recursal/Fanatic-Fandom huggingface dataset:
Painbearer

A Painbearer with her chains

A unique class, the Painbearer uses both physical and magical aspects. They are in constant pain, since their bodies are wrapped in a winding spiked chain that digs into their flesh, constantly.

## Class Notes

* Painbearer abilities with a cast time can be disrupted, just like mages' spells.
* All DoTs the Painbearer inflicts stack with each other. For example, an enemy can bleed from *Bloodletting* and *Invigorating Slash* at the same time.
* Any damage inflicted to the Painbearer or their allies cannot be reduced or mitigated in any way.

## Abilities

### Power Level 1

* **Bloodletting** - Slash at 1 enemy, causing physical damage equal to your Power Level. Your target bleeds, taking the same amount of damage for 2 rounds. 3 round cooldown. Optional free action when you reach Power Level 2.
* **Sadism from Masochism** - Tighten the chains around you, inflicting physical damage to yourself equal to your Power Level - 1. However, all enemies in a large area at any range suffer physical damage equal to your Power Level + 1. 2 round cooldown. Optional free action.

### Power Level 2

* **Sadistic Link** - Strike 1 ally with your scythe, creating a link between them and yourself. Your ally bleeds, suffering physical damage equal to your Power Level - 1 every round for 3 rounds, while you heal for 2x the health lost each round in return. 5 round cooldown. Optional free action when you reach Power Level 3.
* **Searing Hate** - Channel your anger, projecting it towards 1 enemy at any range. Your target burns for 3 rounds, taking fire damage equal to your Power Level + 1. Your target must also save or be feared for 1 round. 4 round cooldown. 1 round cast time.

### Power Level 3

* **Bloodbath** - Charge through the battlefield, attacking every foe in sight. Every enemy on the battlefield takes physical damage equal to your basic attack, and bleeds for 2 rounds afterwards, taking the same amount of physical damage.
* **Manifest Hate** - Focus your suffering on your foes. You inflict physical damage equal to your Power Level to yourself, but all enemies on the battlefield suffer 2 additional points to all incoming damage for 3 rounds. 1 round cast time.
Wiki EBEP Pirataria

**Wiki EBEP Pirataria**
 Arquivo:Placeholder
## Links

### **Link direto para os trabalhos da turma, separados por categorias:**

*PIRATARIA CLIENTE/SERVIDOR*

*Pirataria de Software*

*Como identificar produtos piratas*

*Pirataria em video games'*

*Consequências da pirataria de software*

*PIRATARIA CORPORATIVA*

*Pirataria Online*

*Leis existentes e propostas*

*PIRATARIA DE ELETROELETRÔNICO*

*PIRATARIA ROUPAS E ACESSÓRIOS*
Pirataria Online

**PIRATARIA ONLINE**

Componentes: Ana Clara Medeiros Dias, Maria Clara Silva, Rafaela Faé Viana.

**1.    O que é**

Pirataria digital é o ato de distribuir ou comercializar na internet obras das quais você não possui os direitos. Hoje ela acontece de forma bastante expressiva, principalmente no Brasil, e seus prejuízos são sentidos de diversas formas. Além da mais conhecida pirataria de filmes e CDs, existe também a pirataria de softwares, de livros e de conteúdo educativo, como cursos e videoaulas.

**2.    Segurança**

Arquivos e programas piratas podem comprometer a segurança de empresas, pois esses materiais costumam carregar vírus. Então, é importante que você crie mecanismos de defesa dentro da sua organização, como sistemas antivírus e soluções de aviso caso alguém tente instalar um software pirata.

**3.    Quem é prejudicado?**

A maioria das pessoas pensa que essa atividade afeta apenas os grandes produtores e pessoas que não precisam mais se preocupar com dinheiro. A pirataria pode afetar produtores de conteúdo de diversos tipos e tamanhos e impacta diretamente não só em seu trabalho, mas também no de diversas outras pessoas envolvidas com a produção, divulgação e distribuição daquele material.

No caso de produtores de cursos e conteúdos online, por exemplo, isso pode representar prejuízos enormes. Afinal, muitas vezes pequenos produtores começam a disponibilizar suas aulas e cursos na internet, mas tomam grandes prejuízos por causa da pirataria e distribuição ilegal de seus conteúdos, o que pode acabar arruinando todo o projeto.

**4.    Maiores problemas**

Muita gente fica seriamente prejudicada com a pirataria digital, a começar com os produtores, aqueles que têm o direito autoral do conteúdo. Quando se fala em pirataria, você pode até imaginar que os conteúdos copiados pertencem a grandes empresas, com faturamentos exorbitantes, mas nem sempre é assim. Os cursos online podem ser criados por pequenos empreendedores, por exemplo, que investem tempo e dinheiro para a criação dos conteúdos, roteiros, gravação e edição de vídeos, além de toda a didática envolvida.

**5.    Fatores que levam à pirataria**

Diante da alta tributação no país, o Brasil está entre os cinco principais países que mais arrecadam com a pirataria. No ano de 2017, foi apurado que 81% dos internautas baixam conteúdos ilegais e 86% dos internautas acham correto baixar conteúdo pirata. Outros fatores que contribuem para o crescimento da pirataria no país são a ausência de recursos financeiros por boa parte da população e a ausência de escolaridade, e, portanto, as classes C,D e E são as que mais praticam a pirataria virtual.

