recursal/Fanatic-Fandom huggingface dataset:
Cannoneer

A Cannoneer after a battle

Always accompanied by her semi-mobile cannon, the **Cannoneer** is capable of decimating many targets at once.

## Class Notes

* All *Shot* abilities are Set abilities.
* The Cannoneer is unable to move during the course of battle. Choose their starting position carefully.
* The Cannoneer's basic attack always covers a small area, unless stated otherwise.
* You may only have one Powder ability active at any time, and their effects do not stack with each other or themselves.

## Abilities

### Power Level 1

* **Wide Shot** - With this ability active, the cannonballs you shoot rupture early, shooting shrapnel everywhere. Your basic attacks deal 0.5 less damage, but they hit over a large area.
* **Flaming Powder** - You set a dangerous charge of powder into the next cannonball you fire, and it bursts into flames. Your next basic attack deals 1 additional point of fire damage to any enemy it hits. Free action when you reach Power Level 2.

### Power Level 2

* **Weighted Shot** - With this ability active, you add a strong weight into the cannonballs you shoot. Your basic attacks now only target 1 enemy, but they deal 2 additional points of damage.
* **Volatile Powder** - You set a dangerous charge of powder into the next cannonball you fire. The powder is unstable, so there is a flat 75% chance it takes effect. If it does, your next basic attack deals 3 additional points of fire/physical damage. Only one roll is made for all enemies. 2 round cooldown. Free action.

### Power Level 3

* **Bombarding Shot** - With this ability active, the cannonballs you shoot are fired straight into the air, where they rupture, raining shrapnel everywhere. Your basic attacks deal 1.5 less damage, but affect all enemies on the battlefield.
* **Mercurial Powder** - The next cannonball you fire is infused with a mercurial solution. Roll a 3 sided dice, add 1 to it, and add the total as acid damage to your next basic attack. No Power Level 3 restriction. 3 round cooldown. Free action.
DoT

**DoTs**, or **Damage over Time**, are status effects and/or debuffs that injure those afflicted by them over a set period of time. Any kind of status that causes harm to those afflicted by it over a period of rounds is a DoT. Despite this, they are still considered part of their overarching category, too.

Field AoEs are not considered DoTs because they originate from the field itself, and are not cast or used on someone directly. Therefore, the damage they cause cannot be stopped via actions that cleanse DoTs.

Poison, burning, and bleeding are the only 3 DoTs that are debuffs as well.

Examples of DoTs-

* The Alchemist's *Poison* spell is both a DoT and a debuff, since poison is on the debuff list. It can be removed by anything cleansing DoTs and debuffs, and is not considered an effect.
* The Loremaster's *Atomic Ray* is both a DoT and an effect, since it is not on the debuff list. It can be removed by anything cleansing DoTs and effects
Early Recovery

A character afflicted by a non-DoT debuff lasting more than one round can roll to recover from it early, unless specifically noted. A character has a base 40% chance to recover. Characters cannot recover from poison, burning, or bleeding early, and must wait the entire duration, unless they are cleansed by a spell or ability.
Scion of the Stars

A Scion of the Stars casting Celestial Synastry

The **Scion of the Stars** spends much time watching the celestial bodies above. They possess a unique power all their own that they uses to aid their allies.

## Spells

### Power Level 1

* **Starfall** - An echo of a star collides into 1 enemy, causing force damage equal to your Power Level.
* **Beneficence** - Produce a burst of restorative celestial energies upon yourself or 1 ally, healing them for an amount of health equal to your Power Level + 1. When you reach Power Level 2, you may use this spell to bring back an ally from death with 1/2 of their health, but it goes on a 3 round cooldown, and you may not use it raise anyone else for the rest of the battle.

### Power Level 2

* **Horoscope** - Read the presence of the stars, allowing you to heal yourself and all allies for an amount of health equal to your Power Level + 1. When you reach Power Level 3, this spell can be used as a free action, but may only be used once per battle this way. 5 round cooldown. Instant cast.
* **Celestial Intersection** - The alignment of the stars grants yourself or 1 ally 20% physical and magical resistance for 2 rounds. 5 round cooldown. Instant cast.

### Power Level 3

* **Celestial Synastry** - Become a living conduit for the stars, allowing you to receive their blessings. For 1 round, your and all allies' spells become instant cast, become immune to all non-DoT debuffs, and are granted 20% physical and 20% magical resistance that stacks with *Celestial Intersection*.
* **Celestial Augmentation** - The stars become aligned perfectly for 2 rounds, granting yourself 2 additional points to all healing you do. Optional free action.
Magi Knight

A Magi Knight casting Blazing Sphere

A **Magi Knight** is a warrior skilled in both weapons and magic. Wielding an epee and a staff, they can provide offense from up close or afar.

## Class Notes

* The Magi Knight must be at melee range to use a basic attack with their epee, and the damage inflicted is physical damage equal to their Power Level. If the Magi Knight is addled, their damage for this attack is reduced, as if they were a fighter.
* The Magi Knight can be at any range to use a basic attack with their staff, and the damage inflicted is force damage equal to 0.5.
* A silenced Magi Knight can still perform a basic attack with their epee.

