Skill Tree: Terramancy

1.) Burden of Stones - After you cast a spell, you create a ( Spell Effect x 0.25 )m ring of circling stones around you and any targets of your spell. Any enemy units in the area of these stones is slowed by 3m until your next turn and takes 10 Pure damage.

2.) Rock Hurl - Upon use, you throw a heavy rock at target unit within ( Spell Effect x 0.3 + 3 )m. After a turn, the rock lands at the location that the target was at, dealing ( Spell Effect x 3 ) damage to any enemies within ( Spell Effect x 0.1 )m of that location, with a maximum of a 4.5m AoE. One use per encounter, but a 20% chance to reset cooldown when you stun a unit.

3.) Earthen Shroud - At the beginning of each turn, you gain a stack of Earthen Shroud, and start at 10 stacks, which is the maximum. Each stack of Earthen Shroud grants you +0.5 Armor, +1.5 Spell Resist, and +0.3 MP Regen. You lose one stack of Earthen Shroud whenever you are dealt damage.

4.) Push Force - Your Push Effects from spells and abilities push units 5m farther. Whenever you push an enemy, you deal Pure Damage to that unit equal to Meters Pushed.

5.) Junction Surge - Upon use, push target unit within 10m or self ( Spell Effect x 0.1 + 3 )m in any direction. Three uses per encounter. If used on an enemy, deals ( Spell Effect x 0.5 ) Physical damage to that unit if it collides with another unit or object.

6.) Internal Injuries - Whenever you push an enemy with one of your spells, you deal ( Spell Effect x 0.3 ) Pure Damage to that unit. Also passively grants you +5 Spell Effect.

7.) Flash Stun - Upon use, stun target unit. One use per encounter. Whenever you stun a unit, you have a 15% chance for this skill to reset its cooldown.

8.) Electric Shock - Whenever you stun a unit, you also deal ( Spell Effect x 0.4 ) damage to that unit. If a spell stunned that unit and was Overcast, this damage is Pure Damage instead of Magic Damage.

9.) Stunder - Whenever you stun a unit, you sunder ( Spell Effect x 0.1 ) of that unit's Armor and Spell Resist. This Sunder is halved past 0 of both stats. This Sunder is marked as stacks of Stunder, and can stack up to 3 times. Once there are three stacks of Stunder on a unit, all stacks are replaced with a stack of Maximum Stunder, which reduces the target's Armor and Spell Resist by ( Spell Effect x 0.5 ). Units cannot have stacks of Stunder on them while they have Maximum Stunder.

10.) Affordability - Whenever you counter a spell, you recover 10 MP. Passively grants +1 MP Regen, which is increased to +2 MP Regen if you've countered a spell this encounter.

11.) Cancel - 20 MP - Counter target spell that is being cast within ( Spell Effect x 0.1 + 3 )m. If Overcast, that spell's caster cannot cast spells until your next turn.

12.) Flash Blink - Upon use, instantly teleport up to ( Spell Effect x 0.2 + 3 )m away. One use per encounter. Whenever you instantly teleport to a location using a spell or ability other than this, you gain a stack of Flash Blink. Once at four Flash Blink stacks, all stacks are removed and this ability instantly cools down.

13.) Double Blink - Whenever you cast a spell that causes you to teleport to a location, you have a 35% chance of that spell costing -50% Mana, instantly cooling down, and causing you to gain +1 Spell Capacity this turn.

14.) Blinkmagus - At the beginning of each turn, you gain ( Spell Effect x 0.09 ) Blink Dust stacks. Whenever you teleport, you can expend any amount of Blink Dust stacks to gain +1m range on that teleport for each stack spent in this way. Alternatively, you can expend stacks in chunks of 3 to deal +1 Pure Damage on attack for each stack expended in this way.

15.) Stonefall - 60 MP - Stones begin to fall from the sky, dealing ( Spell Effect x 1.25 ) damage in a ( Spell Effect x 0.25 + 2 )m AoE around the stones. A total of four stones fall, one at the location of your choice, but the rest at random places on the battlefield. If Overcast, stones deal ( Spell Effect x 2.5 ) damage instead.