**Fontes:**

**“Maiores problemas” e “Segurança”:**  https://rockcontent.com/blog/pirataria-digital/

**“O que é”:** https://sambatech.com/blog/insights/pirataria-digital/

**“Fatores que levam à pirataria”:** https://canalcienciascriminais.com.br/pirataria-virtual-download/

**“Quem é prejudicado”:** https://sambatech.com/blog/insights/pirataria-digital/
Optional Free Action

An **optional free action** can be used as either a main action or free action, depending on the player's choice. Any spells that are optional free actions are treated as instant cast spells if they are not used as a free action.

As long as it doesn't have a cooldown, a character can use an ability or spell designated as an optional free action twice in the same turn; the first use counts as the main action, and the second, the free action.
Shaman

A Shaman casting Cleansing Wave

The shaman calls upon the spirit world to heal her allies and harm her foes.

## Spells

### Power Level 1

* **Totem of Life** - Erect a restorative totem at a location of your choice. For 3 rounds, any ally standing immediately around it heals for a number of health equal to your Power Level + 1. 4 round cooldown.
* **Spirit Bolt** - Fire a brilliant bolt of spiritual energy at 1 enemy, causing force damage equal to your Power Level.

### Power Level 2

* **Beam of Apathy** - You fire an enfeebling ray of negative spiritual energy from your hand at 1 enemy, causing them to spend their next turn doing nothing. 4 round cooldown.
* **Cleansing Wave** - A rush of energy echoes from you, cleansing all debuffs from you and all allies on the battlefield. Instant cast.

### Power Level 3

* **Ancestor's Vigour** - One ally of your choice may use 1 of their previously used Power Level 3 spells or abilities again. If the spell or ability has no restriction, but is currently on cooldown, it becomes ready for use. Instant cast.
* **Arise** - The spirits watch over 1 ally, closely sealing their soul to their body. When they are defeated in combat, they are resurrected instantly with 1/2 health, and all debuffs affecting them are cleansed. This spell is permanent until your target is defeated. No Power Level 3 restriction, but you may cast this spell a maximum of 2 times per battle. 5 round cooldown. Free action.
Armor

**Armor** groups everything you can wear: Helmets, armor, gloves, and boots.

They come in four rarities: Uncommon, Rare, Epic, Legendary. The better the rarity, the more effective the armor, Legendary may be worse or better it certain situations!

Legendary armor are very niche and sometimes are considered downgrades to your epic tier items. For example Stone hide boots are steel boots but movement speed is exchanged for attack power.

## List

### Helmets

 Swordsman's Hat | Dawn Helmet | Archmage's Hat | Click on the item to see
the recipe & Stats

### Gloves

 Doctor's Gloves | Thorny Gloves | Vampire Leather Gloves | Click on the item to see
the recipe & Stats
Disengagement Attack

A Disengagement Attack is a free basic attack Fighter characters receive when someone retreats from Engagement. Disengagement Attacks are only performed during a move action, and not during movement caused by abilities or spells, unless specifically stated. Disengagement Attacks are treated as indirect damage.
Gladiator

A Gladiator victorious in battle

None

A master of melee combat, the **Gladiator** wields dual chains, one in each hand. They have many tools to use against their enemies.

## Class Notes

* Gladiators are immune to instant death.

## Abilities

### Power Level 1

* **Fanged Blade** - You draw a small serrated knife from a pocket in your armour, and toss it at 1 enemy at any range, causing physical damage equal to your Power Level. Anyone hit by this ability takes 1 additional point to incoming damage caused by you this round. Free action.
* **Deadly Lash** - Thrust your chains forth a distance 3 squares. Enemies present take physical damage equal to your Power Level + 2, and must save or be addled for 1 round. 3 round cooldown.

### Power Level 2

* **Whirling Steel** - Spin in a 360 degree arc, chains flailing wildly. Make a basic attack upon all enemies immediately around you. 1 round cooldown.
* **Ire** - Force 1 enemy at any range attack you with their basic attack. If your target needs to move to get to you, they spend that turn walking, and recover after that. 4 round cooldown. Optional free action.

### Power Level 3

* **Steel's Embrace** - Wrap your chains around 1 enemy, paralyzing them and inflicting physical damage equal to your Power Level + 1 over time as they are constricted. Both the effect and the damage happen each consecutive round until your target dies or this ability is canceled prematurely by your choice, being defeated, a disabling debuff, or so on. You cannot move or perform any other attacks, abilities, or free actions while this ability is active.
* **Iron Will** - Focusing on sheer punishment, you ignore all damage inflicted from the next 3 attacks, abilities, or spells. Additionally, your next 2 outgoing basic attacks deal 2 additional points of damage, each. Each effect from this ability is treated separately, so you still gain the damage boost if you have been attacked thrice, for example. Optional free action.
Direct Damage

**Direct damage** is dealt by any action that causes damage as its priority. The action must be consciously done, in the moment, and not passive. DoTs, field AoEs and Set abilities are never considered direct damage, since their damage is done passively.

## Direct damage examples

* All basic attacks, regardless of the damage type they deal, or range.
* A spell that causes acid damage, then poisons its target.
* A spell that causes dark damage, then kills its target instantly.
* An ability that causes physical damage, then addles its target.
* A spell that deals physical damage to everyone on the field, and then causes knockdown if they fail to save.

