Skill Tree: Biomancy

1.) Runic Power - Whenever you target an ally with a spell, you have a 50% chance to be able to give that ally all passive buffs from your Runes until the end of that ally's next turn. Passively grants you +1 MP Regeneration.

2.) Armor of the Ancients - You begin each encounter with a ( Total Runic Power x 0.05 ) Hit Points Shield. Additionally, while shielded, you have +5 Armor.

3.) Rune Skin - Whenever you take damage, you gain 1 Runic Power in the Runic Power of your choice. Passively grants you +10 Max Hit Points and +10 Max Mana Points.

4.) Leather Skin - You have +5 Spell Resist. Whenever you take damage, you have a +15% Chance to resist +30% of that damage.

5.) Iron Skin - You have +8 Armor, but -2 Movement. You can replicate this passive to allies until the end of their next turn whenever you target an ally with a spell.

6.) Consuming Wave - Whenever you cast a spell targeting an ally, that ally steals 3% of the Max HP from all enemies within 10m of that ally, then gains HP equal to the HP stolen.

7.) Bloodrush - Whenever you target an ally with a spell, that ally loses 10 Hit Points, then gains +10 Attack Damage, Movement, and Critical Hit Chance until your next turn.

8.) Adrenaline - Whenever you target an ally with a spell, that ally gains + ( Spell Effect x 0.05 ) Attack Damage and Movement until your next turn.

9.) Blood Sport - Whenever you target an ally with a spell, that ally gets marked with Blood Sport until your next turn. While marked with Blood Sport, all damage to and from that ally has +10% Lifesteal. If an ally gets a kill while marked with Blood Sport, they gain a stack of Blood Frenzy. Whenever you target an ally with a stack of Blood Frenzy with a spell, that stack is removed, and instead of gaining +10% lifesteal to damage dealt and taken, they gain +50% Lifesteal to all damage dealt until your next turn instead.

10.) Fatigue - Whenever you target an enemy with a spell, you have a +15% chance to cause that enemy to become **Crippled** until your next turn, reducing their received healing by 50% and causing their Movement to become 1. You also have a +15% Chance to disarm enemies when targeting them with spells.

11.) Squandering Rage - Your enemies with less MP than you have a +50% chance to attack themselves with Bonus Attacks. Additionally, whenever you target an enemy with a spell, that enemy has a +10% chance to attack themselves on their next attack.

12.) Overwhelming Depression - Whenever you Overcast a spell that affects an enemy, that enemy has a 5% chance to instantly kill themselves if they have less MP than you. Whenever a spell of yours hits an enemy, that enemy gains a stack of Depression. Each stack of Depression reduces Max HP and Max MP by 5%. Stacks up to five times.

13.) Conjure Familiar - Upon use, conjures a Familiar that fights for you. You can choose which Familiar you summon, but can only summon that same familiar if you resummon this encounter. One use per encounter, but cooldown is reset whenever your Familiar kills a unit or you kill a unit. Can only have one Familiar summoned at a time. All Familiars have the same stats, but have a passive and active unique to them.

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Familiar - Hit Points: ( Spell Effect x 0.5 ) - Attack Damage: ( Spell Effect x 0.3 ) - Movement: ( Spell Effect x 0.1 + 10 ) - Critical Hit Chance: ( Overcast Chance ) - Critical Hit Bonus % Damage: ( Spell Effect x 0.4 + 50 )%

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Aerial Familiar: Passive - The Aerial Familiar has +100% Movement and Attack Damage if it hasn't attacked or been attacked since its last turn started.

Active: Flight - Upon use, the Familiar takes to the air, flying up to ( Spell Effect x 0.8 )m high. If the Familiar has at least 50% Hit Points, it can carry an allied unit while flying. Can be used any number of times, but not if the Familiar has been dealt damage since its last turn.

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Heavy Familiar: Passive - The Heavy Familiar resists 50% of incoming damage, and has + ( Summoner's Spell Effect x 0.1 ) Hit Point Regeneration. The Heavy Familiar also has a +20% Chance to Stun on attack.

Active: Charge - Upon use, the Familiar hard channels for up to two turns, then charges on the next turn. For each turn spent channeling, the Familiar charges an additional ( Spell Effect x 0.15 + 8 )m. Each unit the Familiar charges through is stunned and takes ( Spell Effect x 0.5 ) damage. Must travel in a straight line. Can be used any number of times, but costs 20% of the Familiar's Max HP.

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Crawler Familiar: Passive - The Crawler Familiar has -80% Movement and takes +100% Damage. After a turn of it or an ally not doing anything within 5m, the Crawler Familiar becomes stealthed. Whenever the Crawler Familiar would die for the first time after its summoning, it is instead retained at 1 Hit Point until its next turn.

Active: Crawler Stone - Upon use, the Familiar places a Crawler Stone at a location within 5m of itself. The Crawler Stone lasts until it is destroyed, and is not stealthed. Crawler Stones grant vision, and can be destroyed by allies or enemies to restore ( Spell Effect x 0.2 ) Mana Points to the destroyer. One use per encounter, but cooldown is reset whenever an enemy casts a spell within 25m of the Crawler Familiar.

