Gifted Skill Tree

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This skill
tree depicts the typical progression path that a Gifted class player would
expect to see as their player character grows in magical strength and prowess.

Players will only be able to choose one specialisation, this will encourage them to seek out other players with different skills in order to complete more difficult quests and challenges.

As a player
becomes more specialised in their field of magic their character’s body will begin
to change, reflecting their chosen spec.

Arc Blast (Starting
Ability):

This spell
is the most basic manifestation of a Gifteds ability. This represents their
ability to harness the arcane energies present in their body turning it into a
means of self-defence or violence.

Levelling up
will allow the player to upgrade and customise their spells. This could range
from a cosmetic change of the particle effects of the spell or a mechanical
change, such as giving the ability an additional damage over time effect.

These changes
that the player can perform make the magic in this game feel alive as it grows
along with the player and will also allow the starter abilities to remain
viable and interesting in later content.

Creation,
Evocation, Fortification (First Specialisation):

Reaching Lvl
5 will let players choose their first specialisation. They can choose to spec
in Creation, Evocation or Fortification magic.

The Creation
tree focuses on healing and harnessing natural forces to protect the player and
attack enemies.

Evocation
focuses on all-out attack, harnessing the destructive, chaotic nature of arcane
energy to wreak havoc.

Fortification
magic focuses on survival and mitigating harm for the player and their allies.

Heal (Creation
Ability #1):

This is a
basic healing ability that can be used on the player or on their allies.

It can also
be used to heal wounded NPCs in the world. These NPCs will thank the player and
provide them with currency, experience points or information.

This added
level of interaction will allow and incentivise players to actively roleplay as
their character.

Arc
Lightning (Evocation Ability #1):

This is a
more powerful version of the starting ability that can strike multiple targets
with a surge of lightning.

It can also
be used to destroy obstacles and power certain types of machinery. Like the
Heal spell this will give the player the opportunity to earn additional
resources by interacting with the world.

Arcane Shield
(Fortification Ability #1):

This spell
provides the player with a protective shield that can be used to block incoming
attacks and stun enemies with a bash attack.

It will also
allow the player to endure harsher environments which will let them gather
additional resources and perform tasks other players cannot.

Creation 2nd
Specialisation:

As the
player pursues the Creation skills and takes their second spell their character
will start to have leaves and other small flora grow on them, showing their magical
connection to nature.

Growth (Creation
Ability #2):

This spell can
be used to increase the players size. This will result in higher melee damage
and defence.

Greater
Health (Creation Ability #3):

This ability
will give the player a boost to their health and will also boost the maximum
health of all their party members.

Evocation 2nd
Specialisation:

Upon taking
their second evocation specialisation the players character will begin to have
arcane energies spark and pop off them, showing the volatility of the energies
contained within them.

Arcane
Barrage (Evocation Ability #2):

This powerful
spell launches a volley of explosive arcane charges at an enemy dealing high
burst damage.

Miasma (Evocation
Ability #3):

This spell
sprays a toxic cloud over an area, poisoning enemies within the area and
obscuring their vision.

Fortification
2nd Specialisation:

When a
player advances their Fortification level their character’s skin will begin to take
on a slight crystalline shine, this shows that their character’s protective magic
is having a permanent effect on themselves.

Rebuke (Fortification
Ability #2):

This ability
allows the player to suppress enemy spellcasters and prevent them from casting
spells for a short time.

Sunder (Fortification
Ability #3):

This ability
reduces the melee damage of enemies near the caster.

Creation 3rd
Specialisation:

At this
level the player’s character is developing more natural or bestial traits. They
may have fur, clawed hands, or branch like protrusions. NPCs will regard them
with awe.

Call of the
Wild (Creation Ability #4):

This spell
allows the caster to summon a protective beast to aid them in battle.

Thorn Skin (Creation
Ability #5):

This ability
makes thorns cover the caster’s skin causing damage to enemies that engage them
in melee combat while the spell is active.

Nature’s
Boon (Creation Ability #6):

This ability
improves the caster’s ability to heal themselves and their party by healing
multiple people at once and for a greater amount.

Evocation 3rd
Specialisation:

Advancing
their evocation spec to the 3rd level will make the players
character show further signs of containing dangerous energies such as billowing
smoke and charring the ground at their feet. NPCs will regard them with fear.

Arcane
Detonation (Evocation Ability #4):

This ability
adds increased area of effect to all abilities and explosive damage while also
draining a great deal of mana.

Fear (Evocation
Ability #5):

This ability
causes groups of enemies to run and cower in terror from the caster and causes
damage over time.

Fortification
3rd Specialisation:

This level
of Fortification magic will cause the player’s character to become even more
crystalline in appearance. NPCs will regard the player with fascination.

Shockwave (Fortification
Ability #4):

This spell
will create a shockwave, emanating from the caster, that will knock back and
damage enemies.

Fortitude (Fortification
Ability #5):

This ability
vastly increases the players defence allowing them to survive lethal amounts of
damage for a short while.

Force
Barrier (Fortification Ability #6):

This ability
creates an extended shield that encircles the entire party, bolstering their
defence.

Final
Abilities:

The final
ability for each specialisation will give the players a new form that will
greatly increase their combat prowess and their intimidating or awe-inspiring
presence to better sway NPCs. The final forms can be customised with items
found through completing end game content.

Guardian
Form (Creation Final Ability):

This form
will complete the characters transformation into a bestial defender of the
natural world. The character will initially resemble a large bark covered
wolfman. This will increase the character’s healing, defence and melee damage.

Entropic
Form (Evocation Final Ability):

Activating
this form will cause the character to embody the very chaotic forces they house
within themselves and become a being of pure arcane energy. This will empower
the character’s spells and movement speed, allowing them to rain destruction on
their enemies.

Golem Form (Fortification
Final Ability):

This form
will turn the character into a hulking crystalline golem, capable of
withstanding massive damage and sending foes flying with its sweeping limbs.