## Spells

### Power Level 1

* **Icelance** - Create a spear of frost and direct it, unerringly. 1 enemy takes your Power Level in ice damage and is paralyzed for 1 round. 3 round cooldown.
* **Shield of the Magi** - Encase yourself in a field of force for 3 rounds. For the duration, incoming direct damage is reduced by 1 point, and you are immune to knockdown and paralysis. 5 round cooldown. Optional free action when you reach Power Level 2.

### Power Level 2

* **Muting Blow** - A powerful magic echoes around your epee, enchanting it with your power. Make a basic attack with your epee at 1 enemy immediately around you. Your target takes damage equal to your basic attack, and is silenced for 1 round. You cannot be addled or silenced in order to use this spell. 5 round cooldown. Instant cast.
* **Blazing Sphere** - Conjure a globe of burning flame, before hurling it. 1 enemy takes your Power Level in fire damage. Free action.

### Power Level 3

* **Burning Hands** - A searing fan of flames erupts from your splayed fingers. Enemies in a cone originating from you take your Power Level + 2 in fire damage. No Power Level 3 restriction. 3 round cooldown. Instant cast.
* **Ice Coffin** - A prison of ice encases 1 enemy for 2 rounds, paralyzing them and causing ice damage equal to your Power Level + 4 for the duration. Your target is not allowed an early recovery roll. -1 cast time.
Arithmetician

An Arithmetician practicing his art

None

The **Arithmetician** is a learned metaphysicist that uses mathematical formulae as the basis of his magic. By analyzing the Weave, Arithmeticians come up with new formulae, and new magic, furthering themselves and their ultimate goal.

## Lore

Arithmeticians are constantly examining and testing the Weave. They use their knowledge to create complex hypotheses and formulae that they hope to experiment with further. Each new formula Arithmeticians develop is seen as a breakthrough; a sign of future knowledge or great insight that will lead to further secrets of how the Weave works.

By creating new formulae and conducting hundreds of experiments, Arithmeticians hope to reach their ultimate goal; to 'solve' the Weave. By doing so, Arithmeticians believe that the Weave's mysteries will be revealed to them, and they will finally understand how the Weave works as a whole. Because of this, most Arithmeticians are often wholly focused on their end goal.

## Spells

### Power Level 1

* **Vivo Genesis** - Divide the amount of health you or an ally is currently missing by 2, add 1 point, then add the result to your target's health pool, healing them, up to a max of 3x your Power Level. 4 round cooldown.
* **Vivo Protera** - Bolster yourself or 1 ally with a protective aegis, granting a damage shield equal to your or their Power Level + 1, whichever is higher. This spell is permanent, but cannot be cast again on someone it already affects. 2 round cooldown.

### Power Level 2

* **Virtus Soluti** - Fire a blast of pure formulaic energy. 1 enemy takes force/holy damage equal to the number of enemies alive on the battlefield, or your Power Level, whichever is higher. Instant cast.
* **Geminae Elementum** - A thin, transparent globe encases you or 1 ally. For 3 rounds, any outgoing direct damage caused by your target is increased by 1 point, and all of their basic attacks, abilities, or spells may be changed to an element of their choice. 4 round cooldown. Free action.

### Power Level 3

* **Geminae Celeritas** - Instantly cast any 2 Power Level 2 or lower spells of your choice, regardless if they are on cooldown or not. No Power Level 3 restriction. 4 round cooldown. Instant cast.
* **Finitas Solutem** - Cause a powerful field of mathematical force to erupt. Enemies in a large area take 2x your Power Level in force/holy damage. Additionally, your targets bleed for 1 round, taking damage equal to your Power Level. - 1 cast time.
Caellach Bohrensen

**Caellach Bohrensen** (pronounced KELL-eck BOR-en-sen) was a Tidecaller, and an expert on Ancient Eldyrian magic. Originally a follower of Llymayn, Caellach betrayed Her, in order to serve Malthael, an awakened aspect of an Ancient Eldyrian, Goldarion. Caellach used the strength Malthael gave him to wrest control, and nearly conquered the capital of Guinevere in the process. Caellach was defeated by Prince Lane Conway-Valendis and Magister Morgan DesCallier, in a battle in Castle Guinevere's courtyard.

## Biography

Hailing from Cor Anara, and a member of House Ghassan, Caellach possessed a superior attitude shared by many Cor Anaran mages. He was short-tempered, haughty, and prideful, but still cared about the men and women that served under him. These compassionate thoughts faded quickly as Caellach became more powerful, until he was wholly consumed by his desire to conquer Guinevere.

Caellach was, in actuality, the son of The Warlord, a tyrant that tried to conquer Guinevere in 676 AEP. Caellach believed that if he successfully conquered the city, he would avenge his father's death and bring an age of peace for the men and women that were still loyal to his father's cause.

Coming from House Ghassan, Caellach possessed a great deal of wealth, which he used to hire mercenaries, in order to attack various areas of the city. Caellach's mercenaries caused chaos and destruction, distracting the Guardians from his own actions, and allowed him to liberate Goldarion's crystal from below the Academy of Magic with the aid of Magister Iliana Vantessa. After freeing Malthael, Caellach's ultimate plan was to lock Malthael in Castle Guinevere's throne room, where he would be ultimately defeated. After drowning Mathael's vanquishers, along with the royal family, Caellach would claim victory for himself, which would result in him becoming the next ruler of Guinevere.

