Skill Tree: Prophecy

1.) Charm of Fortunes - Upon use, deploy a Charm of Fortunes on yourself or an ally within 5m. As long as the Charm remains on that ally, that ally has +3 HP Regeneration and +3 Armor. Whenever the ally is attacked, they have a 10% chance of the Charm being removed. One use per encounter.

2.) Charm of Vitality - 5 MP - Places a Charm of Vitality on target ally, restoring ( Spell Effect x 0.1 ) Hit Points on both your target and you. Any healing done in this way excess of Max HP is rendered as a Shield. Overcast heals for ( Spell Effect x 0.2 ) Hit Points instead. Range of ( Spell Effect x 0.1 + 3 )m. That charm remains on that ally until that unit is hit with a Critical Hit or a Bonus Attack.

3.) Regeneration - +2 HP Regeneration.

4.) Overflowing Grail - +5% Overcast Chance.

5.) Fate Foretold - Your Overcasted spells have +30% Spell Effect.

6.) Will of the Fates - +10 Spell Effect.

7.) Prophetic Ward - Upon use, places a Prophetic Ward at a location up to 15m away. The Ward has vision in a 10m area around it. Enemy units within the vision area can be targeted with spells and attacks from any ally on the map, and their stats are visible. Allies in the area can be targeted by allied spells from any ally on the map. The Ward is invisible, but when attacked is instantly destroyed. One use per encounter.

8.) Stacked Flames - For each stack on you ( Up to five of any one kind of stack ), you have +1 Attack Damage and Spell Effect.

9.) Cleanse with Fire - 25 MP - Upon use, enraptures your target in flames. If on an enemy, deals ( Spell Effect x 1.25 ) damage to them, and burns 3% of that unit's Max HP. If used on an ally, purges that ally of all disables and debuffs. Can be used at any time. If Overcast, costs no mana.

10.) Carry into Nothingness - Whenever an enemy dies, that enemy is immediately sucked into the Nether Realm. The Nether Deities reward you with a bounty of gold and by restoring 5 HP on a party member of your choice.

11.) Null Disruption - Upon use, counter target spell or attack immediately. Can be used at any time, but only once per encounter. Range of 10m.

12.) Nil - Enemies with at most no Armor or Spell Resist take +25% Damage from all sources.

13.) Charm of Forgiveness - Upon use, places a Charm of Forgiveness on a target ally within 20m. That ally has +50% HP Regeneration and gains an additional 5 Hit Points whenever they recover life. Lasts until end of encounter. One use per encounter.

14.) Charming Personality - Whenever you place a charm on an ally, that ally instantly recovers ( Spell Effect x 0.3 ) Hit Points, then gains ( Spell Effect x 0.1 ) Armor until your next turn, up to 15 Armor.

15.) Desolating Caster - Whenever you Overcast a spell, you may remove up to 8 of any unit's Spell Resist within 10m. This debuff lasts until end of encounter. This removes 4 Spell Resist instead on units with 0 or less Spell Resist.

16.) Agonizing Truth - +30 Overcasted Spell Effect.

17.) Absolution - +10 Spell Effect; Whenever you cast a spell, each other spell you cast this turn has +20 Spell Effect instead.

18.) Fluid Ward - You carry an additional ward. Additionally, your Wards come placed with + ( Spell Effect x 0.75 ) Mana Points. Allies within 10m of the Wards can take any amount of Mana from the Wards at any time, up to once per turn. Additionally, whenever an ally takes mana from the ward in this way, that ally gains that much Spell Effect until end of turn.

19.) Initiator Ward - Whenever an ally comes within 10m of a Ward, that ally gains +10 Movement until end of turn. Additionally, in a turn in which an ally was within 10m of a Ward, that ally gains +20% Attack Damage until end of turn. You carry an additional ward.

20.) Sundering Ward - You carry an additional ward. Whenever an enemy comes within ( Spell Effect x 0.2 + 2 )m of one of your wards, that enemy loses ( Spell Effect x 0.5 ) Armor and Spell Resist until that unit's next turn. When this ability is activated, it goes on a cooldown, that only resets once another ward is placed. If multiple enemies trigger the ward, you get to choose which it targets. This reduction has halved effect past 0 of either stat. Additionally, whenever you place a ward, it deals ( Spell Effect x 0.5 ) damage to each enemy within the range of the Sunder Aura.

21.) Turn the Tide of Battle - Whenever you attack, you gain a stack of Skirmish. Each stack of Skirmish grants you +1 Attack Damage. Once you have five Skirmish Stacks, each attack instead grants you a stack of Battle. Each stack of Battle grants you +2 Attack Damage. Once you have ten stacks of Battle, each attack instead grants you a stack of War. Each stack of War grants you +2 Attack Damage and +2 Spell Effect. Max 15 War Stacks.