## Examples that are not direct damage

* A spell that poisons everyone in a large area.
* A spell that tries to kill its target instantly, and deals fire damage if they save.
* An aura that pulses every round, dealing dark damage to anyone around its user.
* Bleeding affecting a target for six rounds.
* A field AoE dealing ice damage every round.
The Guardians

The **Guardians** are the main defending force of Guinevere's capital. Hundreds of thousands in number, they mainly work as guards and protectors, and keep peace in the city. Despite this, they also serve as Guinevere's army, when need be. The Guardians possess a strong reputation, and are well-respected throughout the city and country.

## Notable Guardians

* **Alexandra Tischaeva** - A Guardian entrusted with protecting King Uriel during Malthael's attacks on the capital of Guinevere. She lost her life in the endeavor, and her name was recited during the memorial for those lost.
* **Crisas Evermeen** - Crisas is a Guardian that watches over an area of Guinevere's Merchant's District. He helped rescue civilians while the city was under attack by Malthael. Crisas has been longtime friends with Rowena Travelian, and he relayed information to her during the attack.
* **Rowena Travelian** - Rowena was a Guardian of the capital of Guinevere's castle. Due to her selfless actions in defeating Goldarion, a corrupted Eldyrian aspect, she was promoted to Guardian General and leads Guinevere's Guardians as their commanding officer.
* **Wolfe Hyun Lang** - Guardian Commander of Guinevere's Academy of Magic, Wolfe is in charge of training and directing his men and women. Born out of wedlock to a Hinodean father and a Eth'leenian mother, Wolfe was shunned by his family, and seen as dishonourable. Nevertheless, he made a name for himself and rose through the ranks, earning his position. Wolfe is kindhearted and just, although impatient and a bit gruff. He is in love with a Bishop of Vea, Bethani Luvari.
Arcanist

An Arcanist drawing a water essence from the Weave

The **Arcanist** is a powerful metaphysicist skilled in alteration, creation, and destruction magic. They hold unique powers that draw from the Weave, itself.

## Lore

Arcanists are the most common type of mages in Vitaria. They are skilled in altering matter, and use these talents in the creation of magical artifacts and constructs; Arcanima and Familiae, respectively.

Arcanists use their powers to draw elemental essences from the Weave, and infuse it into an inanimate object of their choice, granting it magical powers. All magical items will have their potency degrade over time, but more experienced Arcanists can create enchantments that last for years, decades, and even centuries.

Archmage Vandania Jyuursen of the Trentin Marshes is widely regarded as the first Vitaran Arcanist.

## Spells

### Power Level 1

* **Unmend** - A field of powerful arcane energy focuses around 1 enemy, shredding their lifeforce. The target must save or suffer force damage equal to 1/2 of their current health, otherwise they take force damage equal to your Power Level + 1. When you reach Power Level 3, the target suffers a 10% penalty to save against this spell. This spell can never reduce health lower than 1 point, and damage cannot exceed 3x your Power Level.
* **Bond of the Weave** - Strengthens 1 non-Favoured mage ally's connection to the Weave for 3 rounds, granting them immunity to being silenced. Additionally, any direct damage they inflict with spells is increased by 1 point, and any debuff or effect that would cause a spell they are casting to fail (aside from instant death) doesn't work for the duration. 4 round cooldown. Optional free action when you reach Power Level 2.

### Power Level 2

* **Ethereal Jaunt** - Move yourself, 1 ally, or 1 enemy to any place of your choosing. Your target is immune to all forms of damage for 1 round if it is yourself or an ally. 4 round cooldown. Free action.
* **Circle of Protection** - Conjure a semi-invisible shield of shimmering force over a large area for 3 rounds. You and/or any ally in the area of effect gains a 50% bonus to all saves, are immune to debuffs and instant death, and have incoming direct damage reduced by 1 point. Lastly, all incoming healing to your targets is increased by 1 point. 4 round cooldown. Instant cast. Field AoE.

### Power Level 3

* **Haste** - Alter physics, greatly accelerating movement. You or 1 ally take an additional main and free action on their next turn. Instant cast. No Power Level 3 restriction. 4 round cooldown. Instant cast.
* **Unmake** - A field of powerful arcane energy focuses around the entire battlefield, shredding their lifeforce. All enemies must save or suffer force damage equal to 1/2 of their maximum health. Anyone that saves suffers force damage equal to 2x your Power Level, instead. This spell can never reduce health lower than 2 points.

## Notable Arcanists

* Eoren Brenthis
* Tabatha Brynlay
Debuff

A **debuff** is one of eleven afflictions characters may suffer from. While debuffs and effects both have negative actions upon their recipients, they are treated separately. A spell that cleanses all effects, for example, will not remove debuffs, and vice versa.

Poison, bleeding, and burning are different, however, since they are DoTs. Anything that removes DoTs removes these three debuffs as well, regardless if they are a debuff or an effect.