Caellach was in love with Irrena Qaarem, a follower of Llymayn. He succeeded in turning her to Malthael's side with the promise of power, and for a time, she forsook Llymayn's teachings. When she was defeated by Rowena Travelian and her allies in battle, Irrena managed to come to and realize the error of her ways, finding redemption. Before facing his death, Caellach realized that he truly loved Irrena, and all his actions ultimately ended in failure, with him dying alone. Caellach died on the 3rd of Rendain, 694 AEP.

## Powers

Caellach was an experienced Tidecaller, and he could travel through water, breathe it indefinitely, and cause the water level of Castle Guinevere's throne room to rise steadily, with the hopes of drowning the royal family.

Caellach had some proficiency with Ancient Eldyrian Spells, since he was interrupted performing one of them aboard the ship, the *Bride of* *Eth'leen*.

## Behind the Scenes

* Caellach was one of the main antagonists of the videogame, *Trials of Guinevere*.
Affinity Bonus

Characters attempting to resist harmful debuffs and certain effects get a 10% bonus if they are the same overall category of their attacker, either a fighter or mage. This represents training or understanding of the profession, i.e. fighters have studied combat, so they know how other fighters are in battle, and so on. If a character is eligible for the affinity bonus, their chance to save against harmful debuffs, some effects, and so on increase by 10%.

## Examples

Affinity Bonus Table
 Mage casts Nightmare against Mage
 Fighter uses Aura of Fear against Fighter
 Fighter uses Aura of Fear against Mage
Basic Attack

A **basic attack** is a general attack made by a character, creature, or other being. Most fighters must be in melee range to perform a basic attack, but some classes, like the Archer, can attack at range. Basic attacks require no resources to perform, and are often augmented by spells or abilities to increase their potency. Basic attacks always count as direct damage.

For their basic attacks, Mages can fire a bolt of energy from their staff at any range, usually dealing minimal force damage.
Blood Adept

A Cor Anaran Blood Adept channeling his power

Skilled in manipulating the powers of blood to wreak havoc upon their foes, the **Blood Adept** is a horror to behold on the battlefield. Unknown to most, they obtain their powers from pacts with demons.

## Lore

Blood Adepts are often very secretive in nature, since demons are seen as evil, dangerous, and untrustworthy. Those that make their profession known are often feared, since Blood Adepts can use their power to take control of nearly anyone and force them to act against their will.

Cor Anaran mages are often Blood Adepts, conspiring with demons to obtain any sort of leverage they against their peers. Rumours speak of innocent men and women vanishing mysteriously in the night, walking slowly, but methodically, to a destination they don't know about. Cor Anaran Blood Adepts are often slavers, using their natural talents to a despicable end.

## Class Notes

* If the target doesn't possess blood, your spells have no effect on them.

## Spells

### Power Level 1

* **Walking Bomb** - Infuse someone's soul with a terrible, destructive curse. For 3 rounds, 1 enemy takes your Power Level + 1 in physical/force damage. If they are defeated during the duration, they explode violently, dealing 2x your Power Level in physical/force damage to enemies in a large area, centered on them. This spell cannot be cast on someone it already affects. 2 round cooldown. Optional free action when you reach Power Level 2.
* **Virulent Missile** - Form a volley of caustic blood and launch it forth. 1 enemy takes your Power Level in physical/poison damage.

### Power Level 2

* **Blood Slave** - Control your target's blood, charming them for 2 rounds if they do not save. If they do, they are poisoned for 2 rounds instead, taking damage equal to your Power Level. 4 round cooldown.
* **Purge Toxins** - Command blood to rapidly purify itself. You or 1 ally is cleansed of all debuffs. This spell can be used if you are paralyzed or otherwise unable to act. 2 round cooldown. Free action.

### Power Level 3

* **Hemorrhage** - Impale yourself with your staff, creating a pool of tainted blood that inflicts writhing pain. First, you take 2 points of physical/force damage that cannot be altered by any means. Next, all enemies in a large area take 2x your Power Level in physical/force damage, and are paralyzed for 1 round. - 1 cast time.
* **Blood Syphon** - Drain a stream of blood into yourself. 1 enemy takes your Power level + 2 in physical/force damage, and you or 1 ally is healed for equal the amount. No Power Level 3 restriction. 4 round cooldown. Instant cast.
Tamer

A Tamer riding her lion companion

The **Tamer** is a dangerous combatant that works in tandem with their lion companion. The lion defends their Tamer with their life, and their loyalty is unmatched. The Tamer carries a hand sickle into battle.

## Class Notes

* The animal companion is treated as a Fighter with a melee-range basic attack, and are immune to the same debuffs their Tamers are. They cannot be turned against them or their allies by other effects.
* The animal companion always takes its turn after its Tamer.
* Animal companions have 3/4 of their Tamer's maximum health as their maximum.
* Animal companions' basic attacks deal physical damage equal to their Tamer's Power Level.
* If addled, an animal companion cannot use its basic attack.
* If a Tamer's animal companion is defeated, the Tamer suffers 1/4 of their current health in damage due to grief. If the Tamer is defeated, the animal companion is defeated instantly. This damage cannot be lowered or mitigated by effects other than *Undying Loyalty*.