22.) Fires of Truth - 15 MP - Launches an Orb of Flame to a targeted location up to ( Spell Effect x 0.1 + 2 )m. All allies within ( Spell Effect x 0.25 )m of that location recover ( Spell Effect x 0.1 ) MP. All enemies within ( Spell Effect x 0.1 )m of that location take ( Spell Effect x 0.4 ) damage. If Overcast, deals ( Spell Effect ) damage to each affected enemy instead, and all allies affected recover ( Spell Effect x 0.5 ) MP instead.

23.) Nether Grasp - Whenever you cast a spell that hits a single enemy target, that enemy has a ( That Unit's Missing % Hit Points x 0.2 )% chance of being immediately sucked into the Nether Reaches and dying. All loot is still rewarded to the party, but only 75% XP on a kill in this way. Additionally passively grants you +1 MP Regen. When procced on units that are above 35% HP, 25% of that unit's Max Hit Points are depleted.

24.) Self Destruction - 20 MP - Causes target attack or spell being cast or performed within ( Spell Effect x 0.2 + 3 )m to backfire on its user. If a spell, deals ( Mana Spent on Spell + Spell Effect ) damage to the caster. If an attack, causes the attack to deal ( Damage Attack Deals including Crit ) damage to the attacker, then stuns the attacker on its next turn. If Overcast, will also burn mana to caster equal to damage dealt, and deal damage to attacker equal to ( Spell Effect x 1.25 ).

25.) Intense Undoing - Upon use, stuns all enemy units that are already sundered, then intensifies the Sunders on those units, causing those sunders to gain +50% effect until your next turn. One use per encounter.

26.) Charm of Verdant Dust - 30 MP - Places a Charm of Verdant Dust on a unit within 5m or self. The target instantly recovers ( Spell Effect x 0.5 ) Hit Points. While the Charm Remains on the unit, that unit has +6 Hit Point Regeneration. If Overcast, this Regeneration is increased to +10 instead. Whenever a unit is hit with a Critical Hit or Bonus Attack, Charm of Verdant Dust is removed from that unit.

27.) Charm of Desirable Futures - Upon use, places a Charm of Desirable Futures on target allied unit within 10m. Keep track of the damage that ally takes in any given turn. At any time, an ally can consume a Charm of Desirable Futures on them to recover Hit Points equal to ( Damage Taken since this Unit's last turn x 0.5 ) Hit Points. Three uses per encounter. Also passively makes allies receive +2 Hit Points when healed for any amount per Charm of Vitality on that unit.

28.) Almighty Sunder - Upon use, you rewrite fate, ensuring the destruction of your target. Your target is sundered for ( Spell Effect x 0.75 ) Armor and ( Spell Effect x 1.5 ) Spell Resist until your next turn. One use per encounter.

29.) Epitome - + ( Overcast Chance ) Spell Effect on Overcasted Spells.

30.) Chance Effect - Whenever you cast a spell, you have a 5% chance of gaining +60 Spell Effect until end of turn.

31.) Spellflux Ward - Whenever you place a Ward, that ward Generates a Magic Barrier Around it that both weakens incoming enemy spells, empowers your spells, and soaks up damage for allies in the barrier. The Shield has ( Spell Effect x 0.4 ) Hit Points. While the Shield is active, all units in the area ( So, thusly, the shield ) have +20 Spell Resist. When the Shield goes down, this benefit is lost. All units within the Ward's AoE have +10 Spell Effect. The Spell Effect bonus is not lost when the Shield is depleted.

32.) Breaker Ward - Each Ward comes with a stack of Breaker on it. Whenever an ally attacks a unit within 10m of the ward, that ally can expend the Breaker stack on the ward to stun the target, sunder that unit for half of its Armor and Spell Resist until the attacker's next turn, then have any number of allies within ( Spell Effect x 0.25 + 4 )m of the ward teleport to a location within 5m of the attacked target.

33.) Blasting Ward - You carry an additional Ward. Whenever you deploy a Ward, you can deal ( Spell Effect ) damage to a target enemy within ( Spell Effect x 0.1 + 3 )m of the ward. This damage is increased by 1% for every 1% of the target's Missing Hit Points.

34.) Swath of Greatness - Whenever you attack, you deal a bonus [ ( Spell Effect x 0.1 ) + ( Total Number of Stacks on you x 0.75 ) ] Magic Damage to your target. The maximum number of stacks counted per source is eight stacks.

