recursal/Fanatic-Fandom huggingface dataset:
Wirem Host

A Wirem Host

The **Wirem Host** moves in a curious manner, almost as if they aren't used to being in their own body. In reality, they are subjected to a Wirem parasite, which is living inside of them, symbiotically. Wirem Hosts carry no weapons, but their fingernails can elongate into sharp claws at will.

## Class Notes

* With each successful basic attack, the Wirem Host inflicts the poison debuff for 1 round. The strength of the poison is equal to the Wirem Host's Power Level.
* Damage caused by the Wirem Host's poison stacks with itself. For example, an enemy can be poisoned from a basic attack and *Vicious Charge*, simultaneously.

## Abilities

### Power Level 1

* **Feast of Flesh** - Ravenously bite 1 enemy, causing damage equal to your Power Level and healing yourself for equal the amount. 3 round cooldown. Free action.
* **Bitter Swipe** - Claw furiously, making a basic attack at any enemy in a cone in front of you. 2 round cooldown.

### Power Level 2

* **Vicious Charge** - Dash forward at 1 enemy not immediately nearby and attack, dealing your Power Level in physical damage. 2 round cooldown. Free action.
* **Share our Life** - Spit forth a gout of dangerous toxins onto a small area at any range, causing acid damage equal to your Power Level on any enemy within. 4 round cooldown. Optional free action.

### Power Level 3

* **One of Us** - The Wirem inside of you attempts to create a bond with a new host. One enemy you have damaged with *Share our Life* must roll to save with a 10% penalty. If they fail, they are overtaken by the Wirem and side with you. On their first turn, they are effectively dominated, retaining all of their abilities or spells, but on their second, they change, fully a Wirem Host.
* **Share our Loyalty** - Any enemy on the battlefield that has been affected with *Share our Life* must save or become charmed for 1 round, as their Wirem tries to take control. No Power Level 3 restriction. 5 round cooldown. Free action.
Druid

An Eth'leenian Druid, working her magic

A warrior of nature, **Druids** are Favoured of Chessah. They commune with trees, animals, and plants, and travel the world, making sure the earth is healthy and cared for, and strike down those that abuse it. In battle, Druids attack from a distance with the power of the sun and storms.

## Spells

### Power Level 1

* **Whirling Bolts** - A whirl of lightning erupts through the air. Enemies in a small area take your Power Level in lightning damage.
* **Sunbeam** - A ray of brilliant sunlight drops from above. Enemies in a small area take 2x your Power Level in fire/holy damage and are blinded for 1 round. 4 round cooldown.

### Power Level 2

* **Moonwell** - Infuse a small area with natural energy for 2 rounds, which restores health equal to your Power Level + 1 to you and/or any allies within. 4 round cooldown. Field AoE.
* **Call Lightning** - A terrible storm cloud comes into being, raining bolts of lightning down upon your foes. For 3 rounds, 1 random enemy takes your Power Level + 2 in lightning damage. This spell cannot be cast if *Storm of Vengeance* currently affects the field. 4 round cooldown. Field AoE.

### Power Level 3

* **Sunlance** - A bright spear of sunlight thrusts downwards. 1 enemy takes 4x your Power Level in fire/holy damage. Furthermore, your target has a flat 40% chance of being slain outright. No Power Level 3 restriction. 3 round cooldown. - 1 cast time.
* **Storm of Vengeance** - A violent storm forms overhead, raining acid and lightning down on the battlefield. For 3 rounds, all enemies on the battlefield take your Power Level + 2 in acid/lightning damage. This spell cannot be cast if *Call Lightning* currently affects the field. Field AoE.
Dawnbringer

A Dawnbringer of Chessah, praying

The **Dawnbringer** is both a healer and protector; a Favoured dedicated to serving their God. Through them, their allies are easily able to shrug off many forms of damage.

## Spells

### Power Level 1

* **Energy Buffer** - Create a powerful ward around yourself or 1 ally, granting immunity to 1 elemental damage type (acid, dark, fire, holy, ice, or lightning) for 2 rounds. Only 1 instance of this spell may be active at any time. If someone immune to an element is hit by it, they heal for the specified damage instead.
* **Holy Restoration** - Close wounds and knit broken bones, healing yourself or 1 ally for a number equal to your Power Level + 1 . When you reach Power Level 3, you can alternatively use this spell to raise a fallen ally and heal them to full health, but this can only be done once per combat.

### Power Level 2

* **Arrow of Divinity** - Conjure a great bow of pure light to appear, which immediately fires an brilliant arrow. 1 enemy takes your Power Level + 2 in force/holy damage. Instant cast.
* **Cleansing Sphere** - Encircle 1 ally in a sphere of brilliant energy for 3 rounds. Each round, they regenerate for a number equal to your Power Level, are cleansed of and made immune to all debuffs, and any outgoing direct damage they do is increased by 1 point. Only 1 instance of this spell can be active at any time. Instant cast.

### Power Level 3

* **Holy Aegis** - Erect a shimmering barrier of pure light. You and all allies gain a damage shield that absorbs 2x your Power Level. - 1 cast time.
* **Guardian Angel** - This spell grants 1 ally divine protection, causing all damage inflicted upon them to be set to a maximum of 1 point for 3 rounds. Optional free action.

## Notable Dawnbringers

* Father Benoit
* Michel
Prismatist

A Prismatist casting Prismatic Spray

The **Prismatist** is a spellcaster skilled in the powers of brilliant energies that fuse multiple elements together. They may seem aloof, but their magic is strong in its unique way.