## Abilities

### Power Level 1

* **Sharp Circle** - Rush to any unoccupied position on battlefield, slashing wildly in a circle. Once there, any enemy standing in a small area centered on you takes physical damage equal to your Power Level. 4 round cooldown. Free action.
* **Alertness** - For 2 rounds, you watch your animal companion carefully, calling out whenever they face harm. Any instance of direct damage they take has a flat 40% chance of being avoided. 5 round cooldown. Free action.

### Power Level 2

* **Deep Cut** - Aim your sickle carefully and strike 1 enemy, inflicting physical damage equal to your basic attack. Your target bleeds for 1 round, taking physical damage equal to your Power Level. 4 round cooldown.
* **Quick Strike** - Instantly command your animal companion to make a free basic attack at 1 enemy. 4 round cooldown. Free action.

### Power Level 3

* **Pure Devotion** - The ultimate bond between the Tamer and their companion. For the rest of combat, your animal companion is immune to all damage, debuffs, and effects, but may still die by *Undying Loyalty*.
* **Undying Loyalty** - The Tamer's animal companion is so loyal, that they will defend their master from death, itself. If the Tamer dies, their animal companion perishes instead, saving its master's life. The Tamer immediately recovers 3/4 of their max health, gains 2 points to all outgoing direct damage with their basic attack until the end of battle, and becomes immune to debuffs and instant death for 5 rounds. Additionally, all of the Tamer's Power Level 1 and 2 abilities are taken off cooldown. This ability can only be used during the enemy's turn as a non-counting free action, and only if the Tamer's animal companion is alive. An animal companion that is defeated this way does not inflict grief damage to their master.
Velaj

Velaj is the God of Air, the Sky, and Travel. He is often fickle and it is said that He truly favours no one, not even His own followers. Followers often pray to Velaj for safe passage, granting him offerings so that they may arrive at their destinations unharmed.

Velaj is worshipped primarily by nomads, seafarers, some merchants, and adventurers.
Warder

A Warder, ready for battle

The Warder wields a great pike into battle as they provide support to their allies. Their power come from within; a fierce desire to aid his team at the cost of himself.

## Class Notes

* The Warder may be up to two squares away from his foes to attack or use abilities, instead of the usual one for most ability-based classes.

## Abilities

### Power Level 1

* **Dragonfire Dive** - Launch yourself into the air. Manifesting your desire to protect your friends, you ignite yourself and crash down upon 1 enemy at any range, landing next to them, and inflicting 2x your Power Level in physical/fire damage upon them and anyone immediately next to your landing spot. 3 round cooldown. Optional free action when you reach Power Level 2.
* **Ease Burden** - Cleanse all active debuffs from yourself or 1 ally at any range. For each debuff cleansed, your target recovers 2x your Power Level in health, up to total of maximum of 8 points. 3 round cooldown. Optional free action.

### Power Level 2

* **Debilitating Thrust** - Focus on your foe's crippling energies. 1 enemy takes your Power Level + 2 in physical damage, and all debuffs currently affecting them last longer by 1 additional round. 3 round cooldown. Free action.
* **Unending Grace** - Choose 1 debuff and 1 elemental damage type (acid, dark, fire, holy, ice, or lightning), and until you are defeated, you and all allies are immune to it. 4 round cooldown, but upon using this ability again, the previous use ends immediately.

### Power Level 3

* **Martyr** - Sacrifice yourself, killing yourself instantly, but all defeated allies are instantly brought back to life with 1/2 of their health. Additionally, all allies still alive are healed a number of health equal to 2x your Power Level. You cannot be resurrected or brought back in any way. You may use this ability if you are addled, paralyzed, or otherwise disabled in any way, and this ability can be used during the enemy's turn as a non-counting free action.
* **Comforting Embrace** - Pick 1 ally at any range, and suffer all damage they take permanently until you are defeated. Any damage taken this way is reduced by 1/2. Debuffs, effects, and instant death effects are not transferred to you. Free action.
Spell Disruption

**Spell Disruption** refers to a mage losing the spell he or she is casting, through effects or debuffs like silence, or knockdown. Spells that are disrupted do not count as being cast, unless specifically stated, so they do not go on cooldown. Power Level 3 spells that have restrictions may still be cast again, as normal.
Buff

A buff is any sort of effect that has a positive or beneficial effect on a character. Buffs can do many different things, from increasing a character's outgoing physical damage, reducing any incoming fire damage they suffer, or healing them every round.

Buffs cannot stack with themselves unless specifically noted in an action's description. For example, a character cannot be affected by two different Templars' *Righteous Shield*.
Occultist

An Occultist

The **Occultist** uses the powers of darkness to fuel their spells. Through their magic, the Occultist seeks to gain control over life and death.

## Class Notes

* Occultists are immune to instant death.

## Spells

### Power Level 1

* **Nightmare** - You speak to the inner terrors of 1 enemy and manifest them to an overwhelming level. Your target is feared for 2 rounds. 5 round cooldown.
* **Nosferatu** - Use entropic energy to drain lifeforce. 1 enemy takes your Power Level in dark damage, and you heal for the same amount. 1 round cooldown.

