Abilities

Find all the capacities associated with outfits.

Outfit
Mixed (PC) Free (F)

The character performs an impressive acrobatic leap to swiftly move across the battlefield or escape from enemies. They can instantly move up to 5 meters in any direction.

Cooldown
1 Round(s)
Level 2: The Acrobatic Leap allows you to disengage from one attacker.
Level 4: The Acrobatic Leap allows you to disengage from any attacker.
Level 6: The leap distance increases to 10 meters.
Outfit
Passive (P)

The character excels in wielding one-handed melee weapons that use a die of D6 or less for damage calculation (e.g., 1d6+4, 2d6+1, 3d4+2, etc.). This ability not only allows them to perform a Double Attack without the usual damage penalties on the secondary weapon, but also to use weapons normally designated for the primary hand in their secondary hand.

Level 3: The character no longer incurs attack roll penalties when using two weapons that fit this description during a Double Attack.
Level 5: The Double Attack is simplified: the character makes two attack rolls but only keeps the better result for both attacks.
Level 7: The skill now extends to one-handed melee weapons using a D8 as the damage die.
Outfit
Combat (C) Movement (M)

The character possesses extraordinary analytical abilities that enable them to determine the Physical Defense (Def PHY) score of his target.

Cooldown
1 Round(s)
Level 2: The character can now ascertain the resistances of his target.
Level 4: The character can now ascertain the weaknesses of his target.
Level 6: The character benefits from an advantage allowing him to roll two d20s, keeping only the best result for his attack test. This advantage only applies to the enemy analyzed during this turn.
Outfit
Combat (C) Double (MA) Magic (INT) 1 MP - 4 MP

The character can create an Arcane Explosion, dealing 1d4 magical damage to all enemies within a 5-meter radius for a cost of 1 MP. The character makes a single magic attack test compared to the MAG Def of each enemy in the area.

Cooldown
1 Round(s)
Level 2: Damage increases to 2d4, cost increases to 2 MP.
Level 4: Damage increases to 2d6, cost increases to 3 MP.
Level 6: Damage increases to 2d8, cost increases to 4 MP.
Outfit
Combat (C) Double (MA) Support

The character regains 1d4 mana points (MP).

Limitation
2 / Day
Level 3: Regeneration increases to 2d4 MP.
Level 5: Regeneration increases to 2d6 MP.
Level 7: Regeneration increases to 2d8 MP.
Outfit
Combat (C) Double (MA) Support 1 MP - 2 MP

The character can create an Arcane Shield at a cost of 1 MP, reducing all damage taken by 1d12 for 3 turns. Only the character casting the ability can benefit from the Arcane Shield.

Level 3: Reduces damage taken by 1d20.
Level 5: Reduces damage taken by 2d20 and increases cost to 2 MP.
Level 7: Reduces damage taken by 3d20.
Outfit
Combat (C) Attack (A) Physical (DEX)

The character aims to slash an artery. If the enemy is hit, they suffer the weapon's damage for that turn and will automatically take 1d4 damage each subsequent turn; this effect does not stack. The bleeding stops with the first healing received by the target.

Cooldown
2 Round(s)
Level 3: The bleeding now deals 1d8 damage.
Level 5: The bleeding now deals 2d8 damage.
Level 7: The bleeding now deals 3d8 damage.
Outfit
Combat (C) Attack (A) Magic (WIS) 20m 1 MP - 3 MP

The character can create an astral orb charged with divine energy to attack enemies. By spending 1 MP, they launch an orb that inflicts 1d4+1 sacred damage to an enemy.

Level 2: The Astral Orb automatically hits the enemy.
Level 4: The damage of the Astral Orb increases to 2d4+3, and the cost increases to 2 MP.
Level 6: The damage of the Astral Orb increases to 2d8+3, and the cost increases to 3 MP.
Outfit
Mixed (PC) 2 MP - 4 MP

The character enters deep meditation to gain astral vision. By spending 3 MP, they can see and hear a location or person they are familiar with, even at considerable distances.

Level 2: Astral vision can be used to communicate with an ally for an additional 1 MP.
Level 4: The character can obtain a vision of the near future, but this consumes 4 MP.
Level 6: The cost of astral vision is reduced to 2 MP per use (3 MP if communicating with an ally).
Outfit
Mixed (PC) Attack (A) Support 2 MP - 4 MP

The character can enhance the attack skills of an ally for 1 round at a cost of 2 MP. During this period, the ally gains a +1 bonus to the damage of their physical or magical attacks.