## Debuff List

* **Addled** - Your hands have been injured, and you cannot use abilities for the duration. Additionally, all physical attacks dealt by you only cause 0.5 points of damage, and cannot have their damage increased in any way. An addled character cannot make disengagement attacks.
* **Bleeding** - A weapon has cut deep into your skin, and you suffer damage each round. The damage caused by bleeding is treated as untyped, and is not subject to elemental resistance.
* **Blind** - Your attacks or abilities miss 50% of the time. Additionally, Area of Effect abilities or spells affect everyone present within, regardless of allegiance. Blind characters cannot engage enemies.
* **Burning** - You suffer from painful burns, taking fire damage each round. Burning has no effect on anyone immune to fire damage.
* **Charmed** - You are forced to attack your allies with your currently equipped weapon for the duration. If the charmer inflicts damage to the person that is charmed, the spell is immediately broken. Charmed overwrites and cancels Domination.
* **Dominated** - You are forced to attack your allies by all means necessary, including the intelligent use of spells or abilities. Spells that can be successfully cast before this debuff ends should be prioritized. Overwrites Charm.
* **Fear** - You are overcome with terror and fright. Your turn is wasted cowering helplessly.
* **Knockdown** - You are knocked to the ground and lie prone. All incoming physical direct damage is increased by one point.
* **Paralyzed** - You are stunned, frozen, or otherwise unable to move for the duration.
* **Poisoned** - Toxins course within your veins, causing poison damage each time you act. While poison is a damage type, it is not treated as an element, and is thus not subjected to abilities like the Trickster's *Devious Boon*.
* **Silenced** - Your ability to speak Eldyr or prayers has been disrupted, and you are unable to cast spells.

## Notes

* If someone dominating or charming anyone is killed, the people they are controlling are immediately released from service.
Cowapatra

Cowapatra is a character from the Saban animated series Monster Farm. She is a cow mummy.

Cowapatra like all mummies is wrapped in bandages. She has shoulder-length raven hair, wears a golden headress with a snake ornament and is adorned with Egyptian jewelry. She also wears lipstick.

## Trivia

Her name is a parody on Cleopatra, the last queen of Egypt.
The Frozen North

Located at the northern end of Vitaria, the **Frozen North** is mostly unexplored. Frigid blizzards and sub-zero temperatures make life impossible, and those that seek to explore its mysteries almost never return. No one truly knows how far the Frozen North extends, because no one has been able to survive long enough to map it.

The Frozen North is famous for its challenge and promise of adventure, attracting travelers and scholars, alike. The city of Bosmarr, in Guinevere's Owl Duchy, is considered the last safe haven before entering the Frozen North, and many travelers prepare themselves there before journey into the frozen unknown, often never to return.

Despite its reputation, many adventurers and thrill-seekers see the Frozen North as a way to make a name for themselves. They believe that they have what it takes to survive, uncover its treasures, and return, mostly unscathed.

## Fields of Endless Snow

The Frozen North is home to great mountain ranges as far as the eye can see, while thick snow makes seeing the ground impossible. The farther one gets from Guinevere's border, the colder the temperature becomes, and the snow only gets thicker and thicker, eventually being enough to rest at least five feet high. If the weather isn't a blizzard or snowstorm, it is foggy, making seeing beyond one's immediate vicinity a futile effort. Concentration on magic, even that of fire, becomes increasingly difficult the further one travels. Even scrying magic employed by Divinators has terrible results, unable to penetrate the thick barriers created by the harsh weather.

## Unknown Mysteries

It is hypothesized that there are many Ancient Eldyrian ruins buried within, but this has never been proven. However, from the very few expeditions that have returned, mages have claimed that they were cut off from the Weave during parts of their trip, unable to use magic at all. How anything could be so powerful as to do such a thing is incredibly frightening, if the mages are to be believed.
Troubadour

A Troubadour playing the Ballad of the Four Heroes

The Troubadour is a wandering minstrel knowledgeable in many stories, tales, and legends. The Troubadour always carries their trusty violin.

## Class Notes

* The Troubadour can affect targets at any range with their abilities.
* The Troubadour cannot make basic attacks.

## Abilities

### Power Level 1

* **Harsh Note** - Play a series of damaging magical notes. 1 enemy takes physical/force damage equal to your Power Level. When you reach Power Level 2, this ability becomes a free action.
* **Song of Mystery** - You play an enchanting tune that enhances powers with the Weave. While you play this song, all non-Favoured mage allies deal 1 additional point of damage with their spells.

### Power Level 2

* **Aural Burst** - You play a tune so strong that the very air erupts in magical force. Any enemies present in a small area take physical/force damage equal to your Power Level + 1. Additionally, they must save or be knocked down for 1 round. 4 round cooldown.
* **Tune of Healing** - You play a soothing tune that instantly restores torn flesh and sets broken bones. While you play this song, you and all allies recover 2 points of health.

### Power Level 3

* **Dirge of Cacophony** - Use your main action for 2 continuous rounds to play a powerful song of destruction. All enemies on the battlefield take force/physical damage equal to your Power Level + 2 each round. If you are disabled at any moment, the Dirge ends. Your free actions are forfeit if you are playing this song.
* **Ballad of the Four Heroes** - Use your main action for 3 continuous rounds to play a song of incredible inspiration. On round 1, all allies deal 1 additional point to all outgoing damage. On round 2, all allies deal 2 additional points to all outgoing damage, and are cleansed of and made immune to all debuffs. On round 3, all allies deal 2 additional point to all outgoing damage, and are immune to all debuffs, enemy effects, and damage. If you are disabled at any moment, the Ballad stops, but you may start it again until you play it to completion. Your free actions are forfeit if you are playing this song.
Ratian Forager

Ratians are small, rodent-like creatures that are encountered mainly in Guinevere. They are incredible fast and agile, and attack by clawing and biting.