16.) Ground Strike - 30 MP - Sends a wave of rippling earth out in a wave up to ( Spell Effect x 0.2 + 2 )m away. The wave is 5m wide. All enemies on the way to the location are stunned. If Overcast, also deals ( Spell Effect ) damage to each enemy stunned.

17.) Golem Flesh - 15 MP - Target unit within ( Spell Effect x 0.25 + 1 )m gains a ( Spell Effect x 0.25 ) Hit Point Shield. Additionally, places the Golem Flesh buff on that unit. As long as that unit remains shielded, it keeps the buff. The buff grants them +3 Armor, Spell Resist, and MP Regen.

18.) Exert Force - Upon use, pushes a unit within 15m of you 25m in any direction. One use per encounter. This push effect is not reduced by the Push Rule.

19.) Bounce - When a unit that you pushed collides with another unit, that unit gains a Pinball stack. Once units are at two Pinball stacks, you can have a pushed unit that collides with a unit bounce off of all units with two or more Pinball stacks on them. For each Pinball stack on each unit, that unit takes ( Spell Effect x 0.2 ) Spell Damage when a unit is bounced into that unit. The pushed unit ends at your choice of any unit with Pinball stacks on them.

20.) Push and Pull - Whenever you push a unit, you have a 30% chance to proc a Bonus Push. When you Proc a Bonus Push on a unit, you sunder that unit for 25% of its current Armor and 75% of its Spell Resist, then can replicate your last push on that unit, with that push ignoring the push rule. You can treat targeting as though you are at any orientation relative to that unit.

21.) Stun Affinity - Whenever an enemy unit becomes stunned, you recover 5 MP. Additionally, whenever you stun a unit, you gain a stack of Stun Theft. For each stack of Stun Theft on you, you have +0.25% Max MP Regenerated per turn.

22.) Electric Charge - You have a maximum of 25 Charge. Whenever you move a meter, you gain 1 Charge. Whenever you attack, you gain 3 Charge. Whenever you cast a spell, you gain 2 Charge. Whenever you get a critical hit, overcast a spell, or get a bonus attack, you gain 5 Charge. Whenever you attack while at full charge, you deal a bonus ( Spell Effect x 0.75 ) damage on attack and stun your target. Whenever you cast a spell while at full charge, you recover [ ( 25 ) + ( Spell Resist x 0.75 ) ] MP. Whenever you use an item while at full charge, you recover ( Spell Effect x 0.5 ) Hit Points and Mana Points. After any of these abilities proc, all Charge is removed.

23.) Stun Stacking - Whenever an enemy unit that is already stunned is successfully stunned again, that stun is replaced with a Sunder worth ( Spell Effect x 0.3 ) Armor and Spell Resist. Additionally, you have a +10% Chance to stun on attack.

24.) Web of Dissipation - Whenever you counter a spell, you create a Node that stays at the location of that spell's caster. There can be up to five Nodes on the battlefield. Each node grants allies within 15m of the node +1 MP Regen. Additionally, all nodes and you are connected via Web Tethers. Allies can travel instantly among the Tethers, consuming the Node they end at, restoring ( Spell Effect x 0.3 ) MP on that ally.

25.) Wit Strike - Upon use, counters target spell or attack within ( Spell Effect x 0.2 + 1 )m. If an attack is countered, you gain a ( Spell Effect x 0.6 ) Hit Point shield. If a spell is countered, you gain a ( Spell Effect x 0.3 ) Hit Point shield and recover ( Spell Effect x 0.3 ) MP. One use per encounter.

26.) Blink Reset - Upon use, blink to a location up to ( Spell Effect x 0.2 + 2 )m away. One use per encounter. Additionally, whenever you teleport to a location, you have a 25% chance to instantly reset the cooldown of any one of your spells or abilities from this tree.

27.) Blink Whittle - Whenever you teleport to a location, you place a stack of Blink Whittle on each enemy within 10m. Each stack of Blink Whittle grants the bearer - ( Spell Effect x 0.1 ) Spell Resist.

28.) Battle of Distances - Whenever you travel any amount of distance ( blinking or moving ), you gain that many Distance stacks. For each Distance stack on you, you have +0.2 Spell Effect. Max of 200 stacks.