## Class Notes

* A Prismatist's damaging spells are treated as all of the elemental damage types at once, which allow them to bypass elemental immunities, as well as affect enemy vulnerabilities.
* Debuffs caused by a Prismatist are never allowed early recovery rolls.

## Spells

### Power Level 1

* **Prismatic Spray** - A fan-shaped spray of clashing colours springs from your outstretched hand, causing enemies in a cone to take elemental damage equal to your Power Level + 2. Additionally, all incoming elemental damage they take is increased by 1 point for 3 rounds. 5 round cooldown.
* **Prismatic Bolt** - Fire a swirling burst of rainbow-coloured energy. 1 enemy takes elemental damage equal to your Power Level.

### Power Level 2

* **Prismatic Blessing** - Cause a burst of prismatic energy to cloak 1 ally, healing your target for an amount of health equal to your Power Level and applying 2 buffs of your choice for 3 rounds. The buffs applied are chosen from this list - immunity to all non-DoT debuffs, immunity to instant death, -1 round for spell cast time (Mages)/movement as a non-counting free action (Fighters), or 1 additional point to all outgoing direct damage. Instant cast. 4 round cooldown.
* **Prismatic Hex** - One enemy is the subject of a powerful curse, suffering from a random debuff for 2 rounds. The debuffs that can be chosen are addle, blind, charm, domination, fear, or silence. 5 round cooldown.

### Power Level 3

* **Prismatic Boon** - You or 1 ally on the battlefield is selected at random. Your target is healed for an amount of health equal to your Power Level + 1, are immune to enemy effects for 3 rounds, and do 3 additional points with their next instance of outgoing direct damage. No Power Level 3 restriction. 4 round cooldown. Free action.
* **Prismatic Brilliance** - You release a shimmering field of prismatic energies, causing elemental damage equal to your Power Level + 1 to all enemies present in a large area, and afflicting them with a random debuff for 1 round. The debuffs that can be chosen are addle, blind, charm, domination, fear, or silence. Only 1 roll is performed for the entire group.
Trapper

A Trapper watching his surroundings

The **Trapper** is skilled in taking down foes at range. Armed with a pistol fueled by gunpowder, they set dangerous traps upon the field.

## Class Notes

* All traps can be used at any range.
* Once per round, you may spend your free action moving 1 trap of your choosing to any square, regardless of range.
* Traps cannot occupy a square occupied by another trap.
* All traps are treated as Field AoEs.
* Enemies can only be affected by 1 trap per round.

## Abilities

### Power Level 1

* **Arm Graze** - Shoot at 1 enemy, causing physical damage equal to your Power Level + 2 and addling them for 1 round. 4 round cooldown. Free action.
* **Bear Trap** - Toss 2 traps onto the field at any square of your choice, regardless if an enemy occupies them or not. Any enemy standing on them takes physical damage equal to your Power Level + 1 each round. These traps persist for 3 rounds before automatically disarming. 4 round cooldown.

### Power Level 2

* **Tireless Step** - One ally at any range can move as a non-counting free action for 3 rounds. 4 round cooldown. Free action.
* **Renewal Trap** - Toss 2 traps onto the field, regardless if the space is occupied by yourself or an ally. Your or any ally standing on or moving onto the trap is healed for a number equal to your Power Level each round. Upon using this ability again, all previously used Renewal traps are instantly disarmed. These traps persist for 3 rounds before automatically disarming. 5 round cooldown.

### Power Level 3

* **Sniper Shot** - Use 1 round to focus upon 1 enemy, taking aim at your target's head. On your next round, you fire your pistol, killing them instantly. If your target is immune to instant death, they take physical damage equal to 3x your Power Level.
* **Death Trap** - Toss 2 traps onto the field at any square of your choice, regardless if an enemy occupies them or not. The traps are coated in a powerful neurotoxin, and any enemy currently standing on them must save or be slain instantly. If they save, they take physical damage equal to 2x your Power Level, instead. These traps persist for 2 rounds before automatically disarming.
Malthael

**Malthael** was an aspect of an ancient Eldyrian, Goldarion, that had become twisted with rage and vengeance, thus acquiring demonic powers and working alongside demonkind. Malthael's plan was to ultimately capture and destroy the capital of Guinevere, but he was defeated before it could come to fruition. King Uriel Valendis managed to cast the Ancient Eldyrian Spell of Sealing, which merged the crystalline artifacts housing Goldarion and his brother, Ivarin, and destroyed them. After thousands of years, the brothers had finally known peace.

Before King Uriel sealed Malthael away, he was defeated in battle by Queen Lowangen Valendis, High Magister Kei Daisung, Guardian General Rowena Travelian, Princess Amber Aveyonde-Valendis, Prince Lane Conway-Valendis, and Magister Morgan DesCallier.

## Personality

Malthael was characterized by his pride, anger, and impulsiveness, and he used the promise of power to corrupt a follower of Llymayn, Caellach Bohrensen, into freeing him. This started the path to Malthael's demise, however, since Caellach eventually managed to use Malthael's pride against him. Malthael gave Caellach far more power than was needed, and this allowed Caellach to overpower and imprison Malthael in Castle Guinevere's throne room, where he was defeated.

## Powers

Malthael possessed a wealth of ancient powers known only to the Eldyrians. He was able to call flaming meteors from the sky, teleport crystalline fragments of himself across Guinevere's capital, and gate in demons from people that had been abducted and fused with his fragments.