### Power Level 2

* **Karma** - Wreathe yourself in a whirling globe of darkness. For 3 rounds, any enemy that causes direct damage to you suffers your Power Level in dark damage. Any enemy can only take damage once per round from this spell. 5 round cooldown. Free action.
* **Blackray** - Fire a debilitating ray of negative energy. 1 enemy takes 2x your Power Level in dark damage, and takes 1 additional point of damage from your spells for the rest of battle. Instant cast.

### Power Level 3

* **Dark Sphere** - A globe of necrotic energy erupts forth. Enemies in a large area take 3x your Power Level in dark damage and are silenced for 1 round.
* **Finger of Death** - Effortlessly snuff out the lifeforce of a foe by pointing at them. 1 enemy is slain, instantly, or takes 4x your Power Level in dark damage if they are immune to instant death. - 1 cast time.
Tidecaller

The **Tidecaller**, or **Water Adept**, controls the power of water, oceans, and seas.

## Spells

### Power Level 1

* **Drown** - Trap 1 enemy in an immense sphere of water, inflicting physical damage equal to your Power Level + 2.
* **Invigorating Mist** - A rush of potent water blankets 1 ally, healing them for number of health equal to your Power Level + 2, and increasing the next instance of direct damage they do by 1 point. The damage increase does not stack with itself if it already affects your target. 3 round cooldown. Free action.

### Power Level 2

* **Tidefall** - Cause a rush of water to engulf enemies in a large area. Every other round for 6 rounds, your targets take physical damage equal to 2x your Power Level, starting on round 2. Only 1 instance of this spell can be active at any time. Instant cast.
* **Call of the Siren** - Channel the energies of an exotic sea creature, before singing its spellbinding song. 1 enemy is dominated for 2 rounds. 5 round cooldown.

### Power Level 3

* **Draining Torrent** - A rush of debilitating waters encircle 1 enemy, stealing away their strength before dispersing. For 3 rounds, 1 enemy has their Power Level reduced to 1. If they are currently casting a Power Level 2 or 3 spell, it is disrupted immediately and cannot be recast. Currently active buffs, debuffs and Field AoEs cast by your target are unaffected. Instant cast.
* **Tsunami** - Conjure a powerful wave of water which materializes in front of you and rushes through the battlefield. All enemies take physical damage equal to 2x your Power Level, are pushed back from your direction by 2 squares, and are knocked down for 1 round.

## Notable Tidecallers

* Caellach Bohrensen
* Magister Daniel Albrecht
* Mia Shimizu
Fallen

A character that has Fallen, has fallen-from-grace, or lost the Favour of their God. Being Fallen is the result of the character going against their God's wishes, or abusing the power granted to them. Known people that have fallen are often looked down upon or shunned, since their hypocrisy is an ever-present mark of their betrayal of a truly grand gift.
The Historic Timeline

Events of Vitaria, arranged by date.

## After Erebos' Passing

* **241 AEP** - A young priestess carries a powerful Ancient Eldyrian relic into the Frozen North, saving Vitaria in the process. The capital of Guinevere is founded by Damon Lorienth, who becomes the first King, and dedicates the country to Llymayn's honour.
* **694 AEP** - The Warlord is defeated, ushering in a new era of rule for Guinevere. King Uriel and Queen Lowangen Valendis take the throne.
* **712 AEP** - The Eldyrian aspect, Malthael, is defeated, along with his ally, Caellach Bohrensen. Amber Aveyonde-Valendis is officially recognized as the Princess of Guinevere, and marries Lane Conway, who is crowned as Prince.
Elena Blackthorn

Elena "Voidcaller" Blackthorn:

Background: Elena Blackthorn, born into a fanatical cult named "The Umbral Ascendancy." As a child, she witnessed horrifying rituals, including the summoning of dark entities. Escaped as a teenager but left scarred.
Personality: Haunted by her past, stoic exterior, struggles with trust. Possesses a twisted sense of justice, fueled by her traumatic upbringing.
Power: "Voidcalling" - Can summon and manipulate shadows, shaping them into deadly constructs.
Scholar

A Scholar casting Sear

The **Scholar** is a learned student of tomes and lore. Their strengths come from their powerful knowledge of metaphysics.

## Spells

### Power Level 1

* **Safeguard** - Project a shield around yourself or 1 ally, protecting them from the damage of one offensive attack, ability, or spell. This shield is lost upon receiving damage, but is permanent otherwise. You may not cast this spell upon someone already affected by it. 1 round cooldown.
* **Pain Reflection** - Ward yourself or 1 ally with a powerful magic, reflecting 1/2 of all incoming direct damage for 2 rounds. 4 round cooldown. Optional free action when you reach Power Level 2.

### Power Level 2

* **Immunization** - You or 1 ally is cleansed of all debuffs and is protected against them and instant death for 4 rounds. Optional free action.
* **Renewing Shroud** - Lock 1 ally in an invincible field of restorative force for 1 round, protecting them from all damage, debuffs, and effects, but preventing them from acting as well. Upon recovering from the spell, your ally is healed to full health. 5 round cooldown. Instant cast.

