Skill Tree: Ardor

1.) The Look - Whenever you cast a spell, you gain ( Charisma + 5 ) stacks of The Look. Once you reach 100 stacks of The Look, you can expend all stacks of The Look on you to Charm target unit within 5m. Can only use The Look up to once per turn.

2.) Spell Loyalty - At the beginning of each encounter, choose a spell. You have a Pocket of ( Max MP x 0.4 ) Mana Points that you can spend only on that spell. Additionally, you have + ( Max MP x 0.03 ) Spell Effect.

3.) Embrace - At the beginning of each encounter, name a party member. Whenever you cast a spell that affects that party member, you have a 25% chance to recover 10% of your Max MP.

4.) Splendor - As long as you have 200 or more Max MP, you have +8 Spell Effect and +2 MP Regen. Additionally, if you currently have over 200 MP, you have an additional +4 Spell Effect. Passively grants you +4 Spell Effect.

5.) Assistance - Whenever a spell you cast affects an ally, you gain +1 Movement until end of turn. At the end of your turn, you recover 1 MP for each ally that you affected with a spell this turn.

6.) Freebie - The first spell you cast each encounter has +15 Spell Effect and -60 MP Cost.

7.) Preconsideration - As long as you haven't been dealt damage this encounter, you have +2 Movement and +1 Spell Capacity.

8.) Urgent Casting - Whenever you cast a spell, you have a 25% chance to gain +4 Movement until end of turn. Passively grants you +1 Movement.

9.) Battle Shield - You enter combat with a [ ( Max MP x 0.2 ) + ( Movement ) ] Hit Points shield.

10.) Rapid Deployment - Upon use, you gain +50% Movement until end of turn. Passively causes you to enter combat with a ( 20 + Movement ) Hit Point shield. One use per encounter.

11.) Impact Brace - Upon use, gain a Shield equal to the amount of Hit Points you lost this turn. Can be used at any time. One use per encounter. Passively grants you +3 Movement while shielded.

12.) Revitalize - Upon use, recover 20% of your Missing Hit Points, then recover 20 Hit Points. One use per encounter. Whenever you take at least 50% of your Hit Points in damage in a turn, Revitalize instantly cools down.

13.) Grim Determination - Healing Effects on party members with 25% or less Hit Points have +50% Effect.

14.) Luxomancer - Your Luxomancy spells have +20% Effect. Luxomancy Spells cost 5 MP less for you to cast. Your Luxomancy spells have +10% Overcast Chance.

15.) Weakening Affection - Enemy units that are charmed take +30% Damage from all sources, and have -20% Attack Damage and Spell Effect.

16.) Devotion of Mana - At the beginning of each encounter, name a spell. That spell has + ( Max MP x 0.15 ) Spell Effect when you cast that spell.

17.) Personal Bond - You and the person you are embracing have +25% Received Healing. Additionally, whenever you heal the unit you are embracing, you recover MP equal to ( Hit Points Restored x 0.15 ).

18.) Joyous - As long as you have 400 or more Max MP, you have +25 Spell Effect. Passively grants +10% Spell Effect.

19.) Rapid Deployment - As long as you are moving towards an ally with 50% or Less Hit Points, you have +10 Movement. Additionally, for each meter traveled in the direction of an ally, you restore 1 Hit Point on that ally. Can only heal one ally at a time. Passively grants +10% Spell Effect with Healing Spells.

20.) Freebie II - The first spell you cast in each encounter has +85 Spell Effect.

21.) Uninterrupted - As long as you haven't been dealt damage this encounter, you have +45 Spell Effect. Otherwise, you have +10 Spell Effect.

22.) Run Out - You can pay with Spells in Movement as well as Mana. Paying with Movement only expends Movement for a turn. Passively grants you +5 Movement. For each Movement payed to cast a spell, that spell has +1 Spell Effect.

23.) Shield of the Expedient - As long as you haven't been dealt damage since your last turn, you can pay up to 5% of your Max MP to gain a Shield of that strength. The maximum amount of Shield that can be gained in this way is equal to 10% of your Max MP.

24.) Energy Shield - Your Shields are composed of Raw Energy. At any time, you can expend 10 Shield to deal 8 Pure Damage to target unit within Melee Range, or to gain +3 Movement until end of turn. Also passively causes you to gain 10 Shield on attack.

25.) Strength of Will - As long as you are shielded, you have +20% Attack Damage and +20% Movement. At the end of each turn, you have a 50% chance to gain a Shield equal to the Meters traveled through movement that turn.

26.) Spirit That Never Breaks - Upon use, recover Hit Points based on how much of your Max Hit Points you are missing. 0% - 10%: ( Movement x 2 ), 11% - 25%: ( Movement x 4 ), 26% - 50%: ( Movement x 7 ), 51% - 90%: ( Movement x 10 ), 91% - 100%: ( Movement x 12 ). One use per encounter.

27.) Fight On - Whenever you heal an ally, that ally gains the Fight On buff until your next turn. Allies with the Fight On buff on them take -1% damage from all sources for every 3% of their Max Hit Points they are missing.