In battle, Malthael commanded powers of light-aspected Eldyrian magic. He could conjure energy that took the form of arrows, which rained down upon the field, encircle someone in a blast of light that dissolved their spirit in seconds, and cause a spiritual explosion that could destroy a victim's soul instantly.

## Behind the Scenes

* Malthael was one of the main antagonists of the videogame, *Trials of Guinevere*.
Soulstriker

A Soulstriker casting Soul Redirection

The **Soulstriker** is a metaphysicist attuned to the souls that infuse every living being.

## Class Notes

* Soulstrikers are immune to instant death.

## Abilities

### Power Level 1

* **Biofeedback** - Link 1 enemy's soul with another for 2 rounds. Whenever either target suffers damage, the other suffers 1/2 of it as well. 5 round cooldown. Optional free action.
* **Inertial Wave** - A psychic burst of energy echoes from yourself or 1 ally. Any enemy immediately around your target takes force damage equal to your Power Level + 1.

### Power Level 2

* **Soul Manipulation** - Force 1 enemy to use an ability or spell of your choice, but they get to choose the target(s). If you choose something illogical, like forcing them to use a restricted Power Level 3 ability after they have exhausted it, this spell fails and has no effect, but still goes on cooldown. 5 round cooldown. Instant cast.
* **Soul Combustion** - Set 1 enemy's soul alight. Your target burns for fire damage equal to your Power Level + 1 over 4 rounds as their soul dissipates. This spell bypasses magical resistance, and only 2 castings of it may be active at any time. Instant cast.

### Power Level 3

* **Soul Redirection** - Rip the soul from 1 enemy, killing them instantly, and use that energy to restore one of your defeated allies to life with 1/2 health. Enemies immune to instant death take force damage equal to 2x your Power level, and only resurrect your ally if they are defeated from damage. - 1 cast time.
* **Spiritual Ward** - Protect 1 ally, sealing their soul to their body. Any 2 attacks, abilities, or spells that would have killed your target reduce their health to 1 point, and no lower. This spell is permanent until it takes effect. Free action.
Brawler

A Brawler

None

Armed with brass knuckles, the **Brawler** is a dangerous adversary on the battlefield. Quick on their feet, Brawlers are hard to hit, and strike quickly.

## Class Notes

* Brawlers are immune to any effect that prevents them from moving.

## Abilities

### Power Level 1

* **Fancy Footwork** - For 3 rounds, you have a flat 50% chance to dodge incoming physical direct damage. If successful, you also evade any accompanying debuff or effect. 5 round cooldown. Free action.
* **Encourage** - Offer reassuring words in the midst of the fight. 1 ally at any range deals 1 additional point of damage with their basic attack for 3 rounds. 4 round cooldown. Free action.

### Power Level 2

* **Blitz** - Speed through 5 squares in a line ahead of you. Any enemies within take 2x your Power Level in physical damage. Afterwards, you choose to either jump back to your original position or stay at the one you rushed to. 3 round cooldown.
* **Slicing Wound** - Make a quick jab at a vulnerable part of the body, cutting them deeply. 1 enemy bleeds for 2 rounds, taking damage equal to your Power Level + 1. 3 round cooldown. Free action.

### Power Level 3

* **Merciless Blows** - You rush ahead, fists flying in a barrage of fury. Make 2 basic attacks on all enemies in a large area at any range.
* **Wheeling Kick** - You kick powerfully, spinning in a horizontal leap. 1 enemy takes your Power Level + 2 in physical damage, and is launched in the air, spending their next round unable to act. One round after that, your target hits the ground, taking the same damage again, and is knocked down for the round. No Power Level 3 restriction. 5 round cooldown. An enemy immune to knockdown still takes full damage from this ability and does not avoid being launched into the air.
Rogue

A Rogue, ready for anything

The **Rogue** is a master of movement, stealth, and assassination techniques. With dual daggers in hand, they glide across the battlefield, driving them into their foes from behind.

## Abilities

### Power Level 1

* **Backstab** - Leap behind 1 enemy at any range and drive your blades into their back, causing physical damage equal to 2x your Power Level. 3 round cooldown. Optional free action when you reach Power Level 2.
* **Blinding Powder** - Toss a cloud of powder at a small area at any range, blinding enemies within for 1 round. 4 round cooldown.

### Power Level 2

* **Gag Order** - Produce a gag and tighten it around the mouth of 1 enemy, silencing them for 1 round. 4 round cooldown. Optional free action.
* **Twin Fangs** - Plunge your blades into 1 enemy, causing physical damage equal to your Power Level + 1 and poisoning them for 3 rounds. The poison deals damage equal to your Power Level. 3 round cooldown.

### Power Level 3

* **Cloud of Displacement** - Toss a small flask at your feet, obscuring your movement, and allowing you to instantly move to any location of your choice. No Power Level 3 restriction. Free action.
* **Assassinate** - A deadly blow from your daggers instantly kills 1 enemy of your choice if they fail to save. If your target saves, they suffer physical damage equal to 1/2 of their maximum health, instead, and are paralyzed for 1 round. Fighters do not get an affinity bonus to save against this ability. No Power Level 3 restriction. 3 round cooldown. Optional free action.
Speaker of the Grey

A Speaker of the Grey

**Speakers of the Grey** are spiritual leaders of many Sol Ikati tribes. Favoured of the Grey Mother, they provide divine assistance and wisdom, and help their communities work together against those that threaten their home.

## Lore

It is the duty of Speakers of the Grey to provide for their families, tribes, and communities. They teach their fellow kin the ways of the Grey Mother, and provide the wisdom they've obtained from Her teachings.

