INT Skill Gems

Fires a beam of lightning that hits three targets increasing damage by 6. Arc reduces enemy threshold by 6. Next turn, Arc chains to three new targets of the caster's choice. Multiple separate Arcs cannot hit the same target.

Tier bonus: +4 damage and adds an additional target. +2 **Mana** cost.

Gain a shining blue barrier that lasts until the start of your next turn. This barrier absorbs damage equal to 14 per point of mana used to cast it. In addition, increases your damage by 4 per point of mana used. You may only have one Guard skill active at one time. Casting Guard skills is a minor action. Guard skills can only be cast once every 5 minutes.

Tier Bonus: Barrier hp increased by 14 per point of mana spent. Damage increased by 4 per point of mana spent. No additional **Mana** cost.

Creates a magical Brand which can attach to an enemy. While the Brand is attached, it will deal your damage +2 as Fire damage to all enemies in the attached target’s Zone. Armageddon Brand lasts 2 turns and deals damage at the end of your turn. If the target the Brand is attached to dies, it will seek a target in its Zone or a nearby Zone and attach to them.

You may have 1 Brand active at maximum.

Tier bonus: +2 damage, +1 additional turn, +2 **Mana**

Fires a frozen skull projectile at a Zone of your choice. It explodes on impact, creating ground ice in the zone and damaging targets within the Zone for cold damage +2. Enemies caught in the ice have their speed reduced by 2. The ice lasts until the end of your next turn.

Tier Bonus: +4 damage, **Speed** reduction increased by 1. +2 **Mana** cost.

Curses all targets in a Zone, making them more vulnerable to critical strikes. Increases Critical Strike Damage by 8 and increases your chance to critically strike by 1.

Tier Bonus: Increase Critical Strike Damage by 8. +2 **Mana** cost.

Consumes a corpse, granting all your minions powerful defensive bonuses. Your minions have cover against all attacks, allowing them to reduce all Final Damage by half. This cover cannot be bypassed or broken. Only one offering can be active at a time. There is no range limit to the buff, but it only aids your minions. Lasts for 1 turn per corpse consumed up to a maximum of 3 corpses. When recasting Bone Offering, the new cast takes precedence and overrides the previous. Bone Offering also provides a minor regenerative effect, regenerating your minions **Life** to full over the course of 5 minutes.

Tier bonus: 20 additional Energy Shield, +4 Resistance and Armour. 1 additional turn duration. +1 **Mana** cost.

Consumes a corpse, granting all your minions powerful offensive bonuses. Your minions gain 1 additional speed and 2 additional damage. Increases their **Maneuver** and **Athletics** by 5. Melee minions engage all enemies in their Zone automatically as they swarm around the area. Only one offering can be active at a time. There is no range limit to the buff, but it only aids your minions. Lasts for 1 turn per corpse consumed up to a maximum of 3 consumed corpses. When recasting Flesh Offering, the new cast takes precedence and overrides the previous one.

Tier bonus: 2 additional damage, Increases their **Maneuver** and **Athletics** by 5, 1 additional turn duration. +1 **Mana** cost.

Ice crystals protrude from the ground at the target enemy. The target takes cold damage and reduces enemy threshold by 6 for the attack. Increase damage by 10.

Tier Bonus: +10 damage. Reduce enemy threshold by 6. +1 **Mana** cost.

Throws a trap that, when triggered by an enemy in the Zone, converts that enemy to your side for 2 turns. Does not work on Possessed and stronger enemies.
Converted enemies are in a mental haze, and cannot think clearly, only able to fight for their new master while the effect lasts.

Tier Bonus: Increase duration by 2 turns. +2 **Mana** cost.

Unleashes a vile contagion on a Zone of your choice, dealing your damage as chaos damage when casted and at the start of your next turn. If an enemy dies while Contagion is active, even if they are killed by something else, it transfers to the nearest enemy in it’s Zone. If all enemies in the Zone are infected,it will spread to a nearby Zone if possible. Contagion lasts for 2 turns. If the contagion transfers to another enemy, the duration is refreshed. Contagion will then deal the same damage to that enemy at the start of your next turn.

The user can place a contagion secretly on a target by coughing on them that only triggers after 24 hours. If so, it may only be detected by a TN 8 + 5 per tier **Soulcraft** Check.

Tier bonus: +1 turn duration, +2 damage. +2 **Mana** cost.