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14.) Become Beast - Upon use, enter beast form, gaining + ( Spell Effect x 0.5 ) Movement, Attack Damage, and Armor until your next turn. While Beastform, you are silenced, and all damage to and from you has +20% Lifesteal.

15.) Runic Reflection - Whenever you activate a Rune of yours, an ally of your choice also gains the ability to use that active on their next turn as well. You have +10 MP Regeneration as long as you used an ability that is only usable once per encounter on your last turn.

16.) Forged of the Elder Pact - Whenever you take damage to Shield Hit Points, your passive effects from your runes are intensified by +50% until the end of your next turn. Additionally, causes you to gain +1d6 Shield Hit Points at the beginning of each of your turns.

17.) Rune Absorption - Whenever you take damage from an ability, you gain 5 Runic Power in the Runic Power of your choice.

18.) Leathery Face - Critical Hits and Damage from Overcast spells deal -25% damage to you. You have +5 Spell Resist, which becomes +10 Spell Resist until end of encounter whenever you are damaged by a Critical Hit or Overcast spell.

19.) Ironize - Upon use, you and all allies within 10m become Iron Statues until your next turn, unable to be damaged or targeted for the duration. Ironized units cannot act for the duration as well. One use per encounter. After Ironization ends, all units that were turned to Iron gain a ( 10 x Number of Units Ironized ) Hit Point Shield, up to a 40 Hit Point Shield.

20.) Warped Tissues - Whenever you cast a spell targeting an ally, that ally deals ( Your Spell Effect x 0.25 ) damage to all enemies within 10m of themselves. Whenever an enemy casts a spell targeting an ally, that ally has a +10% chance to redirect that spell to the caster.

21.) Primal Connection - At the start of each encounter, choose an ally. That ally becomes Primal until end of encounter. Whenever a Primal unit takes damage, they gain that much Attack Damage until the end of their next turn. Additionally, as long as a unit has Bonus Attack Damage from Primal Connection, their Hit Points cannot drop below 1.

22.) Surge of Vitae - Whenever a party member is affected by a spell, they then have a +10% chance to be purged of all disables. Passively grants you +10 Spell Effect.

23.) Bloodbath of Legends - Whenever you remove a stack of Blood Frenzy from a unit, that unit gains a stack of Bloodbath of Legends. Once a unit has at least five stacks of Bloodbath of Legends, their next attack will consume all stacks to grant them **Rampage** for 1d4 turns. While Rampaging, That unit cannot choose which enemy they target with their damaging spells and attacks, but gain +25m Range on attack and +100% Attack Damage, as well as a guaranteed Bonus Attack each turn. That unit also gains +60% Damage Resistance for the duration.

24.) Worn Down - Whenever you target an enemy with a spell, that enemy gains a stack of Worn Down. For each stack of Worn Down on a unit, that unit's spells cost +2 MP. Whenever a unit with at least ten stacks of Worn Down on them casts a spell, they take damage equal to 10% of their Max Hit Points.

25.) Self Destructive Rage - Whenever you target an enemy with a spell, that enemy gains Wicked Rage until your next turn. Whenever a unit with Wicked Rage deals damage, the base damage dealt is increased by 25%, but twice the bonus damage is dealt as damage back to the dealer. Passively grants you +10 Max MP.

26.) Melancholy - For each turn that an enemy unit does not attack or cast a spell, that enemy gains a stack of Melancholy. For each stack of Melancholy on a unit, that unit has a +5% chance to lose their turn on their turns. Stacks up to ten times.

27.) Familiarity - By paying 10 MP at any time during your turn, you can either teleport yourself to your Familiar, or teleport your familiar to you. Also gives your Familiar 10% Max HP Regen per turn within 10m of you. You and your Familiar have +5 Movement while within 25m of one another.

28.) Bestial Rampage - Whenever you get a kill while Beast Mode, Beast Mode's duration is extended by one turn. Additionally, whenever you score a Critical Hit, you have a 25% chance to reset Beast Mode's cooldown.

29.) Runes of the Patron - +100% Effect of your runes while you have at least 50% of your Max Hit Points.

30.) Shield of the Runemaster - At the beginning of your turn, you may gain +3 Shield Hit Points for each Rune you've made that your party currently has equipped, up to a maximum of +15 Shield Hit Points. Also passively grants you +5 Armor while Shielded.

31.) Runic Triumph - Whenever you complete an encounter, you gain 20 Runic Power in the Runic Power of your choice, plus an additional 1 Runic Power for each enemy your party killed in the encounter. Also grants you +1 Spell Effect until end of encounter whenever your party kills a unit.

32.) Leathery Bulwark - Whenever AoE damage would affect you and at least one other ally, that AoE affects only you instead, but deals +50% damage. Passively grants you +15 Spell Resist.