Often serving as priests and mentors to their tribes, Speakers of the Grey are well-respected holy men and women that live to see their communities happy, and flourishing.

Whenever a Speaker of the Grey commits to being part of a new tribe, they must take a vow to serve them in good faith. This shows both their Goddess and their new community the truth of their pledge, despite the endless challenges they will soon face.

Speakers of the Grey are rarely seen outside of their tribes, but when they are, they are usually on a very grave or dangerous mission, indeed.

## Class Notes

* All *Seal* abilities are Set abilities.

## Abilities

### Power Level 1

* **Seal of the Soulforged** - Etch a divine seal in the air, which manifests your powers. When this ability is active, you or 1 ally of your choice recovers health equal to your Power Level - 1 every round. You may choose a new target every round if you wish, before the healing occurs.
* **Divine Blow** - Charge your warhammer with your powers, before striking. 1 enemy takes 2x your Power Level in holy/physical damage, and takes 1 additional point of holy damage for the rest of battle. 3 round cooldown.

### Power Level 2

* **Seal of Those Beside** - Etch a divine seal in the air, which manifests your powers. When this ability is active, you or 1 ally at any range deals additional direct damage equal to the number of allies present on the battlefield, up to a maximum equal to your Power Level. You may choose a new target every round if you wish, before the bonus is applied.
* **Holy Smite** - Cause a radiant image of your hammer to slam down, bathing the area in brilliance. Enemies in a large area at any range take 2x your Power Level in holy damage and are addled for 1 round. 5 round cooldown.

### Power Level 3

* **Seal of the Last Hope** - Etch a divine seal in the air, which manifests your powers. When this ability is active, 1 ally at any range is unable to be defeated, either through damage or effects, but still takes damage normally. For the duration, you lose 2 points of health every round, and this cannot be reduced or mitigated in any way. This ability can be ended at any time, but you may not activate another *Seal* ability on the same turn.
* **Mother's Embrace** - Beseech the Grey Mother, and become a conduit for Her power as it emanates from you. You and/or allies in a large area centered on you recover health equal to your Power Level + 1, defeated allies in the area are revived to health equal to their Power Level, and enemies in the area take your Power Level + 1 in holy/force damage.
Vea

**Vea** is the Goddess of Magic in its purest form. She is said to control the Weave, and it has been stated that every spell must cross through Her eyes before being cast, although this has been disputed by scholars and researchers alike. Vea is primarily worshipped in Cor Anara, since it was there that She cast the first spell known to man.

## Description

Vea is portrayed as a woman of about forty years in a long, flowing gown. She is always surrounded by magical particles, and is often portrayed casting a spell, and at least one of Her hands is enveloped in magic. Vea's eyes are usually portrayed as pure blue or purple, symbolizing that her knowledge of the Weave has given her magical insight unattainable by anyone else in the world.

Vea encourages a sharp and creative mind, since She knows that someone who thinks in new and different ways will discover the intricacies of magic much easier than someone who does not. Because of this, She looks favourably upon artwork and creative expression.

## Mark of Faith

Vea's Mark of Faith is a single glass globe that emanates magic. The magical glow can be of any colour, but is often depicted as a deep purple or blue.

## Worshippers

Vea is primarily worshipped by mages from all walks of life, from metaphysicists to those that favour the elements. Unlike many of the Gods, Vea isn't concerned with the activities of humanity as a whole. Instead, She focuses solely on Her Favoured and worshippers. As long as they are practicing magic, creating art, or basking in the wonders of the world, She is at peace. Vea's followers are often scientists and researchers, and do their best to unlock new discoveries in all fields of magic across the world.

## Relationships

Because of Her indifference to the majority of mankind's activities, many of the Gods think Vea cold and uncaring. While this may seem true, She cares greatly for Her own followers and Favoured, even going so far as to feel incredible sadness when they are mistreated. Vea does not like or dislike any of the other Gods, and She sees their activities as their own business.

## Dogma

*Magic and creativity are a harmonic marriage. Explore their possibilities, and you will find yourself constantly moving forward.*
Instant Death

An instant death effect kills the character instantly, regardless of how much health they possess. Instant death immunity prevents this, and certain powerful characters or creatures can resist instant death effects, as well.

Instant death is treated as an effect, so an action that grants immunity to effects grants immunity to instant death as well.
Scion of the Moon

A Scion of the Moon

The Scion of the Moon is a curious spellcaster that uses the powers of night to harm their foes.

## Spells

### Power Level 1

* **Moonray** - Focus the light of the moon on a small area. For 2 rounds, any enemies standing within take force damage equal to your Power Level. Only 2 instances of this spell may be active at any time. Field AoE.
* **Invisibility** - Cloak yourself in the shadows, making yourself unable to be targeted for up to 2 rounds. Once you perform an action other than moving, this spell ends. Enemy actions that affect an area still affect you normally if you present within. 5 round cooldown.

### Power Level 2

* **Overchannel** - Gather the moon's energies for a brief moment. The next offensive spell you cast has its damage increased by a number of points equal to your Power Level. 5 round cooldown. Free action.
* **Captured Night** - Steal light away for a second, blinding any enemies present in a small area for 1 round and dealing force damage equal to your Power Level + 1. 4 round cooldown.