Explodes an unused corpse, dealing fire damage to enemies in the Zone of the corpse. Detonate Dead adds 6 fire damage. Particularly large or powerful corpses increase this bonus at the discretion of the GM. Corpses exploded by Detonate Dead cannot be raised by necromancy. A summoner may target their own minion with Detonate Dead, instantly killing the minion and dealing damage as normal. If the summoner has Minion Instability, you add both explosion damages together for one (mega) total.
Tier Bonus: +6 damage. +2 **Mana** cost.

While channeling, damage all enemies in your Zone for your damage converted to lightning +2. On the second round of channeling, you unleash the spell in a giant lightning beam at a single target. This beam does double your damage +2.

Tier bonus: bonus 4 damage to both stages. +2 **Mana**

Casts an aura that grants energy shield to you and your allies. Discipline adds 20 Energy Shield. Discipline only increases your Threshold if it has been active for an hour.

Tier Bonus: +20 Energy Shield. +2 **Mana** cost.

Curses all targets in a Zone. Attacks against the cursed enemies have pierce, allowing you to ignore half of the enemies Elemental Resistance.

Tier bonus: Reduce cursed enemies’ Elemental Resistance and Threshold by 12 .+2 **Mana** cost.

Curses all targets in a Zone, making their attacks and spells less effective. Enfeeble makes the target Unlucky on all attack rolls.

Tier bonus: Reduce enemy damage by 6. +2 **Mana** cost.

Shoots a projectile of vile chaos energy at a target, dealing your damage as chaos damage. This damage repeats at the start of your next turn. Essence drain adds 8 to damage and has a duration of 2 turns. If an enemy dies while affected by Essence drain, the caster heals 4 **Life**.

If an enemy dies while infected by contagion and essence drain, the essence drain is also spread and the duration is refreshed. Essence drain needs contagion to spread, it cannot spread by itself.

The life energy from Essence Drain is addictive. If a user has not ‘fed’ on the life energy of someone after 24 hours, they must make an **Endurance** Check TN 8 +5 per tier to not become addicted. If a player becomes addicted, they will prioritize feeding on enemies with Essence Drain in combat before other skill use. If the addiction worsens, they may try to feed from allies. The effects of addiction and the possible road to recovery should be roleplayed and adjudicated by the GM.

The user can cast Essence Drain secretly on a target by coughing on them that only triggers after 24 hours. If so, it may only be detected by a TN 8 + 5 per tier **Soulcraft** Check.

Tier bonus: 8 bonus damage,4 **Life** gain on kill, +1 duration, +2 **Mana** cost.

Channels a ring of fire, building up a large explosion. Select a Zone or target of your choice. The ring appears in the zone, or follows the target, detonating at your last turn’s potency if it leaves line of sight.

Each time you use a Major Action to channel the spell, you may detonate your Flameblast, or maintain it. Each Major Action used channeling the same Flameblast improves the potency by 1x. For example, if you cast Flameblast and detonate it immediately, it deals normal (1x) damage. If you cast it, and then detonate it on the second turn (2 major actions), it deals double (2x) damage. And finally if you cast it, then maintain it on the second turn, and detonate on the third, you deal triple (3x) damage. You may have a maximum of 3x damage multiplier from this spell, though you may continue maintaining it if you wish to delay the damage. You may only have 1 Flameblast active at a time.

You may not move while maintaining Flameblast, and taking damage equal to your threshold breaks the channeling effect, unleashing the spell at its current potency and location. You may cancel Flameblast, making it not explode at all, at any time.

Tier Bonus: +8 damage. +2 **Mana** cost.

Boom! Hits all Enemies in a Zone of your choice with fire damage. Increases damage by 4.

Tier Bonus: 4 damage. +1 **Mana** cost.

Flaming bolts rain down over the targeted Zone. They explode when landing, dealing damage to enemies. Firestorm lasts 2 turns, pounding the area for its damage+2 as fire each turn.

Tier Bonus: Increase duration by 1 turn and damage by 2. +2 **Mana** cost.

Surge forward, leaving flames in your current Zone that deal 2 additional damage. Flame Dash increases your speed by 2. It increases your **Maneuver** and **Athletics** rolls by 5 until the start of your next turn.

Tier bonus: 4 damage and +5 bonus to **Maneuver** and **Athletics**. +2 **Mana** cost.

An icy wave projectile which passes through an enemy. Freezing Pulse hits up to four targets in your Zone and increases your damage by 8.

Tier Bonus: 8 damage, +1 target. +1 **Mana** cost.