### Power Level 3

* **Expose Vulnerabilities** - Metaphysical energy displays an enemy's weaknesses in the minds of you and your allies. All incoming damage 1 enemy suffers is doubled for 4 rounds. - 1 cast time.
* **Sear** - A powerful burst of arcane energy blasts 1 enemy, dealing fire/force damage equal to your Power Level + 1. No Power Level 3 restriction. Instant cast.
Cast Time

**Cast time** refers to a period of rounds a mage spends casting a spell.

* Power Level 1 spells are cast instantly, taking only 1 main action. The caster may use a free action before or after casting this spell.
* Power Level 2 spells take 1 round to cast. 1 main action is consumed, and the spell is completed at the start of the caster's next turn, upon which they may act normally. The caster may only use a free action before they start to cast this spell, and/or on the round after its completion.
* Power Level 3 spells require 2 consecutive rounds to cast, and are completed at the start of their third turn, upon which they may act normally. The caster may only use a free action before they start to cast this spell, and/or on the round after its completion.

Instant cast spells are treated as Power Level 1 spells in terms of cast time, regardless of what Power Level the spell is.

A Power Level 3 spell with a - 1 cast time modifier is cast like a Power Level 2 spell.
Bushido

A Bushido ready to attack

None

The Bushido is a skilled Hinodean warrior talented in military tactics and swordplay. Wielding a powerful No-Dachi with both hands, they possess great power.

## Abilities

### Power Level 1

* **Gekko** - Trace a moon in the air with your sword before striking. 1 enemy takes 3x your Power Level in physical damage, and is paralyzed for 1 round. 4 round cooldown.
* **Vengeful Blade** - Carefully watch 1 ally at any range, keeping them in your sight, ready to come to their aid if need be. For the rest of the combat, or unless you use this ability again on a different ally, you make a basic attack on whoever causes direct damage to your chosen ally (both physical and magical damage count) as a free action up to once per enemy on each turn. Debuffs and non-direct damage abilities or spells do not trigger this ability. To attack, you jump over to your attacker, then jump back to your previous location, so distance is not a factor.

### Power Level 2

* **Strength of Self** - Tap into your inner strength, completely restoring all of your lost health. 5 round cooldown.
* **Jihi** - Make a sharp slash at your foe, cutting deeply. 1 enemy is addled for 2 rounds and takes 3x your Power Level in physical damage. 5 round cooldown.

### Power Level 3

* **Decapitate** - Expertly slash at one foe, and attempt to sever their head from their body. 1 enemy take 6x your Power Level in physical damage.
* **Showdown** - Issue a dangerous challenge to 1 enemy at any range. Each round, they will be locked in combat with you, forcing you and your target to use basic attacks on each other until someone is defeated. This ability can only be interrupted by disabling attacks or spells, and cannot be ended manually. If you are disabled, the enemy is released from this effect as well.
Another

Uncommon Powers

Projection: The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.

Transmogrification: The unique power to alter the physical structure of objects living or dead, changing their form.

Telepathy: The power that allows witches to access the minds of others through spells.

Possession: The power to jump one's spirit into the body of another, taking control of said host body.

Illusions: The power to alter the senses of others to perceive a false reality.

Resurrection: The power to bring someone or one's self back from the dead.
Fusilier

A Fusilier, ready for battle

Wielding their powerful flintlock rifles, **Fusiliers** are dangerous ranged fighters that excel in taking down foes one at a time.

## Lore

Since gunpowder was invented by the Sol Ikati, they were the first Fusiliers, combining their inquisitive nature, deft hands, and skill. Fusiliers practice their craft, always tinkering with their rifles and improving them as they see fit. The art of creating rifles is a closely guarded secret, kept eternally hidden by Ikati forgers.

Fusiliers start on their paths for a variety of reasons. Some enjoy the thrill of the hunt, using their rifle as a way to hone their own skills in battle, while others see the way of the rifle as a way to defend their loved ones, a powerful weapon worthy of protection. A Fusilier's rifle is always treated with respect; it is very much a part of a Fusilier's identity, and has evolved across the years, just like its wielder.

## Class Notes

* Tenacity is a token employed by the Fusilier. Each hit with their basic attack adds one point of Tenacity to the Fusilier.

## Abilities

### Power Level 1

* **Leg Graze** - Fire a shot from your rifle, aiming at 1 enemy's legs. Your target takes physical damage equal to your Power Level + 1 and is unable to move for 1 round. 3 round cooldown.
* **Rhythm of War** - For 4 rounds, any time you defeat an enemy, make a free basic attack at another enemy of your choice as a non-counting free action. 6 round cooldown. Optional free action.

### Power Level 2

* **Executioner's Eyes** - Enter a state of sheer concentration. For 3 rounds, all basic attacks increase your Tenacity by an additional point. 5 round cooldown. Optional free action.
* **Execute** - Gathering your willpower, make a precise shot at 1 enemy's most vital organs. Your target takes physical damage equal to your Power Level multiplied by each point of Tenacity you possess. 3 round cooldown. Optional free action.

### Power Level 3

* **Overdrive** - Modify your rifle to a dangerous end. Your next 2 basic attacks have their damage doubled. Optional free action.
* **Heartbreak** - Deftly fire at one enemy, aiming for their heart. Your target is slain instantly, or they take physical damage equal to 2x your Power Level if they are immune to instant death.
Damage Shield

A **damage shield** functions as a layer of protection, represented as a number of points that absorb damage, before your health is reduced. Effectively, damage shields function as extra health, since they must be destroyed first. Damage shields never stack with each other, and stronger ones always overwrite those weaker than them.