### Power Level 3

* **Moonbeam** - Coalesce the energies of the moon into a powerful, tangible beam. All enemies on the battlefield suffer force damage equal to your Power Level + 2, and have all incoming force damage they take increased by 1 point until the end of battle.
* **Lunar Eclipse** - Focus the celestial energy of the moon, using it to both harm and heal. First, every enemy on the field suffers force damage equal to your Power Level. The damage inflicted is then totaled and divided up evenly amongst you (if you are injured) and all injured allies.
Halberdier

A Halberdier of Eikor

The **Halberdier** fights with his namesake, the halberd. They are an incredible sight in battle, as they jump around the field with deadly efficiency.

## Class Notes

* The Halberdier may be up to 2 squares away from their foes in order to attack or use abilities.

## Abilities

### Power Level 1

* **Disabling Thrust** - A powerful thrust at a foe's hands, with the intent to cripple them. 1 enemy is added for 1 round and takes your Power Level + 2 in physical damage. 3 round cooldown. Optional free action.
* **First Aid** - Administer medical attention to yourself or 1 ally at any range, healing them for a number of health equal to your Power Level + 2. 3 round cooldown. Optional free action when you reach Power Level 2.

### Power Level 2

* **Aerial Dive** - Using your halberd as support, you elegantly leap into the air and plunge down onto 1 enemy at any range, spinning in a wide arc, before landing next to them. Your target takes physical damage equal to 2x your Power Level, while all enemies immediately around them suffer your Power Level in damage. 2 round cooldown.
* **Reverie** - You or 1 ally at any range is cleansed of all debuffs. 1 round cooldown. Optional free action.

### Power Level 3

* **Aim for Vitals** - Strike carefully at 1 enemy, causing 4x your Power Level in physical damage. Additionally, your target has a flat 40% chance of dying instantly. No Power Level 3 restriction. 4 round cooldown.
* **Feint** - Gain 100% physical and magical resistance for 2 rounds. No Power Level 3 restriction. 6 round cooldown. Free action.
Damage Types

Everything that causes harm to another belongs to one or more damage types. Most damage types originate from the elements, themselves.

Characters targeted by abilities or spells that cause two damage types, like fire/force must be immune to or have reduction from both in order to not suffer damage. This is intended to show the power of certain spells or abilities, and/or the expertise of a character's field, or proficiency.

Force and poison are not treated as elemental damage, since they are categorized separately, and physical damage isn't treated as an element. Some elements, like wind or water, affect the body in a physical way, like tearing or crushing, and are classified as physical damage.

## Elemental Damage Types

* Acid
* Dark
* Fire
* Holy
* Ice
* Lightning

## Other Damage Types

* Force
* Physical
* Poison
The Weave

The Weave is a plane that is comprised entirely of energy and the elements. It is simultaneously bound to and separate from the world, yet its presence is what makes magic possible. The Weave is thought to be an infinite space that defies much of reality, but because of it, people have made incredible things come true.

The Weave is thought to have been created by Vea, the Goddess of magic, when the Gods still walked the earth. Even after Her departure, the Weave has persisted, and over time, people have studied magic in greater detail, ultimately creating hundreds of spells. Even today, magic is a constant subject of study, and many mages make it their life's work to uncover the Weave's secrets and mysteries.

## Spellcasting

Spells are cast in a very specific way. First, a mage must speak certain words in Eldyr. By doing so, the process of drawing energy or the elements from the Weave begins. Next, the mage must then focus on his or her staff's magically consecrated crystal, which pulls the needed energy from the Weave into our own world. Lastly, the mage performs certain hand gestures and finishes speaking Eldyr. This uses the energy to create the spell, which immediately takes effect.
Templar

A Templar of Eikor

A holy warrior in service of the gods, the **Templar** defends their allies and provides support. All Templar are armed with a warhammer.

## Class Notes

* All *Aura* abilities are Set abilities.

## Abilities

### Power Level 1

* **Aura of Holiness** - While this ability is active, a soothing aura emanates from you, healing yourself and anyone in a large area centered on you each round for a number of health equal to your Power Level.
* **Righteous Shield** - Encircle yourself or 1 ally with a shield of force that absorbs 1/2 of all incoming damage for 2 rounds. 4 round cooldown. Optional free action.

### Power Level 2

* **Aura of Faith** - A warding aura protects you and all allies immediately around you, reducing all incoming damage by 1 point and making anyone affected immune to non-DoT debuffs and instant death.
* **Invigorating Blows** - Your sword is fueled by the heavens for 3 rounds, adding additional holy damage to your basic attacks equal to your Power Level + 1. Each strike restores a number of health equal to your Power Level - 1 to you and all allies immediately around you. 5 round cooldown. Free action.

### Power Level 3

* **Aura of Diversion** - A powerful aura comes into being around you and blankets the field, redirecting direct damage intended for all of your allies to yourself. Additionally, you suffer from any debuffs or instant death effects accompanying the direct damage if applicable. Direct debuffs, any damage from said debuffs, and direct instant death effects affect your allies as normal and are not transferred to you. Any damage redirected to you is reduced by 1 point.
* **Radiant Beacon** - A powerful blast of holy force shines down upon the area immediately around you, inflicting 4x your Power Level in holy damage to enemies present within. Additionally, anyone hit by this ability is blinded for 1 round.
Dr. Woolly and Mr. Ewwe

Dr.Woolly is a character from the Saban animated series Monster Farm.

Dr.Woolly is a meek, bespectacled sheep of great intellect who transforms into a vicious, deranged brute and back whenever he gets wet. He is the smallest of the monsters and the most intelligent.