Creates a wall of ice which holds back enemies and allies in a Zone of your choice. Frost Wall has life equal to the caster’s Threshold. It can be created as a simple wall, or be shaped into a circle. If shaped into a circle, enemies and allies cannot leave the Zone until the wall is destroyed. If shaped as a wall,it can be used to block passageways or influence the flow of combatants, or even used as a bridge over a chasm. Fire damage does double damage to the wall. Lasts 2 turns. If a player uses Frost Wall as partial cover, the cover works till the Frost Wall is destroyed. If the Frost Wall is used as total cover, then it acts as a barrier of **Life** that must be destroyed before attacks and spells can go in or out.

Tier Bonus: Increase duration by 2 turns. +2 **Mana** cost.

Channel lightning through your hands. Convert all damage into lightning damage. Add 1 **WAM** to attacks and spells. When you kill a shocked enemy, shock all enemies in their zone as if you had bypassed their threshold.

Tier Bonus: Reduce enemy Threshold by 12. +2 **Mana** cost.

A stream of flame shoots from your hands in a narrow stream hitting one target in your Zone that grows in intensity the longer you channel. While channeling you can’t move. Increase your damage by 10. Every successive round you channel increases the damage by 6 up to a maximum of 22 fire damage. At maximum bonus damage, the flames roar all around damaging all enemies in your Zone. Pay 1 mana to continue channeling Incinerate instead of the full **Mana** cost.

Tier Bonus: Increase damage and maximum damage by 10. One additional **Mana** cost to maintain channeling. +2 **Mana** cost.

A chilling circle of ice expands from the caster. Hits all enemies in your Zone. Increases your Critical Strike by 1. Enemies hit by Ice Nova are considered Engaged, as if they had been hit by a melee attack and have their {{|Maneuver}} and **Athletics** reduced by 5 until the end of the caster’s next turn.

Tier Bonus: +5 damage, reduce **Maneuver** and **Athletics** by an additional 5. +1 **Mana** cost.

Launches a shard of ice at a target, doing normal cold damage to a target in your Zone or exploding on a distant enemy with a much higher critical strike chance. If the Ice Spear hits a target outside of your Zone, the Lance ‘flowers’, increasing Critical Strike chance by 1. In addition, increase damage by 6 and Critical Damage by 8 when flowered.

Tier Bonus: +6 damage. +8 critical strike damage. +2 **Mana** cost.

Fire a projectile from your wand that splits and explodes unpredictably in a Zone of your choice hitting all enemies. Kinetic Blast does 1 bonus damage per enemy in the Zone. For example, if there are 5 enemies in the zone Kinetic Blast does 5 bonus damage.

Tier Bonus: +1 bonus damage per enemy in the Zone. +1 **Mana** cost.

Throw a trap that explodes in a ring of lightning projectiles that deals damage to all enemies in a Zone you target. Adds 4 bonus damage and converts all damage to lightning.

Tier Bonus: 4 bonus damage. +1 **Mana** cost.

Fires your wand at a single target, dealing increased damage. If the target is killed during the current round you destroy their soul and gain a Power Charge. Power Siphon increases damage by 8. Enemies die when they are reduced to half their Threshold or less in current **Life**. Effects that reduce enemy Threshold do not affect this number for purposes of when the target dies.

Tier Bonus: 10 damage. +2 **Mana** cost.

Increase you and your allies Elemental Resistance against lightning damage by 8.

Tier bonus: 8 elemental resist against lightning. +2 **Mana** cost.

Casts an aura that grants elemental resistances to you and your allies. Increases Resistance by 4.

Tier Bonus: 4 Resistance. +2 **Mana** cost.

Raises a spectral version of a defeated foe as a minion to fight for you in battle. Spectres have the same statistics they had in life. Spectre cannot raise Possessed or stronger enemies. You may only raise one Spectre at a time.
The GM has ultimate say on what you can, or cannot raise, and may alter statistics or abilities of a Spectre to keep the balance of their game. That being said, I encourage GMs to try keep Spectres as close to the abilities and strengths they had in life.

See the Minion section for more details.

Spectre's last until slain, and cannot regenerate **Life** naturally unless they possessed such an ability in life. General flasks and regeneration auras still affect them normally.

Tier Bonus: Increased movement **Speed** 1 and 5 damage. +2 **Mana** cost.

Raises a zombie minion from a corpse, which will follow you and attack enemies. You may raise 3 zombies total. There are Keystones that can increase this total. All minions of all types always move and attack the same targets as a group, and lack the intelligence to split up. Zombies have 20 base **Life** and deal 4 physical damage. Zombies have no base Armour, Elemental Resistance and no **WAM**. They do not roll to attack but instead do their damage automatically as long as they can attack their target in melee. Zombies last until they are killed. Zombies do not grant flask charges on death.