28.) Spell Infatuation - Name a spell before each encounter. All of your spells other than that spell have - ( Max MP x 0.05 ) Spell Effect. That spell has + ( Max MP x 0.05 x Number of Other Spells Known ) Spell Effect.

29.) Unbreakable Bond - Whenever you or the Unit you are embracing enters a State of Near Death for the first time in an encounter, that unit is restored to 50% Hit Points immediately. Additionally, you and the unit you are embracing have + ( Embraced Unit's Endurance x 0.2 ) Armor and Spell Resist.

30.) Overwhelming Enjoyment - As long as you have 500 or more Max MP, each point of Charisma grants you +1 Spell Effect. Otherwise, each point of Charisma grants you +0.5 Spell Effect.

31.) Aura of Motivation - Whenever you affect an ally with a spell, that ally and you gains +1 Movement until end of turn, and recovers 3% of that unit's choice of its Max Hit Points or Max Mana Points.

32.) Bull Rush - As long as you haven't been dealt damage this encounter, you have +10 Movement, +5 MP Regen, +20 Spell Effect, +10% Spell Effect, and your Spell Damage is dealt as Pure Damage.

33.) Fire Shield - As long as you are shielded, you passively resist 15% of incoming damage, and deal Pure Damage to the damager equal to the amount of damage prevented in this way.

34.) Shock Charge - Whenever you move a meter, you gain a 2 Hit Point Shield. As long as you have 25 or more Movement, you gain a 10 Hit Point Shield on attack.

35.) Lightweight - You have + ( Shield on Self x 0.05 ) Movement. Additionally, you enter each encounter with a ( Movement ) Hit Point Shield.

36.) Inner Calm - As long as you have 50% or Less of your Max Hit Points, you have +10% Damage Resistance and receive +25% Healing from all sources. Also passively grants you +2 HP Regeneration.

37.) Floursihing Light - Upon use, all allies recover 10% of their Max Hit Points. Then, during your next turn, each ally that took damage since the first instance of healing recovers 15% of their Max Hit Points. One use per encounter.

38.) Spell Shrine - Upon use, name a spell and deploy a Shrine at target location within 5m. While within 20m of that Shrine, you can only cast the named spell, but have +40% Spell Effect with that Spell. Additionally, that spell has +60% Additional Spell Effect while in range if you Overcast. One use per encounter. Shrine has ( Spell Effect ) Hit Points.

39.) Trust - You and your Embraced ally both have Trust, which is equal to ( Max Hit Points x 0.5 ). For each Hit Point restored

40.) Genuine Enjoyment - As long as you have 750 or more Max MP, you have + ( Max MP x 0.05 ) Spell Effect. Otherwise, you have + ( Max MP x 0.03 ) Spell Effect.

41.) Stay Motivated - As long as an ally is within 5m of you and for two of their turns after, that ally has +20% Received Healing and +20% Attack Damage.

42.) Drop Shield - Whenever you attack, 25% of your Shield is instantly consumed and dropped as a Drop Shield. When you or an ally picks up the Drop Shield, that ally gains Shields equal to ( Shields Consumed x 1.25 ). Passively grants you +20% received Shields.

43.) Shield of Prowess - Upon use, gain a ( Movement x 4 ) Hit Points Shield that deteriorates at a rate of ( Movement ) each turn. Passively grants you +25% chance to ignore disables while shielded. One use per encounter.

44.) Highs and Lows - Your healing in excess of your Max HP is converted to Shields, which happens up to having a Shield worth 50% of your Max HP. While under 50% HP, you have +100% HP Regeneration.

45.) Against All Odds - For each ally who is Near Death, you have +10 Spell Effect and +10% Spell Effect. For each ally below 50% HP, you have +5 Spell Effect instead. If you are the last man standing, you gain an additional +100% Spell Effect and have +20% Damage Resistance. Passively grants +1 HP Regeneration to party members.

46.) Maximum Glee - As long as you have at least 1000 Max MP, you have + ( Max MP x 0.1 ) Max HP. Passively grants you +30 Max MP.

47.) Aura of Assertion - For each turn an ally spends within 10m of you, that ally gains a stack of Assertion. These stacks are all removed when that ally moves out of the distance. For each stack on an ally, that ally has +5% Damage Dealt.

48.) Shield Nova - Upon use, consume all your Shield to emit an Electric Blast, which deals [ ( Shield Hit Points consumed x 1.5 ) + ( Spell Effect x 0.5 ) + ( Movement x 1.5 ) + ( 1d20 ) ] Magical Damage to all enemies within 25m, and silences all units affected. One use per encounter.

49.) Jettison - At any time, you can consume any amount of Shields to gain + ( Shields Consumed x 0.2 ) Movement until end of turn, up to +10 Movement in a turn. Passively grants you +5 Shields per turn.

50.) True Believer - For each ally who is afflicted with a debuff or disable, you have +10 Spell Effect. For each ally below 50% HP, you have +10 Spell Effect. For each ally who is Near Death, you have +20 Spell Effect. For each allied party member who has died this encounter, you have +100 Spell Effect.