Calculations, like damage reduction, physical resistance, etc., should be done first, before applying the result to the damage shield, ensuring it is as effective as possible.
Senjutsu-Ka

A Senjutsu-Ka in thought

The **Senjutsu-Ka**, or Tactician, is a metaphysicist often found with Hinodean armies. By increasing enemy vulnerabilities, their forces are far more effective.

## Spells

### Power Level 1

* **Analytica** - A field of power flashes about 1 enemy, displaying their weaknesses for all to see. For 3 rounds, your target takes 1 additional point to all incoming damage. 4 round cooldown.
* **Ionic Bolt** - A rush of metaphysical power collides into 1 enemy, dealing your Power Level in force damage.

### Power Level 2

* **Aversia** - Powerful magic strips 1 enemy's strengths, leaving them weakened. For 3 rounds, your target loses all buffs, damage type immunities, and instant death immunity. Bypasses magical resistance. 5 round cooldown. Instant cast.
* **Ionic Chains** - Bind 1 enemy in shimmering chains of pure force. For 2 rounds, your target cannot take action, and takes your Power Level + 1 in force damage at the start of their turn. 5 round cooldown.

### Power Level 3

* **Analyticus** - A field of power flashes about your enemies, displaying their weaknesses for all to see. For the rest of battle, enemies in a large area take 1 additional point to all incoming damage. This spell may stack with *Analytica*. - 1 cast time.
* **Ionic Sphere** - Create a swirl of energy, which alters the acuity of enemies caught within. Enemies in a small area suffer your Power Level + 1 in force damage, and for 2 rounds, all free actions they possess are treated as main actions.
Effect Order

The **effect order** takes place for each character when it is their time to act. The order is always calculated in this specific way, unless purposefully stated. Durations tick down after their place in the order.

1. Damage and healing over time buffs, debuffs, and effects take place that affect the character, like poisons, bleeding, and regeneration. Negative actions happen first, before positive ones. For example, a character will suffer poison damage before recovering their health from regeneration. These effects still happen if the character is disabled.
2. Field AoEs placed by the character perform their actions on those in range. Examples are the Druid's *Call Lightning* or the Alchemist's *Death Cloud*. Field AoEs that cause damage must trigger before those granting beneficial effects. These effects still happen if the character is disabled.
3. Any Set aura, spell, or ability originating from the character pulses, performing its action. Damage effects happen first, before any healing. These effects still happen if the character is disabled.
4. A character casting a spell taking longer than a round completes it, or spends their main action continuing to cast. A character beginning their round casting cannot perform a free action if they end the round casting their same spell.
5. The character is free to perform their main action, unless their turn is forfeited via being paralyzed, knocked down, or other disabling actions. All of a character's disabling actions tick down together. For example, a character both paralyzed and knocked down for one round will be free to act on their next turn. Debuffs and effects do not "queue up" or wait for each other to pass before taking effect.
6. Buffs that don't heal have their duration reduced, like the Magi Knight's *Shield of the Magi*, or the Jester's *Crown of the Clown*.
Favoured

A Favoured is a mortal that has devoted themselves to their God, so much so that they have received their God's blessing. This can be interpreted as the God visiting with them in certain times, or being able to channel their God's powers through abilities or spells.

Gods will occasionally talk with Their favoured directly, offering advice, guidance, or counsel, but They will often provide signs, giving Their favoured a gentle push in a direction they seek.

The gift of the Gods is called Favour, while those that possess It are Favoured.

## Fallen

A character can only ever be Favoured by one God at a time, and a character that goes against their God's teachings or actions can lose their power, becoming Fallen instead.

Some of the Gods, most notably Eikor, are incredibly strict in their teachings, and leave little room for error, therefore making it much more difficult for a mortal to keep the Favour they have earned.

Oddly enough, some Favoured have committed multiple transgressions against their God's will, yet still retain their powers. Whether this is a deliberate decision is a question that has never been answered. Perhaps the Gods know what will happen in the end, and thus, the mortal losing their power at the time means they won't be able to affect the world later the way they were meant to, or maybe the Gods have too much on their minds to notice every single action Their Favoured take part in.

Velaj is the God most known for His undecisiveness. He seems to grant people His Favour as much as He is willing to take it away, and there is no guaranteed way to keep it.
Divinator

A Divinator casting Time Dilation

Using the art of clairvoyance and time itself to turn battle in their favour, the **Divinator** is an excellent provider of support to their allies.

## Spells

### Power Level 1

* **Reverse Harm** - The last ability or spell that caused damage to you or 1 ally is reversed, effectively healing your target for the amount. 1 round cooldown.
* **Reverse Malus** - Pick 1 debuff affecting you or 1 ally, and redirect it to 1 enemy. You may use this spell if you are paralyzed, disabled, silenced, or otherwise unable to act. Optional free action when you reach Power Level 2.

### Power Level 2

* **Time Dilation** - Bend fate to your will, altering a spell being cast by 1 ally or 1 enemy. If you choose an ally, their cast time is reduced by 1 round. If you choose an enemy, they take 1 additional round to cast their spell. If this spell causes the target's spell to be cast, it takes effect immediately. 2 round cooldown. Optional free action.
* **Blades of Fate** - Powerful blades of energy slash through the spirit. 1 enemy takes your Power Level + 1 in force damage. Instant cast.