## Lore

The most common of the ratians, foragers are tasked with searching for food to bring back to their kin. Ratians are very territorial, and will defend their territory with great determination and ferocity. While fairly weak when encountered on their own, ratian foragers can quickly overwhelm novice adventurers if they are encountered in groups.

## Abilities

### Power Level 1

* **Agility** - Move with heightened speed, avoiding enemy attacks. For 2 rounds, you gain 20% physical resistance. 5 round cooldown. Free action.

### Power Level 2

* **Shearing Bite** - Perform a powerful bite. 1 enemy takes your Power Level in physical damage. 3 round cooldown. Free action.

### Power Level 3

* **Stunning Bite** - Perform a bite so strong, your foe is immobilized. 1 enemy takes your Power Level in physical damage, and is paralyzed for 1 round.
Trickster

A Trickster with a prize

The Trickster is talented in manipulation, altering the battlefield in any way they see fit. Armed with their hand crossbow, they maintain distance, ever mysterious in their actions.

## Abilities

### Power Level 1

* **Priming Shot** - Shoot at 1 enemy, causing physical damage equal to your Power Level + 1. Additionally, your target takes 1 additional point of damage from your basic attacks until the end of combat. 2 round cooldown. Optional free action.
* **Silencing Shot** - Shoot at 1 enemy, causing physical damage equal to your Power Level, and silencing them for 1 round. 5 round cooldown.

### Power Level 2

* **Devious Boon** - Render yourself and your allies immune to 1 elemental damage type (acid, dark, fire, holy, ice, or lightning) for 2 rounds. If anyone is struck by the chosen element, they are healed for the damage intended. 5 round cooldown. Free action.
* **Blink** - Instantly move 1 ally or 1 enemy to a location of your choice. If your target is an ally, they receive 2 additional points of damage to their next basic attack, ability, or spell. If your target is an enemy, they take 1 additional point from all incoming direct damage for 1 round, and trigger disengagement attacks before moving. 3 round cooldown. Optional free action.

### Power Level 3

* **Crushing Prison** - Trap 1 enemy in a cage of force energy for 3 rounds. Your target takes physical/force damage equal to 2x your Power Level each round, and is unable to act for the duration. This ability expires early if you are defeated before it has run its course.
* **What Comes Around...** - Any enemy on the battlefield that has targeted you with a basic attack, ability, or spell throughout the fight has a flat 30% chance of being killed outright. Targets that save takes 2x your Power Level in force damage, instead. Enemies that have not targeted you thus far are unaffected.
Illusionist

An Illusionist readying Alter Appearance

The Illusionist is a powerful mage skilled in using the enemies against themselves indirectly.

## Spells

### Power Level 1

* **Mirror Image** - Create a group of illusionary images to swirl around you, masking your true location. The next 2 non-AoE basic attacks, abilities, or spells affecting you have no effect. 5 round cooldown.
* **Alter Appearance** - Subtly control the mind of 1 enemy, making them think one of their allies is you. If your target fails to save, their next action targets someone of your choice. If your target is out of range, the enemy misses and nothing happens. Only 1 instance of this spell may be active at any time. 2 round cooldown.

### Power Level 2

* **Form of the Helpless Beast** - You trick 1 enemy into believing they are a pig, effectively paralyzing them for 2 rounds. Additionally, all incoming damage dealt to them is increased by 1 point. If your target is immune to domination, they are immune to this spell, and paralysis immunity has no effect. 5 round cooldown.
* **Shades of Malfeasance** - A subtle manipulation tears away mental faculties. 1 enemy suffers force damage equal to your Power Level. Instant cast.

### Power Level 3

* **All as One** - Instills a terrible illusion into the mind of 1 enemy for 3 rounds, making all of its allies appear to be you. For the duration, your target will attack their allies, much like being dominated, prioritizing area of effect abilities and spells over those that affect a single target. AoE actions used in manner hit everyone present, with no regards to friendly fire.
* **Phantasmal Killer** - Projects a being of such vile strength and terror in 1 enemy's mind, causing them to become so overcome by fright that they have a heart attack, dying instantly. The target must save with a 15% penalty. If they succeed, they take force damage equal to your Power Level + 2 for 2 rounds, and are feared for 1 round.
Area of Effect

An **Area of Effect**, or **AoE**, is a range of space on the battlefield that an ability or spell will have its effect take place in.

## Common AoE Types

* **Cone** - 1 square in the direction you are facing, then 3 squares behind that, centered, then 5 squares behind that, centered again.
* **Directly in Front of You** - 3 squares that you are facing. One in front of you, and one on each horizontal side of that square.
* **Immediately Around You** - Every enemy directly adjacent to you, so this would be 8 squares total.
* **Large Area** - A 5x5 space on the grid, encompassing a total of 25 squares.
* **Line** - A number of squares directly adjacent to each other.
* **Random** - A random target on the battlefield, regardless of their positioning, or, in some cases, allegiance. Dice are usually rolled to determine the result.
* **Small Area** - A 3x3 space on the grid, encompassing a total of 9 squares.
* **The Battlefield** - Affects everyone on the battlefield, regardless of their positioning.
How to Create/Link Pages

* Navigate to the category your character belongs in: Civillians, Heroes, or Villains.
* Click the "Edit" button in the top right corner.
* Type your character's name under the category they belong in on that page (characters are sorted alphabetically by first name/alias.)