When he gets wet, he transforms into Mr. Ewwe. Mr.Ewwe is a large ram with green wool and curled horns. Unlike the timid Dr.Woolly, Mr.Ewwe's personality is vicious and brutal. He will only change back to Dr.Woolly if he gets wet again.
Saint Knight

A Saint Knight channeling Aura of Divine Flames

A holy warrior, the **Saint Knight** focuses on offense. Their greatswords are a symbol of hope and courage across the battlefield.

## Class Notes

* All *Aura* abilities are Set abilities.

## Abilities

### Power Level 1

* **Marked in Sin** - Your foe's sins are pronounced. One enemy at any range suffers 1 additional point to all incoming damage for 2 rounds. Additionally, all buffs affecting them stop for the duration, but still decay normally. 4 round cooldown. Free action.
* **Aura of Divine Flames** - While this aura is active, your greatsword is charged with the flames of your God, adding additional points of fire damage equal to your Power Level + 2 to your basic attacks.

### Power Level 2

* **Bane of Heresy** - Silence 1 enemy at any range for 1 round. 5 round cooldown.
* **Aura of Succor** - While this aura is active, you and any allies immediately around you are cleansed of and made immune to all debuffs, and are healed an amount of health equal to your Power Level - 1 every round.

### Power Level 3

* **Wave of Annulment** - A wave of holy force echoes from you, paralyzing every enemy on the battlefield for 1 round. Additionally, all Field AoEs created by enemies are immediately removed. Total the number of effects purged, multiply that number by 2, and add that total as health to you and your allies.
* **Aura of Divine Fury** - While this aura is active, you channel a powerful field of holy flame around yourself, causing fire/holy damage equal to your Power Level + 1 to all enemies immediately around you every round. Undead take double damage from this aura, and have a flat 30% chance of being destroyed outright each round.
Miko

A Miko preparing a blessing

A **Miko**, or Shrine Maiden is a Favoured of Kinzoku, With His powers, she glides across the battlefield, using paper talismans to bless her allies.

## Class Notes

* Miko deal force damage with their basic attacks.

## Abilities

### Power Level 1

* **Talisman of Protection** - Bless yourself or 1 ally with a damage shield equal to 2x your Power Level. Anyone under this effect cannot be engaged by enemies. 3 round cooldown. Free action.
* **Talisman of Power** - Bless 1 ally, increasing all damage they do with 1 elemental damage type (acid, dark, fire, holy, ice, or lightning) for 5 rounds. 1 round cooldown. Optional free action.

### Power Level 2

* **Talisman of Recovery** - Your blessing restores yourself or 1 ally. Your target recovers health equal to 2x your Power Level. 4 round cooldown. Optional free action.
* **Talisman of Purifcation** - Your blessing purges impurities. You or 1 ally is cleansed of all debuffs, and recover health equal to 2x the number removed. 3 round cooldown. Free action.

### Power Level 3

* **Talisman of Alacrity** - Bless 1 ally, granting them newfound power. On their next turn, they can make 2 main actions and 2 free actions.
* **Talisman of Ruination** - Create a terrible echo in the soul of 1 enemy for 5 rounds. On each of their turns, they take successive doubling force damage, starting with 1 point. On round 2, they'd take 2 points; round 3, they'd take 4; round 4, they'd take 8; and round 5, they'd take 16.
Ranger

A Ranger and her arctic wolf companion

The **Ranger** is an explorer, traveler, and sightseer, never in the same place for too long. Armed with a great arbalest, they are always in the company of their trusted animal companion.

## Class Notes

* Upon making a Ranger character, decide what animal their companion will be. The animal companion is treated as a Fighter with a melee-range basic attack, and is permanently immune to 1 non-DoT debuff of your choice.
* The animal companion always takes its turn after its Ranger.
* Animal companions have 3/4 of their Ranger's maximum health as their maximum.
* Animal companions' basic attacks deal physical damage equal to their Ranger's Power Level.
* If addled, an animal companion cannot use its basic attack.
* If a Ranger's animal companion is defeated, the Ranger suffers 1/4 of their current health in damage due to grief. If the Ranger is defeated, the animal companion is defeated instantly. This damage cannot be lowered or mitigated in any way.

## Abilities

### Power Level 1

* **Takedown Bolt**- Unleash a mighty shot with your arbalest at 1 enemy. Your target is knocked down for 1 round and takes physical damage equal to 2x your Power Level. 4 round cooldown. Free action.
* **Bolster Companion** - For 2 rounds, your animal companion suffers 1/2 of all incoming damage. 4 round cooldown. Free action.

### Power Level 2

* **Heal Companion** - Coat a blunt-ended bolt in a restorative elixir and fire it upon your companion, healing them for a number of health equal to your Power Level + 2. 3 round cooldown. Free action.
* **Incite Affliction** - Command your animal companion to channel their innate resistance outwards upon 1 enemy. Upon making its next attack, your animal companion's target additionally suffers the debuff your animal companion is immune to for 2 rounds. 5 round cooldown.

### Power Level 3

* **Boltstorm** - Launch a volley of bolts high into the air. At the start of your next turn, the bolts fall, inflicting physical damage equal to your Power Level to all enemies on the battlefield.
* **Enkindle the Hunt** - Rally your animal companion with encouraging words. For 2 rounds, your animal companion moves as a free action, and all outgoing damage inflicted by it is increased by 1 point. Free action.
Confessor

A Confessor praying for Llymayn's Grace

The **Confessor** is a unique Favoured of Llymayn. Confessors listen to others' burdens, and pray to the Goddess of Light, asking Her for forgiveness. In battle, the Confessor will stop at nothing to protect those they know are worthy of a second chance.

