level in physical damage. 3 round cooldown.

### Power Level 2

* **Weighted Blade** - Hurl a heavy kunai at 1 enemy, dealing 3x your Power Level in physical damage and knocking them down for 1 round. 5 round cooldown.
* **Needle Strike** - Hurl a needle-thin kunai at 1 enemy. Your target takes your Power Level + 1 in physical damage that bypasses all forms of damage reduction. 1 round cooldown. Free action.

### Power Level 3

* **Hail of Blades** - Quickly make a basic attack upon every enemy that has performed any offensive action against you at least once over the course of battle. Free action.
* **Swarm of Steel** - Hurl a great number of kunai with blinding speed. Enemies in a large area take your Power Level + 1 in physical damage.
Set

**Sets** are a series of modal abilities or spells that are activated upon use, and grant their buffs continuously until another Set is used, or the character is defeated. Set abilities or spells take effect immediately upon use, and then trigger continuously at the start of each of the character's turns. Characters can only have one Set ability or spell active at any time, and upon using a new Set ability or spell, any previously active one immediately ends. Set abilities and spells are never subjected to Power Level 3 restrictions, and may be used any number of times throughout the battle. Spells that belong to Sets at Power Levels higher than 1 are always cast instantly, unless specifically noted. Sets are used to represent persistent auras, fighting styles, and the like.

An enemy or ally affected by a Set ability or spell cannot be affected by another one from the same character per round. For example, a Duelist standing by a Blackguard with *Aura of Penance* active will have his incoming damage increased. On the Blackguard's turn, if he activates *Aura of Sin*, the Duelist won't suffer damage, since his aura pulsed at the start of the round, affecting the Duelist with *Aura of Penance*. On the Blackguard's next turn, however, the Duelist will be affected by *Aura of Sin*, and suffer damage.

Set abilities can affect any target a maximum of once per round. For example, if a character with a healing aura starts her round next to an ally, she heals them. If she move to a different location in the same turn, her aura also heals anyone she ends her movement nearby. She can't, however, heal the same person more than once on the same turn, even if she ends her turn in a different position around them.

If a character is defeated, Set abilities expire, and must be activated again if they return to battle.

For mages, activating a Set spell takes up the character's main action, but they may still perform a free action. They may not move and activate a Set in the same turn, however.

Set actions take up a character's main action, unless they use their main action to move. In this case, the Set ability is treated as a free action.

Examples of actions when using set abilities -

* A fighter may move and activate a Set ability, but may not perform a free action, basic attack, or another ability in the same turn.
* A fighter may activate a Set ability and use a free action, but may not move, perform a basic attack, or another ability in the same turn.