### Power Level 3

* **Foresee Death** - Bend the fabric of time, advancing 1 enemy's death far sooner than it would be. At the start of your next turn after you cast this spell, your target is slain. If they are immune to instant death, they take 2x your Power Level in force damage. - 1 cast time.
* **Time Stop** - Time freezes entirely for all enemies on the battlefield, allowing you and all allies to perform 1 extra turn immediately after you complete this spell. Any debuffs affecting you or your allies are paused for the free turn, but decay as normal. The turn order proceeds normally after you and your allies have acted.

## Notable Divinators

* Archmage Rohasia Everinciem
* Magister Iliana Vantessa
Familiae

**Familiae** is the study, practice, and creation of Familiars, artificial constructs fueled by magic. Mages from all walks of life can study Familiae, but only Arcanists can practice it. Familiae involves binding magic into inanimate objects at a level much more complicated than enchanting simple items, so the caster must be incredibly skilled in their profession.

All Familiars require some form of magical essence to function, which, upon creation, will act as their soul. This essence is usually created by drawing energy directly from the Weave, itself, and certain spells must be cast so as to bind it into our physical realm. Essences are notoriously unstable, even so, and can cause all manner of mischief if not used within a few hours. For better or worse, this has prevented them from being a major source of commerce.

Once created, the Familiar is usually given a task, and most function as protectors, scribes, or personal assistants. Depending on the strength of the essence used, as well as the skill of the mage who created them, many Familiars are even able to speak or possess emotions.

The creation of a Familiar is a grueling process, requiring many reagents, and is almost as difficult as casting an Ancient Eldyrian Spell, though the danger the mage faces is usually much less. Being a relatively new field, Familiae isn't widely practiced, but those that have created at least one Familiar are usually well-known in the magical community. Someone able to employ multiple Familiars is either incredibly skilled, incredibly wealthy, or both.
Pistoleer

A Pistoleer in battle

**Pistoleers** are talented fighters, combining Ikati firearms with Guineverian ingenuity. They work best with allies, providing support.

## Abilities

### Power Level 1

* **Incendiary Bullets** - Add a dangerous powder to the your pistol. Your next 3 basic attacks deal additional fire damage equal to your Power Level + 1. 5 round cooldown.
* **Covering Fire** - Watch 1 ally carefully. The next 2 times they make a basic attack, you make a basic attack upon their target as a non-counting free action. 3 round cooldown. Free action.

### Power Level 2

* **Hipfire** - Quickly fire at 1 enemy, dealing physical damage equal to your Power Level + 1. 2 round cooldown. Optional free action.
* **Arcing Fire** - Fire a volley of shots in a wide arc. Enemies in a large area take your Power Level in physical damage. 3 round cooldown.

### Power Level 3

* **Evasive Leap** - Jump to 1 unoccupied area on the battlefield, making a basic attack upon 1 enemy in the process. No Power Level 3 restriction. 4 round cooldown. Optional free action.
* **Suppressing Fire** - The next 3 times any ally takes direct damage, make a basic attack upon their attacker as a non-counting free action. Optional free action.
Gambler

A Gambler making his entrance

Walking into battle with only an enchanted deck of Ycantha's cards, the **Gambler** is a nonetheless more than a match for those that oppose them.

## Class Notes

* Gamblers may not make basic attacks.
* Gamblers can affect any target at any range with their abilities.

## Abilities

### Power Level 1

* **Card of the Lord** - Draw a card and use its power to affect 1 enemy of your choice. Roll a 4-sided dice, and inflict the result as force damage. When you reach Power Level 3, roll a 6-sided dice instead.
* **Card of the Lady** - Draw a card and use its power to affect yourself or 1 ally. Roll a 4-sided dice, and the result is recovered as health. When you reach Power Level 3, you roll a 6-sided dice instead.

### Power Level 2

* **Card of the Wasp** - Draw 1 card and use its power to poison 1 enemy of your choice for a number of rounds equal to the roll of a 4-sided dice. The poison always does damage equal to your Power Level. You cannot use this ability on someone already affected by it. 2 round cooldown. Optional free action.
* **Card of the Goddess** - Call to Ycantha before playing a card, allowing Her to grant you an aspect of Her Favour. Roll a 4-sided dice. If this result it is even, the card will apply an equal number of healing to yourself or 1 ally for the result, and if it is odd, it will inflict an equal number of force damage upon 1 enemy for the result. When you reach Power Level 3, you may optionally change the dice to a 6-sided dice. 3 round cooldown. Optional free action.

### Power Level 3

* **Trick of the Deck**- Your affinity with your cards is so strong that you can produce all of your Power Level 1 and 2 abilities instantly, but you must use *Lord*, *Lady*, *Wasp*, and *Goddess* in that specific order. *Card of the Wasp* and *Card of the Goddess* may still be used, regardless if they are on cooldown or not, but their cooldown is reset to 2 and 4 rounds, respectively.
* **Loaded Sleeve** - Amplify your cards to a much greater degree. Add an additional 4-sided dice roll to your next Power Level 1 ability used. This ability cannot be used with *Trick of the Deck*. No Power Level 3 restriction. 3 round cooldown. Free action.