## Lore

Confessors are greatly respected among followers of Llymayn. They seek out those that desire redemption and forgiveness, listening to their fears, worries, and tragedies, and help them forgive themselves and find peace with their actions. By doing so, Confessors believe that through their actions, they are helping people grow, and are giving others the chance and acknowledgement they need in order to reclaim their lives and move past the burdens holding them back.

Confessors are often gentle and incredibly kind, but this mustn't be mistaken for weakness. They are fiercely devoted to those in their care, and the divine power they wield is immense and unyielding.

Many Confessors have experienced incredible hardships before they became followers of Llymayn, often reaching terrible lows in their lives that might have broken others. These experiences have left lasting marks upon these men and women, and they know the struggles people face all too well.

## Spells

### Power Level 1

* **Bless** - Pray to Llymayn, asking for Her assistance. For 3 rounds, your and all allies' outgoing direct damage is increased by 1 point. 4 round cooldown. Optional free action when you reach Power Level 3.
* **Divine Order** - Issue a powerful command backed by divine power, overwhelming 1 enemy. For 2 rounds, your target cannot act, but is allowed an early recovery roll. 5 round cooldown.

### Power Level 2

* **Divine Aid** - Llymayn watches over 1 ally of your choice, granting them a damage shield equal to your Power Level + 2. 5 round cooldown. Optional free action.
* **Spiritual Hammer** - A shimmering hammer of blue-white force springs into your hand. For 5 rounds, you may attack 1 enemy at any range as a free action, dealing your Power Level in holy/force damage. Instant cast. Only 1 instance of this spell may be active at any time.

### Power Level 3

* **Divine Conflagration** - All enemies that you have inflicted damage upon with your *Spiritual Hammer* burns for 2 rounds, taking your Power Level + 1 each round. Instant cast.
* **Llymayn's Grace** - Beseech Llymayn for renewal and strength. You and all allies are healed for 2x your Power Level every round for 2 rounds. Instant cast.
Fenras

Fenras is the unpredictable God of the Sea, Winter, Weather, and Water. He is infamous for being a harsh, cold and unyielding God, and many people worship Him moreso out of fear than honest love or dedication. When a ship captain's journey goes favorably without any problems, it is said that Fenras has favoured him, an incredible feat in itself.

Fenras is worshipped primarily by fishermen, pirates, and seafarers.
Trestae

**Trestae** is the Goddess of the Moon, the Stars, and Community. She stresses the fact that we are all Her children, and should live as such. The night is considered holy by Trestae's followers, and working together, as well as stargazing, are ways to glorify Her. Trestae's teachings say that no matter where we are across the world, we will eventually all bear witness to the night, symbolizing that we are all one giant family; one great community under Her gaze.

Cities and towns devoted to Trestae are known for being incredibly welcoming, and Trestaens are generally very approachable and kindhearted. This shouldn't be a sign of weakness, however, since Trestaens will easily band together in order to protect one another. Trestae especially looks kindly upon inns and taverns; meeting places for people from all kinds of walks of life, where they can share their stories and bring themselves closer together. Trestae's worshippers often build orphanages, maintain taverns or inns, and start families in houses that are built to last for decades.

To Trestaens, the night isn't a dangerous time of day where one should be wary, but a example of how beautiful the world can be. It is said that when Trestaens pass, the Goddess sometimes creates a star for them, in their honour. It is encouraged to worship the other Gods in Trestae's temples, since Trestae considers them Her Brothers and Sisters, and They too, are part of Her family.

Followers of Trestae often call each other My Dear, symbolizing their closeness.

## Description

Trestae is portrayed as a woman wearing a blindfold, surrounded by people under the cover of night. The blindfold represents Trestae's love of everyone under Her stars, without regard to their appearance, mannerisms, or actions.

## Mark of Faith

Trestae's Mark of Faith is a crescent moon, encircled by three stars. Her followers often wear diadems, with a blue gem of varying hues mounted onto a silver crown.

## Worshippers

Trestae is worshipped by people from many walks of life, from scholars and farmers, to homemakers. Innkeepers especially are fond of Trestae, seeing their inn as their home, and welcoming people from the length and breadth of Vitaria, eager to hear their stories and tales.

## Relationships

Trestae sees the other Gods as her kin, no matter how much she may disagree with Them at times. The Gods are Her siblings, and we, Her children.

## Dogma

*"Treat everyone as if they are a part of you, and your actions will be returned tenfold. Make time to gaze at the stars, and let their beauty inspire you to live alongside your kin."*
Stormcaller

A Stormcaller casting Static Charge

Wielding the powers of lightning, the **Stormcaller** excels in destroying their foes in a barrage of energy. Anyone that survives find themselves stunned and unable to move.

## Spells

### Power Level 1

* **Electric Loop** - A discharge of electricity erupts around a small area, dealing lightning damage equal to your Power Level to all enemies within.
* **Conductivity** - With this spell active, your next *Shocking Bolt* or *Electric Loop* takes effect twice. Additionally, all damage done with this extra spell deals 1 additional point of damage. Only 1 instance of this spell can be active at any time. 2 round cooldown. Free action.

### Power Level 2

* **Stormshell** - A shimmering field of lightning encases you for 3 rounds. Any enemy that affects you from melee range takes lightning damage equal to your Power Level. 5 round cooldown. Optional free action.
* **Shocking Bolt** - A powerful stroke of electricity fires from your fingertips, inflicting lightning damage equal to your Power Level to all enemies in a line originating from you. Additionally, anyone hit is paralyzed for 1 round. 5 round cooldown. Instant cast.