35.) Circling Flame - Whenever you cast a spell, you gain a Stack of Ring of Flame. For each stack of Ring of Flame on you, you have +1 MP Regeneration. Once you reach four stacks, all stacks are consumed to create a permanent 5m AoE Ring of Flame around the location that you are at. While within any given Ring, allies have +1 MP Regen. While enemies are in the ring, those enemies take ( Spell Effect x 0.15 ) Pure Damage each turn. Any unit can be affected by up to five Rings at any one time.

36.) Eternal Shadow - Upon use, marks target unit with Eternal Shadow. While marked with Eternal Shadow, until your next turn, the target takes +10% Damage from all sources and is rooted. Then, until your turn after that, that unit takes +20% Damage from all sources and is stunned. While Eternal Shadow is active, the targeted unit loses 10% of its Max Hit Points on each of its turns. One use per encounter.

37.) Call forth from Nothing - Whenever you counter a spell, you recover 10 Mana Points. Whenever an attack to one of your party members has at least 50% of its Damage prevented ( From base, through Armor or Reduction Effects ), you recover 5 Hit Points and 5 Mana Points.

38.) Global Sunder - Upon use, sunders all units completely until your next turn, including all allies. One use per encounter.

39.) Charm of Luck - Upon use, places a Charm of Luck on yourself. You have a 25% chance to cool down one Charm of your choice during the beginning of your turn while you have the Charm of Luck on you. When you place the Charm of Luck on you, all Charms that you used this turn immediately cool down.

40.) Charm of Redemption - 10 MP - Places a Charm of Redemption on target ally. While on that ally, that ally has +0.5 HP Regeneration. At any time, an ally can consume all Charms of Redemption on them to recover ( Spell Effect x 0.4 ) Hit Points for each one on them. If Overcast, places two of these charms on that ally instead.

41.) Channel Fortune - + ( Overcast Chance x 0.5 ) Spell Effect. For each point of Charisma, you have +0.5% Spell Effect.

42.) Ward Wash - You carry an additional Ward with you. Whenever you place a ward, that ward emits a Wave of Sorcery that restores 30 MP to all allies within 10m of the ward and grants all allies in the AoE +15 Spell Effect until the end of those allies' turns.

43.) Mortar Wards - Whenever you place a ward, it deals ( Spell Effect x 0.25 ) Pure Damage to all enemies within 5m of the Ward. Whenever you cast a spell, it has a ( Overcast Chance )% chance to have you recover a ward.

44.) Flaming Strike - Whenever you attack, you gain a stack of Flaming Strike. Once you have at least three stacks of Flaming Strike, you can consume all stacks on you on attack to deal + ( Stacks Removed x 4 ) Pure Damage on that attack, as well as deplete ( Stacks Removed x 0.5 )% of your target's Max Hit Points, up to 5%.

45.) Oracle's Swath - Whenever you cast a spell, you have a 10% chance to reset the cooldown of a random ability among allies in your party. Additionally, you have a 10% chance to recover 50% of your Max Mana Points whenever you cast a spell.

46.) Exhausting Command - Upon use, enemies within 10m of you are forced to attack you and cast their most expensive spells, targeting you if able until your next turn. Until your next turn, you are completely immune to the effects of spells and resist 80% of all incoming Physical Damage. One use per encounter.

47.) Eager Charm - Upon use, places an Eager Charm on yourself or an ally within 5m. While the Eager Charm remains on that ally, that ally has +75% Movement and has +10% Attack Damage and +10% Spell Effect. At the end of an ally with the Eager Charm on them's turn, that ally can transfer the Eager Charm to another ally within 5m.

48.) Ward Resonance - 80 MP - Emits explosive energy from all placed wards, dealing ( Spell Effect x 0.75 ) damage to each enemy within the range of your wards, each additional ward dealing damage to that unit adding ( Spell Effect x 0.25 ) damage to this damage instead of full damage. If Overcast, deals a base ( Spell Effect x 2 ) damage instead, and each additional ward deals ( Spell Effect x 0.5 ) damage instead.

49.) Stardust Strike - Whenever you attack, you gain a stack of Stardust. Each Stack of Stardust grants you a +5% Chance to consume all stacks of Stardust on attack. When you consume all stacks of Stardust, you recover Mana equal to ( Number of Stacks Consumed x 5 ), then deal a bonus [ ( Number of Stacks Consumed x 5 ) + ( Spell Effect x 1.25 ) ] Magical Damage on attack.

50.) Supernova - Upon use, you begin to glow with the Light of the Stars. Whenever you would proc a Stack Based effect, you can instead break that Stack Based Ability, causing you to continue to gain Stacks. When you decide to let all the Stack Based Abilities proc, they Proc at once, creating a Supernova. When the Supernova occurs, you deal an additional ( Spell Effect x 0.5 ) damage to each enemy within ( Spell Effect x 0.5 + 5 )m for every Proc that occurs during the Supernova. One use per encounter.