* Highlight your character's name with your mouse, then click the link icon in the page editing toolbar (it looks like a chain link), or press Ctrl + K. Then click "Done" in the box below. If you did this right, the name should now be red.

* Click on your character's name, then click their name in the box below. This will take you to their page.
* Note: If your character's page has not been created yet, the link to their page can only be accessed while editing the page.
Frostbringer

A Frostbringer casting Winter's Gravitas

The **Frostbringer**, or **Ice Adept** is skilled in the powers of winter. Through their frozen grasp, enemies are left debilitated and shattered, and their friends find renewal and strength from their company.

## Spells

### Power Level 1

* **Frostbite** - Chill blood with the power of winter. 1 enemy takes your Power Level in ice damage for 3 rounds. Only 2 castings of this spell may be active at any time, and it may not be cast on someone it already affects. Free action when you reach Power Level 2.
* **Deep Freeze** - Lower one's internal temperature to freezing. 1 enemy is paralyzed for 2 rounds. 5 round cooldown. Enemies immune to ice damage suffer no ill effects from this spell.

### Power Level 2

* **Cold Beam** - Fire a ray of sub-zero cold. 1 enemy takes your Power Level in ice damage. Instant cast.
* **Winter's Gravitas** - A breeze of ice and snow invigorates the body. 1 ally of your choice is brought back to life with 3/4 of their health. 6 round cooldown. Instant cast.

### Power Level 3

* **Winter's Favour** - Call a magical snowfall all around you, blanketing the battlefield in its frosty embrace. You and all allies are healed for 2x your Power Level, have all instances of incoming direct elemental damage (acid, dark, fire, force, holy, ice, lightning) reduced by 1 point for 3 rounds, and are purged of all debuffs and effects caused by enemies. Instant cast.
* **Polar Ray** - Fire a frigid beam of freezing ice and snow at 1 enemy, killing them outright if they fail to save. If the enemy saves, they take ice damage equal to 2x your Power Level now, and again on your next turn. An enemy killed in any way by this spell shatters and cannot be resurrected by any means. No Power Level 3 restriction. 2 round cooldown.
Warlock

A Warlock shrouded in mystery

None

The Warlock wields power granted by ancient rituals lost to time. The excel at hindering their foes in various ways.

## Class Notes

* Without *Nefarious Secrets*, Hexes may not stack upon someone they already affect.
* All Hexes are cast instantly, and they last 3 rounds.

## Spells

### Power Level 1

* **Hex of Weathering** - Affect 1 enemy with a hex that makes them vulnerable. All incoming force and poison damage your target takes is increased by 1 point.
* **Hex of Superstition** - Affect 1 enemy with a hex that lowers their resistance to the Weave. All incoming elemental (acid, dark, fire, holy, ice, or lightning) damage your target takes is increased by 1 point.

### Power Level 2

* **Hex of Wracking Pain** - Affect 1 enemy with a hex that makes them writhe in agony. All physical damage your target deals is reduced by 1 point.
* **Hex of Disruption** - Affect 1 enemy with a hex that makes concentration difficult. All direct damage caused by spells your target casts is reduced by 1 point.

### Power Level 3

* **Nefarious Secrets** - Augment yourself with the secrets of your profession for the rest of battle. When this spell is active, all Hexes may stack a maximum of 2 times upon any target, and each casting of the same Hex refreshes its duration to 3 rounds. - 1 cast time.
* **Quickened Secrets** - Secrets of your profession allow you to rapidly cast hexes for the rest of battle. When this spell is active, all Hexes become optional free actions. - 1 cast time.
Magi Savant

A Magi Savant in the wilderness

The Magi Savant has studied many of the elements, though not as extensively as the Adepts, themselves. They can adapt to many situations.

## Spells

### Power Level 1

* **Rood of Flames** - A rush of flames is sent out from you in each cardinal direction. Enemies in the affected area take your Power Level + 1 in fire damage.
* **Body of Stone** - Alter the physical composition of your body to that of the earth. For 2 rounds, you become immune to lightning damage, and incoming physical damage is reduced by 1 point. 5 round cooldown. Free action when you reach Power Level 2.

### Power Level 2

* **Levinblast** - Conjure powerful electrical discharge. You or 1 ally releases a current, causing lightning damage equal to your Power Level + 2 to anyone standing immediately nearby. Upon reaching Power Level 3, you may affect 2 targets, instead. If, for example, 1 enemy is flanked by 2 allies that you have chosen, they would take lightning damage twice from this spell. 2 round cooldown. Instant cast.
* **Icespire** - Great frigid columns erupt from the ground in a small area. Enemies within take your Power Level + 2 in ice damage, and bleed for 1 round afterwards. The bleed effect causes damage equal to your Power Level. 4 round cooldown.

### Power Level 3

* **Twinned Arcana** - Attune yourself greatly with the Weave. Immediately cast 2 Power Level 1 or 2 spells instantly, regardless if they are on cooldown or not. Instant cast.
* **Vitriolic Field** - Alter the very composition of the ground to become acidic, burning those that tread upon it. For 6 rounds, all enemies on the battlefield take your Power Level in acid damage. Field AoE.
Bishop

A Bishop of Vea casting Junar Flux

A **Bishop** is a Favoured that is skilled in destructive holy magic and powerful blessings, alike. They call upon their divine gifts in order to root out evil, wherever it resides.