See the Minion section for more details.

Tier Bonus: +4 Damage, +30 base hp. +1 zombie. +2 **Mana** cost.

Engulfs you in a magical fire that burns all enemies in your Zone dealing damage equal to your Threshold. You take fire damage equal to your Threshold at the start of every turn (this damage is mitigated by elemental resistance). While Righteous Fire is active, any spell you cast adds +1 to the d10 **WAM** roll for purposes of damage calculation. At the start of your turn you again deal damage to all enemies in your Zone. Righteous Fire ends when you reach 1 **Life** or you use an effect that removes ignite. If Righteous Fire would drop you below 1 **Life**, you are instead left at 1 **Life**.

If you are immune to ignites, you cannot use this skill.

Tier bonus: enemies take 4 bonus damage from Righteous Fire. +2 **Mana** cost.

Summons a short-lived flaming skull that rushes an enemy and attacks them rapidly. Raging spirits can fly and have a **Speed** of 8. The first spirit you summon has **WAM** equal to your level and gains increases to minion damage and auras as normal. Summon Raging Spirit converts all damage into fire damage. Instead of **Life**, the Raging Spirit dies after receiving damage from any two sources, no matter how small or large.
Every Raging Spirit you summon after the first is added to it as part of a swarm. Refresh the duration of the spell and heal any damage any Raging Spirits received whenever you add a new Raging Spirit to the swarm.
Every Raging Spirit after the first adds an additional 4 damage, plus any bonus additional minion damage to the swarm.

The swarm for purposes of auras, attacks, defence etc is counted as a single entity. The maximum number of Raging Spirits in a swarm is 5. You may recast Raging Spirits to refresh the spell even if you hit the maximum of 5 Raging Spirits.

Summon Raging Spirit cannot Engage enemies.

Summon Raging Spirit has a duration of 2 turns.

Tier Bonus: 4 additional damage per skull. +2 **Mana** cost.

Releases four electrical projectiles that seek separate enemies. Each projectile must seek a different enemy of your choice, which may be in separate Zones. Increases damage by 6. If an enemy is in your Zone, you may instead focus all your sparks on a single target, this does the damage of a single projectile but increases your bonus damage to 12.
Tier Bonus: +6 damage with projectiles, +12 damage with single target. +1 **Mana** cost.

Place an invisible marker on yourself, an ally, an enemy or the ground. Enemies can make a **Soulcraft** roll with a TN equal to your **Soulcraft** +5 to see the marker. At the start of your next turn, lightning strikes the mark with a massive surge of power. All enemies in the marker’s Zone take an additional 10 damage. If you fall unconscious, the marker disappears and the skill does not activate. You may only have two marks active.

Tier bonus: +12 damage, +5 **Soulcraft** TN to identify the marker. One additional maximum mark. +2 **Mana** cost.

Casts a shocking ring of lightning which deals damage to monsters it touches. Hits all enemies in your Zone. Shock Nova adds 2 to damage and reduces enemy threshold by 6.

Tier Bonus: +2 damage. +6 enemy threshold reduction. +2 **Mana** cost.

Creates a magical Brand which can attach to an enemy. While the Brand is attached, it will deal your damage +6 as Lightning damage to up to four enemies in the attached target’s Zone. Storm Brand lasts 2 turns and deals damage at the end of your turn. If the target the Brand is attached to dies, it will seek a target in its Zone or a nearby Zone and attach to them.

You may have 1 Brand active at maximum.

Tier bonus: +6 damage, +1 additional turn, +2 **Mana**

Enchants your shield with the power of storms, which lashes out to deal your damage as lightning damage to melee and ranged attackers. Deals lightning damage whenever an enemy hits you or you successfully block an enemy attack. If you possess the Necromantic Aegis Ultimate Keystone, using Tempest Shield grants its benefit to all your minions, and you lose its benefit. This effect lasts until you dismiss it.
Tier Bonus: +4 damage. +2 **Mana** cost.

Curses all targets in a Zone, making them more vulnerable to physical damage. Vulnerability grants physical pierce to all attacks against enemies cursed with Vulnerability.
Tier Bonus: Reduce Threshold by 12. +2 **Mana** cost.

Casts an aura that empowers you and your allies with lightning. Wrath increases your damage from all attacks and spells by 4 regardless of damage type. All your allies gain 2 damage. Reduce enemy Threshold against lightning attacks by 6.
Tier Bonus: +4 damage to you, +2 damage to allies. 6 additional Threshold reduction against lightning attacks. +2 **Mana** cost.