Mystic Arcane

## Description

The Arcane Mystics are known for their weaving of elemental magics and all of the sources that would not be attributed to Divine sources. Those who follow this kind of magic use tend to have a variety of more offensive abilities. Some focus in using very powerful spells, some balance spell work with swordsmanship, some focus on the more dark natures of magic that bend and use life and death.

## Base Abilities

* **Arcane Armor**: A protective magical force surrounds you until the spell ends. You gain a +4 bonus to AC for 4 RL hours.
	+ **Mayhem**: If off Cooldown, you may cast this ability on your self immediately after casting Mage Armor on an Ally.
* **Chain Lighting**: Shoot a lightning bolt from your hands that hits up to 3 targets.
* **Disintegrate**: You unleash a beam of energy that vaporizes what it comes into contact with.
* **Dispel Magic**: Cleanse all Magic effects from a selected target. Rolls Spellcasting vs DC 15.
	+ **Mayhem**: If off Cooldown, whenever an ally fails to Dispel a for if that foe is within range of this ability you may cast Dispel Magic on that foe immediately.
* **Hysteria**: The target must succeed on a Willpower saving throw or be suffer a -2 penalty to all Mind and Charisma rolls for 1 RL hour.
* **Scorching Ray**: You create a ray of fire and hurl it at a target within range.
* **Shackles of Ice**: You create restrictive shackles of ice around a Target's feet rooting them in place for 1 Turn.
	+ **Mayhem**: You may use this ability immediately upon being struck by a foe as long as they are within range
* **Hideous Laughter**: The target must succeed on a Willpower saving throw or be suffer a -3 penalty to all Mind and Charisma rolls for 1 RL hour.
* **Force of Will**: Your will knows no equal and through sheer mastery of it you can end the debiliatating effects of a Combat Condition.
	+ **Mayhem**: You may activate this ability immediately whenever you are afflicted with a Negative Combat Condition.
* **Phase Step:** You momentarily phase out of existence and appear at a new location up to 3 Tiles away.
	+ **Special**: This ability an be used as your Movement Action.

## Arch-Mage

Master of the Arcane you hold the greatest and most powerful spells in your arsenal.

* **Sorcerer's Lance**: Basic Attack *Special: This ability uses your Spellcasting Skill rather than your Attack Bonus.*
* **Font of Power**: You channel arcane energy restoring lost mana and hit points.
* **From the Ashes**: When reduced to 0 Hit Points the Arch-Mage may immediately use this ability calling down upon them a devastating column of fire that damages foes near them and restores them to life.

## Chronomancer

You control the flow of time around yourself, your allies, and your enemies. Speeding up and slowing down the time stream around your chosen target. This path is more geared toward supporting your team and hindering your foes.

* **Haste**: You choose up to three targets, for the next two turns they may use two attack actions.
* **Reave**: You strike at your target with a large crescent blade of force dealing damage and weakening them on a Critical Hit.
* **Slow**: You slow up to three targets down for two turns, during this time they are only able to either move or attack but cannot do both.

## Eldritch Knight

A blend of sword and sorcery, using magic to enhance your physical abilities.

* **Eldritch Arsenal**: A powerful buff that increase your physical capabilities making you a strong and durable adversary in melee combat.
* **Frost Blade**: Basic Attack *Special: This attack roots your foe in place for one turn when it lands a Critical.*
* **Insightful Blow**: A special attack that restores your own mana when it lands.

## Necromancer

You conjure wicked bone crafted weapons and use them to assail your foes. The Necromancer walks the line between the realm of the living and the dead able to become incorporeal and harder to hit while employing their deadly bone crafted arsenals.

* **Bone Spear**: Basic Attack Special: This ability has a higher that average Critical Multiplier.
* **Field of Bone**: You cause large spires of bone to rupture from the ground assaulting your foes. *Special: This ability impales your foes on a Critical Hit rooting them in place for two turns.*
* **Incorporeal Mantle**: You fade partially into the realm of the dead making you more difficult to hit. Any physical attack made against you has a 50% chance to miss you entirely. Special: If an attack would hit you, roll 1d20 if the result is 11-20 the attack missed you and you may restore the lost Hit Points Manually.