## Lore

While Priests are said to be the voice of the Gods, Bishops are said to be Their arms.

Bishops take a more active role in their faith, and usually pursue this path in order to fight against oppression, protect those of their church or village, and provide divine assistance to those with shared goals.

Bishops of Eikor are most commonly found in Vitaria. Some Eikorian Bishops travel the world, trying to bring justice and balance wherever they go, while others hunt unnatural creations and aberrations conjured by sinister rituals.

Many Bishops are tasked by their church to seek out and destroy demons before they establish a foothold in the world. As a result, they often join up with like-minded adventuring parties, providing divine aid to the group and protecting them from dangerous influences.

Because Bishops possess incredible destructive powers, many of them go through a special test before their God grants them Their favour. Eikor's trial, for example, test his followers' sense of fairness, as well as their ability to remain rational, level-headed, and calm in incredibly tense or dangerous situations.

Groups of soldiers devoted to a God will often be accompanied by one or two experienced Bishops, who provide their offensive powers to support causes aligned with their faith.

## Spells

### Power Level 1

* **Light Ray** - Focuses a beam of light to streak downwards. 1 enemy takes your Power Level in holy damage. Undead suffer double damage. Optional free action when you reach Power Level 2.
* **Deathward** - Call a divine barrier to protect against the powers of unnatural death. For 3 rounds, you or 1 ally is immune to instant death and has incoming dark damage reduced by your Power Level - 1. 4 round cooldown. Optional free action.

### Power Level 2

* **Pillar of Faith** - A divine pillar plummets down from the heavens. 1 enemy takes 2x your Power Level in holy/fire damage, and is knocked down for 1 round. Any enemies immediately around them take only the damage. Undead take double damage. 3 round cooldown.
* **Holy Warding** - You create a divine ward that protects against negative influences. You or 1 ally become immune to all debuffs and instant death for 4 rounds. Instant cast.

### Power Level 3

* **Hand of Weal and Woe** - Fire a beam of blue soothing flames from your palm at 1 ally. For 3 rounds, your target and any ally caught in the beam recovers health equal to your Power Level + 2. Enemies caught in the beam suffer your Power Level + 2 in holy damage each round. Instant cast.
* **Junar Flux** - Call forth an immense corona of bright light and positive energy to explode in a whirl of brilliance. Enemies in a large area take 6x your Power Level in holy/force damage, and are paralyzed for 1 round. Undead must save or be instantly destroyed.
Duelist

A Duelist advancing

The **Duelist** is a trained fencer, and an expert with dual swords. They are quick on their feet, and adept at keeping enemies focused upon them.

## Abilities

### Power Level 1

* **Flurry of Blows** - Quickly attack all enemies immediately around you. Your targets take physical damage equal to your basic melee attack - 0.5.
* **Quickstep** - Deftly move, switching places with 1 ally. After doing so, you gain 75% physical resistance until your next turn. 4 round cooldown. Free action.

### Power Level 2

* **Counter** - For 3 rounds, make a basic attack as a non-counting free action upon enemies that attack or use an ability on you from melee range. 5 round cooldown. Optional free action.
* **Provocation** - Anger enemies immediately around you, forcing them to target you for 1 round. Additionally, anyone affected by this ability takes 1 additional point of damage from your basic attacks for the rest of battle. 2 round cooldown. Optional free action.

### Power Level 3

* **Charging Slash** - With sabres outstretched, you charge towards 1 enemy not immediately around you. Your target takes 3x your Power Level in physical damage, and any enemies in your path suffer the same amount. This ability is a free action.
* **Scissor Strike** - Angle your sabres carefully and attempt to behead 1 enemy, forcing them to save or die instantly. Your target suffers a 10% penalty to save if they are at 1/2 or lower health, or a 20% penalty if they are at 1/4 or lower health. If your target saves, they take 5x your Power Level in physical damage, and are paralyzed for 2 rounds, with no recovery roll allowed.
Wood Adept

A Wood Adept using Recuperation

An adept skilled in a natural aspect of nature, **Wood Adepts'** abilities are balanced between offense and defense.

## Spells

### Power Level 1

* **Call Briars** - Cover a line of 6 squares of the battlefield in sharp briars, causing physical damage equal to your Power Level to any foe that treads through or is standing upon them each round. The spell is permanent, but only 1 instance of it may be active at any time, and each successive casting ends the previous one. This spell may only damage each enemy once per turn.
* **Recuperation** - A cleansing wave of nature's grace restores a number of health equal to your Power Level + 1 to you and/or any allies standing within a small area. 1 round cooldown.

### Power Level 2

* **Earthstep** - Temporarily turn yourself into earth, stone, gravel, or whatever material the ground is currently made of, allowing you to rapidly move to any location on the field. For 1 round, you take 1/2 of all incoming damage. 3 round cooldown. Optional free action.
* **Bark Spray** - Fire sharp spears of bark from your outstretched hands, causing physical damage equal to 2 instances of your Power Level + 1 to any enemies in a cone directly in front of you. 3 round cooldown.