33.) Aura of Iron - You and allies within 10m have + ( Spell Effect x 0.03 ) Armor. When an ally in the AoE enters Near Death, this bonus becomes + ( Spell Effect x 0.3 ) until your next turn instead.

34.) Strength of the Flesh - Each party member begins the encounter with a stack of Strength of the Flesh on them. Whenever that ally is targeted by a spell or attack, that ally can consume the stack to either negate the spell or attack or make that spell or attack have +100% effect on them.

35.) Ravage - Any party members can enter Ravage mode at any time. While in Ravage Mode, allies gain a stack of Ravage at the beginning of their turns. At the end of each unit's turn, that unit takes ( Ravage Stacks ^ 2 ) Pure Damage. Whenever a party member kills a unit while in Ravage Mode, that ally recovers Hit Points equal to ( Ravage Stacks ^ 3 ), then exits Ravage Mode. Additionally, passively grants you +5% Lifesteal on all damage dealt.

36.) Primal Rapture - Whenever you target an ally with a spell, you have a +20% chance for that spell's Mana cost to be refunded, that spell to go off cooldown, and to gain +1 Spell Capacity until end of turn.

37.) Blood Fueled Rampage - While Rampaging, allies gain +1 turn of Rampaging whenever they score a kill. Additionally, Rampaging allies deal +100% damage on Critical Hit and have +15% Critical Hit Chance. Passively gives you a 25% chance to be able to Rampage until end of turn whenever you begin your turn.

38.) Master of Impediments - Whenever an enemy with at least three stacks of Worn Down on them dies, you recover 10% of your Max MP. Additionally, for each enemy with less than Half of their Max MP, you have +10 MP Regeneration.

39.) Explosive Rage - Whenever an enemy attacks, they have a +25% chance to cause an explosion to occur on themselves, dealing ( Spell Effect x 0.3 ) damage to themselves and all of their allies within ( Spell Effect x 0.2 + 5 )m of them.

40.) Familiar Magic - You can cast spells with your Familiar as the caster, but payed for with your Mana. Spells cast in this way cost +10 MP. Whenever your Familiar takes damage, you recover 10 MP. Passively grants your Familiar a + ( Spell Effect x 0.2 ) Hit Point Shield when it is summoned.

41.) Bonebreaker - Upon use, leap up to ( Spell Effect x 0.5 + 3 )m, then gain + ( Spell Effect x 0.3 ) Movement until end of turn. When you land after leaping, all enemies within 10m are stunned, and you gain a Bonus Attack until end of turn. One use per encounter

42.) Etchings of the Old Times - Whenever you take damage, you gain a stack of Etchings of the Old Times. At the beginning of each of your turns, you have a ( Runes You've Made That Party Has Equipped x 5 )% chance to gain a ( Etchings of the Old Times stacks x 5 ) Hit Point Shield. Also passively grants you +3 Shield Hit Points at the beginning of each of your turns.

43.) Iron Hurl - Upon use, cast a gigantic chunk of Iron up to ( Spell Effect x 0.4 + 10 )m. When the Iron Lands on your next turn, all enemies within 15m of it take ( Spell Effect x 0.6 ) damage. All enemies within 5m of it take ( Spell Effect x 2.5 ) damage instead and are stunned. For each enemy hit with the chunk, it has a stack of Iron Scrap. Allies can consume stacks of Iron Scrap from the chunk to gain 10 Shield Hit Points. One use per encounter.

44.) Resurgence of the Soul - Whenever you target an ally with a spell, that ally recovers HP equal to 5% of their Max Hit Points, then gains bonus Attack Damage until your next turn equal to the Hit Points restored in this way.

45.) Dragged Down - At the beginning of each turn, each enemy with at least twenty stacks of Worn Down on them loses HP equal to 25% of their Max Hit Points. Additionally, as long as an enemy has thirty or more stacks of Worn Down on them, they cannot be purged. Passively grants you +5 Spell Effect on spells targeting enemies for each stack of Worn Down on them.

46.) Punch Yourself in the Face - Upon use, all enemies become infatuated with the idea of punching themselves in the face until your next turn. All enemies must attack themselves on their turns, and have +20% Critical Hit Chance and Bonus Attack Chance until your next turn. One use per encounter.

47.) Eternity Burrowing - You and your Familiar begin each encounter with three Burrowing Stacks. You or your familiar can consume a stack to either blink 10m or phase out of reality until the phased out unit's next turn.

48.) Break Bones - While Beast Form, you can activate Bonebreaker, and reset Bone Breaker's cooldown whenever you kill a unit. Additionally, you deal +50% damage on Bonus Attack while Beast Form.

49.) Beast Fighter - You can have another Familiar summoned at a time.

50.) Decapitating Swipe - Whenever you attack while in Beast Form, you have a +10% chance to instantly kill your target for every 30% of their Max HP they are missing. Additionally, whenever you get a kill while Beast Mode, you recover ( Spell Effect x 0.2 ) Hit Points.