29.) Rock Roll - 25 MP - Shape yourself into a ball of craggy rock and roll ( Spell Effect x 0.4 )m in one direction. You cannot stop before the end of the roll, unless you hit a wall. Enemies you collide with take ( Spell Effect x 0.2 ) Pure damage and are pulled with you, while allies are pulled with you as well. If Overcast, you can stop the rolling before the end location, and hit enemies take ( Spell Effect x 0.6 ) Pure Damage.

30.) Rockslide - 140 MP - Hurls a massive pile of rocks from etherial peaks. Four rocks fall per enemy, and each rock has a 50% chance of landing on that enemy. Each rock deals ( Spell Effect x 0.75 ) damage to the enemy hit and stuns that unit. If Overcast, rocks deal ( Spell Effect x 1.25 ) damage instead and have a 75% chance to hit. Rocks fall in a ( Spell Effect x 0.1 + 2 )m AoE around target location within ( Spell Effect x 0.2 + 3 )m.

31.) Ancient Might - Upon use, you surge with Ancient zeal, gaining + ( Spell Effect x 0.4 ) Armor and Spell Resist until your next turn. Additionally, you gain a stack of Ancient Pride each turn, until you reach five, at which point the stacks are removed at end of turn. You recover 3% of your Max Hit Points and Max Mana Points for each stack of Ancient Pride on you each turn. When all stacks are removed, you gain +25 Spell Effect until end of turn. One use per encounter.

32.) Earthen Punch - Upon use, punch a unit within 5m with the force of the spinning earth. Deals [ ( Attack Damage + Spell Effect ) x ( 1.1 ) ] Pure Damage to the target. Then, you may either stun that unit and deal another ( Spell Effect x 0.4 ) Pure Damage to that unit, or push that unit back ( Spell Effect x 0.6 )m.

33.) Summon Reflector - 20 MP - Can be cast at any time. Summons a Reflector up to ( Spell Effect x 0.1 + 1 )m away that is 5m wide. The Reflector can be broken by being attacked. Reflectors bounce units back that are pushed into them, dealing ( Spell Effect x 1.25 ) damage to them when they are bounced off. When units bounce off of a Reflector, the Reflector is destroyed. Additionally, Reflectors deflect targeted spells that are being cast. If Overcast, can summon up to two of these walls within the range instead.

34.) Force Fighter - Whenever you push a unit at least 10m, you gain a stack of Force Fighter. For each stack of Force Fighter on you, you have +3 Attack Damage and +5% Critical Hit Chance. When you get a Critical Hit, all Force Fighter stacks are consumed to grant that attack + [ ( Spell Effect x 1.25 ) + ( Stacks Removed x 5 ) ] Magical Damage on attack.

35.) Stun Transfer - 5 MP - Can be used at any time. Replicates a Stun on target unit within ( Spell Effect x 0.1 + 2 )m to another unit within 5m of that unit. If Overcast, also restores 20 MP on yourself.

36.) Dual Core Charge - You have another Charge Bar that has a maximum of 50, and functions independently of your other bar. Additionally, you gain 10 Charge whenever you kill a unit.

37.) Stun Pulse - Upon use, releases a small pulse of Electric Energy, stunning all enemies within 5m. Two uses per encounter.

38.) Spelltraveling - As long as you've countered a spell since your last turn, you have +3 Movement. Additionally, whenever you travel a meter, you recover +0.75 MP passively. Whenever you counter a spell, that spell's caster is slowed to 1 Movement until the end of their next turn.

39.) Task Force - Upon use, summons an Aetheric Task Force, consisting of an Aetheric Distractor, an Aetheric Mage, and an Aetheric Assassin. The Aetheric Distractor has ( Spell Effect x 2 ) Hit Points. The Aetheric Mage has ( Spell Effect x 0.75 ) Hit Points and ( Spell Effect x 1.25 ) Mana Points. The Aetheric Assassin has ( Spell Effect x 0.75 ) Hit Points. All members of the task force have ( Spell Effect x 0.5 ) Attack Damage. The Aetheric Distractor knows Taunt and has Brawn. The Aetheric Mage knows Cancel, Counter, and Drain. The Aetheric Assassin has Edge and Burn.

Taunt - Upon use, the Aetheric Distractor forces all enemies within 5m of himself to attack him until his next turn. This costs the Distractor's controller 20 MP. One use per turn.