### Power Level 3

* **Form of the Treant** - Transform into a Treant for as many rounds as you desire. While this form is active, all damage and healing done with your spells is increased by 1 point. Additionally, you gain a basic attack that deals physical damage equal to your Power Level + 2, but you must be in melee range to use it. Instant cast.
* **Visage of Nature** - Upon casting, 1 ally is healed to full health and is cleansed of all debuffs. For the rest of battle, your target's skin magically sprouts thorny briars, causing physical damage equal to your Power Level - 1 to any enemy who attacks or uses abilities on them from melee range. Lastly, your target deals an additional 2 points of damage to anyone they strike with a basic attack that deals physical damage. Instant cast. You must be in melee range of the target in order to cast this spell.
Fleshmaster

A Fleshmaster

The **Fleshmaster** has been granted otherworldly powers. They are capable of altering their own flesh and skin in order to better suit their needs. Fleshmasters wield dual claws in battle.

## Abilities

### Power Level 1

1. **Strengthened Skin** - Your skin becomes toughened, much like leather. For 3 rounds, gain 40% physical and 40% magical resistance, Additionally, incoming physical direct damage is reduced by 1 point. 5 round cooldown. Optional free action.
2. **Flesh Transference** - Briefly connect an aspect of your flesh with 1 enemy at any range, instantly materializing next to them. Your target takes your Power Level + 1 in physical damage. 2 round cooldown. Free action.

### Power Level 2

* **Flesh Decoy** - Upon being hit successfully by any action that causes instant death, you can choose to use this ability, even if it is during the enemy's turn. You instantly clone yourself, and the clone is destroyed, instead. By using this ability, you lose 1/4th of your current health, but do not die. You may use this ability any number of times, even multiple times per round, as long as your health is adequate enough, but not if you are at 2 points of health or lower.
* **Enrage** - Enemies in a small area are forced to target you for 2 rounds. Additionally, enemies under this effect take 1 additional point from direct damage caused by you. 5 round cooldown. Optional free action.

### Power Level 3

* **Graft Weapon** - Alter your claws to become an extension of yourself, making their grip your skin, and their blades, your bones. Until the end of battle, your basic attacks deal 2 additional points of damage. Optional free action.
* **Flesh Sustenance** - Slash violently at 1 enemy. Your target takes your Power Level + 2 in physical damage, and you heal for the amount, and are cleansed of all debuffs. No Power Level 3 restriction. 3 round cooldown.
Umi

**Umi** are magical creatures created from water-aspected energy drawn from the Weave, and given mortal form. They are often created by powerful Tidecallers, and are kept as guards or servants.

## Lore

Umi are elementals formed almost entirely of water and magical energy. They often take the form of a young girl, and are constantly dripping water. Umi communicate mentally via projecting their emotions into others' minds, and they never get hungry or tired, making them incredibly effective guards.

Creating an Umi requires the completion of a powerful ritual; one that possesses many steps and reagents. Once an Umi is created, it exists for only a set period of time, but may easily reform itself if it's defeated in battle.

## Class Notes

* An Umi's basic attack deals physical damage.

## Abilities

### Power Level 1

* **Liquid Membrane** - Coat yourself or 1 ally in a field of water that softens incoming blows for 3 rounds. All incoming damage is reduced by your Power Level - 1. 5 round cooldown. Optional free action.

### Power Level 2

* **Deluge** - A great rush of water blasts enemies in a large area, dealing your Power Level + 2 in physical damage. 3 round cooldown. Instant cast.

### Power Level 3

* **Dowse** - 1 enemy takes your Power Level in physical damage. No Power Level 3 restriction. Free action.
Mystic

A Mystic casting Nature's Balm

A Favoured of Chessah, the **Mystic** focuses on healing, restoration, and the natural energies of nature and the earth.

## Lore

The first Mystics of Vitaria were Sylphs, elusive fae native to the deeper Hinodean forests, who gained their powers from the Earthmaiden, Herself. Today, Mystics are still fairly rare, and most of their skills are learned from Sylphs that they came across in the wilds. Chessah grants the powers of a mystic to those that show an exceptional love of life, whether that be planting new trees, nursing others back to health, or showing an appreciation for animals in the wilderness.

Mystic arts draw from the energy of the earth. Unlike most Favoured magic, healing spells cast by Mystics work by hastening the body's natural regenerative processes to an incredible level, instead of directly removing wounds, themselves.

## Spells

### Power Level 1

* **Regenesis** - A soothing magic grants regeneration to yourself and/or all allies in a large area, knitting their wounds for a number of health equal to your Power Level + 1 for 3 rounds. 4 round cooldown.
* **Arboreal Arrow** - Fire a burst of nature-aspected energy. 1 enemy takes your Power Level + 1 in force/physical damage.

### Power Level 2

* **Nature's Balm** - You or 1 ally is cleansed of all debuffs. Multiply the number of debuffs removed by your Power Level, and restore the resulting number to your target's health. 3 round cooldown. Free action.
* **Earthen Cascade** - Great chunks of rock plummet down in a large area, causing physical damage equal to your Power Level + 2 to enemies standing within. 3 round cooldown.

### Power Level 3

* **Nature's Vigour** - Fully heal yourself or 1 ally, remove all debuffs, and make your target immune to debuffs and instant death for 3 rounds. You may target an ally that has been defeated, but they are restored to life with 1/2 health, instead. Instant cast.
* **Earthquake** - Cause large tremors to erupt all around you, shaking the area in a violent eruption. All enemies on the battlefield take 2x your Power Level in physical damage and are knocked down for 1 round.