### Power Level 3

* **Bolt of Judgment** - A powerful bolt of divine lightning rains down from the heavens and blasts the battlefield, inflicting lightning damage equal to 2x your Power Level to all enemies and paralyzing them for 1 round. Additionally, each enemy hit has a flat 30% chance of dying instantly.
* **Static Charge** - Cause a field of static to encircle you, building immensely until it discharges. Every round until you are defeated, 1 random enemy on the battlefield takes lightning damage equal to your Power Level + 1. - 1 cast time.
Swashbuckler

A Swashbuckler in the midst of battle

The favoured profession of captains and pirate lords, the **Swashbuckler's** presence is an inspiration to their comrades. They empower their allies through teamwork and encouragement.

## Abilities

### Power Level 1

* **Concealed Firearm** - Produce a small musket from the folds of your coat and fire. 1 enemy at any range takes physical damage equal to 3x your Power Level. 5 round cooldown. Optional free action.
* **Shore Leave** - One ally of your choice retreats from battle, skipping their next turn and becoming untargetable. One round later, they instantly move to a location of their choice and make a basic attack, dealing 3x their original damage. 3 round cooldown. Optional free action.

### Power Level 2

* **Savvy** - For 4 rounds, every basic attack you make increases the damage of your next basic attacks made afterwards by 2 points. This effect is cumulative, up to a maximum of 6 additional points. 5 round cooldown. Optional free action.
* **At the Ready** - Excel at making your comrades work together. 1 ally of your choice has all non-DoT debuffs removed from them. If this is successful, your target instantly makes a basic attack at 1 enemy on the battlefield, regardless of range. 3 round cooldown. Optional free action.

### Power Level 3

* **All Hands on Deck** - Call your comrades into action. Inspired by your presence, all of your allies immediately perform 1 main action. The turn order proceeds as normal afterwards.
* **Captain's Orders** - Instantly command 1 ally of your choice to take an immediate free turn. No Power Level 3 Restriction. 4 round cooldown. Free action.
Prophet

A Prophet studying a dark tome

**Prophets** are sinister spellcasters with eyes that glow slightly. Their powers are not granted by talents with the Weave, or by the Gods, Themselves. It is said that when one is alone in a room with a Prophet, they can't help but feel like they're being watched by a third party.

## Spells

### Power Level 1

* **Writhing Tentacle** - Cause a large, ghastly tentacle to erupt from the ground in an unoccupied square for 4 rounds. Every round, it may attack 1 enemy immediately near it, dealing physical damage equal to your Power Level. You may have a maximum number of tentacles active equal to your Power Level, and each tentacle is capable of engaging one enemy of your choice.
* **Shroud of Gloaming** - Create barrier of darkness to protect you. For 2 rounds, you and all allies have incoming elemental (acid, dark, fire, holy, ice, or lightning) damage reduced by a number equal to your Power Level - 1, and gain a 30% bonus to saves. 5 round cooldown.

### Power Level 2

* **Souleater** - A rush of dark energy overwhelms a small area, leeching lifeforce. Enemies within take your Power Level + 1 in dark damage, and you heal for equal the amount, up to a maximum of 2x your Power Level. 4 round cooldown.
* **Choking Shadow** - A rush of darkness gathers and overwhelms your foe. 1 enemy takes your Power Level in dark damage and is silenced for 1 round. 4 round cooldown. Instant cast.

### Power Level 3

* **Dark Grasp** - A hand of nightmarish forces tries to rip the soul of your foe from their body. 1 enemy must save or be slain instantly. If they survive, they take your Power Level + 2 in dark/force damage. Enemy mages take 3x your Power Level, instead. - 1 cast time.
* **Blasphemy** - This terrible spell attempts to sever Favoureds' connections to their Gods. All Favoured and Godlike/Aspects on the battlefield must save or take dark/force damage equal to 3x your Power Level. Regardless if they save or not, your targets are paralyzed for 1 round. This spell bypasses magical resistance, damage reduction, and elemental immunity.
Force Adept

A Force Adept casting Pull of the Abyss

The **Force Adept** is greatly skilled in the art of metaphysics, bending pressure, gravity, and energy to their will.

## Spells

### Power Level 1

* **Force Missile** - Direct a burst of gravitic energy to explode. 1 enemy takes your Power Level + 1 in force damage.
* **Kinetic Barrier** - Ward yourself with a powerful shell of kinetic energy attuned to the Weave. For 2 rounds, if an enemy causes direct damage to you with a spell, they take force damage equal to your Power Level in return. 5 round cooldown.

### Power Level 2

* **Gravitic Burst** - Cause a blast of energy to erupt. Enemies in a small area take 2x your Power Level in force damage, and are flung 1 square away from the center. 2 round cooldown. Instant cast.
* **Force Blast** - Raise one hand to your temple, and emit a powerful wave of force. Enemies standing immediately around you are pushed back 1 square, take 2x your Power Level in force damage, and are knocked down for 1 round. 4 round cooldown. Instant cast.

### Power Level 3

* **Pull of the Abyss** - Manifest a well of powerful energy at a point you decide. For 4 rounds, enemies in a large area centered on your point move the well's center by 1 square, and take 2x your Power Level in force damage. Enemies breaking engagement from this spell suffer disengagement attacks by your allies.
* **Gravitic Hammer** - Harness the localized pressure around you, which violently lifts enemies up and slams them onto the ground. Enemies in a small area take physical/force damage equal to 5x your Power Level.