Brawn - + ( Spell Effect x 0.1 ) Armor, Spell Resist, and Health Regen.

Cancel - 40 MP - Counter target spell being cast within 40m. Can be cast at any time.

Counter - 30 MP - Counter target attack within 40m. Can be cast at any time.

Drain - 20 MP - Drains ( Spell Effect x 0.4 ) Hit Points and Mana Points from target unit within 10m. If Overcast, drains ( Spell Effect ) of both instead. The stolen health is also copied for the Mage's controller.

Edge - + ( Spell Effect x 0.5 ) Magic damage dealt on attack.

Burn - Whenever the Assassin attacks a unit with 50% or less Hit Points, the Assassin burns 4% of that unit's Hit Points. The Assassin is also invisible to units with over 50% Hit Points until it attacks, when it becomes visible until its next turn.

40.) Epicenter of Realities - Upon use, create a rift in time and space at target location within ( Spell Effect )m. All enemies within ( Spell Effect x 0.05 + 3 )m of that location take ( Spell Effect x 2.25 ) damage. Then, you can have any one allied unit instantly teleport to that location. Can only be cast up to once per turn. One use per encounter.

41.) Blink Projection - Whenever you teleport to a location, a line is created in the direction you teleported that is equal size of your distance traveled where you end. All enemies in that line take ( Spell Effect ) damage. Additionally, your spells that teleport you cost 3 MP less to cast.

42.) Warrior of the Gales - For each Distance stack on you, you have +0.1 Attack Damage and Spell Effect. Additionally, whenever you cast a spell, your next attack this turn deals + ( Spell Effect x 0.1 ) Spell Damage.

43.) Rock Cannon - 75 MP - The caster launches a Massive Rock Pillar from a Magical Cannon towards a target location within ( Spell Effect x 0.3 )m. After a turn, the Pillar lands, dealing ( Spell Effect x 4 ) damage to each enemy within ( Spell Effect x 0.1 )m of that location. Immediately after casting this spell, the caster is exhausted until the end of his next turn, causing him to only be able to use items while exhausted. If Overcast, the caster does not become Exhausted instead.

44.) Field of Desolation - Upon use, places a Field of Desolation at target location within ( Spell Effect x 0.2 )m. The field is spawned with five stacks of Desolation. Whenever any unit ( ally or enemy ) passes through the field, a Desolation stack is removed from the Field, then that unit takes [ ( Spell Effect x 5 ) - ( Desolation Stacks x Spell Effect ) ] damage. Once there are no more Desolation stacks on the field, it disappears. The field is 5m around the targeted location.

45.) Charge Order - 25 Charge - Places a stack of Charge Order on you. You have +1 MP Regen, +1 Charge Regen, and +5 Spell Effect per Charge Order stack on you. Max 5 Stacks. Passively grants you +25 Max Charge for both of your bars.

46.) Endgame - 200 MP - Deals [ ( Spell Effect x 3 ) + ( End Stacks x Spell Effect x 0.15 ) ] damage to target unit within ( Spell Effect x 0.1 + 4 )m. If Overcast, deals that damage in a 5m AoE around the target instead. Also passively causes you to gain an End stack whenever you counter a spell or an attack.

47.) Second Wave - Upon use, instantly resets all your other cooldowns, at the cost of losing your next turn. One use per encounter. This ability cannot have its cooldown reset. Also costs 20% of your Max MP.

48.) Ride the Aetherwind - Whenever you cast a spell, you gain a stack of Aether Wind which lasts until end of turn. You can expend stacks of Aether Wind to instantly teleport up to 5m. Additionally, whenever you expend a stack of Aether Wind, you gain +5 Attack Damage and +5 Spell Effect until end of turn. Cannot expend stacks on other units' turns.

49.) Endbringer - You have + ( End Stacks x 3 ) Spell Effect. Additionally, you begin each encounter with 5 stacks of End. Whenever an enemy unit dies, you gain a stack of End.

50.) Arcane Empathy - Upon use, link yourself to target unit within ( Spell Effect x 0.2 + 2 )m. All positive spells, abilities, and effects that happen to you are replicated to that unit until your next turn. One use per encounter.