Cooldown
1 Round(s)
Level 2: The damage bonus increases to +2.
Level 4: The damage bonus increases to +3, and the cost increases to 3 MP.
Level 6: The damage bonus increases to +4, and the cost increases to 4 MP.
Outfit
Mixed (PC) Attack (A) Magic (CHA)

The character collects compromising information about his enemies thanks to his keen sense of observation and uses it as leverage to manipulate them. It can prevent an enemy from acting for 1 round, or force them to divulge certain information.

Cooldown
2 Round(s)
Level 2: The character can force his opponent to strike one of his own allies when his turn of action comes.
Level 4: Targets subjected to blackmail have a -2 penalty to Def PHY for 2 rounds.
Level 6: Targets subjected to blackmail have a -2 penalty to Def MAG for 2 rounds.
Outfit
Combat (C) Double (MA) 2m

The character unleashes a wave of fury, dealing damage to all enemies within 2 meters of range using 1d6+2 contact damage. The character loses 1d4 HP when using this ability.

Limitation
1 / Encounter
Level 2: Damage increases to 2d6+2.
Level 4: Damage increases to 2d6+6, and HP lost increases to 1d6.
Level 6: Damage increases to 2d8+8, and HP lost increases to 1d8.
Outfit
Combat (C) Attack (A) Physical (DEX)

The character uses a blunt-tipped arrow, designed with grooves along its shaft to maintain a straight trajectory despite its reduced range due to the flat tip. This arrow aims to destabilize the enemy during their action. The range of this attack is halved compared to standard attacks. The damage dealt is the same as that of the regular weapon. The target must pass a Constitution (CON) test with a difficulty of 15 to avoid being knocked down. If they fail, they must use an action to get back up.

Cooldown
1 Round(s)
Level 3: When knocked down, the target's Physical (Def PHY) and Magical (Def MAG) Defenses are reduced by 2.
Level 5: The difficulty of the CON test increases to 17.
Level 7: The enemy's Def PHY and Def MAG are now reduced by 4.
Outfit
Combat (C) Attack (A) Physical (DEX)

The character delivers a brutal blow targeting the enemy's bones, dealing their weapon's normal damage. Additionally, for 1 turn, the target is unable to perform any movement action (M) on their turn and suffers 1d4 fracture damage at the start of it. Can only be succeeded once/opponent (can be retried if failed).

Cooldown
2 Round(s)
Level 2: The target now suffers both the movement restriction and fracture damage for 2 turns.
Level 4: The fracture damage at the start of the target’s turn increases to 1d8.
Level 6: If the target affected by Bone Fracture suffers a critical physical attack during the effect's duration, it becomes paralyzed until its next turn, unable to move (M) or attack (A). This effect stacks with fracture damage if still active.
Outfit
Mixed (PC) Free (F)

The character blends into their surroundings, becoming nearly invisible. For 1 round (or 10 minutes), they become undetectable by enemies and can make stealthy attacks. The camouflage immediately ends when the character takes an offensive action.

Cooldown
3 Round(s)
Level 3: Camouflage lasts for 2 rounds (or 20 minutes).
Level 5: Camouflage remains active even after an offensive action.
Level 7: Camouflage lasts for 3 rounds (or 30 minutes).
Outfit
Combat (C) Double (MA) Support 2 MP - 4 MP

The character makes a celestial call to seek divine guidance. By spending 2 MP, they choose an ally who, on their next turn, can roll two d20s for their attack roll and keep the better result.

Limitation
1 / Encounter
Level 3: Celestial Call lasts for 2 rounds, and the cost increases to 3 MP.
Level 5: During the duration of Celestial Call, attack rolls are automatically successful; however, critical hits cannot be scored.
Level 7: Celestial Call lasts for 3 rounds, and the cost increases to 4 MP.
Outfit
Combat (C) Double (MA) Magic (WIS) 10m 2 MP - 4 MP

The character channels the energy of the stars to project celestial radiance onto a group of enemies. For 2 MP, they inflict 1d4+1 sacred damage to all enemies in front of them within a range of 10 meters and a width of 3 meters.

Cooldown
2 Round(s)
Level 3: The damage increases to 2d4+1.
Level 5: The damage increases to 2d4+3, and the cost increases to 3 MP.
Level 7: The damage increases to 2d4+5, and the cost increases to 4 MP.
Outfit
Combat (C) Double (MA) Magic (INT) 20m 2 MP - 4 MP

The character unleashes lightning, dealing 1d6+1 lightning damage to a single target for a cost of 2 MP. The lightning can jump to the nearest target with a magical attack test, inflicting an additional 1d4 lightning damage, up to a maximum of 2 jumps. Jumps stop at the first failed magical attack test.

Level 3: The base damage increases to 2d6+3.
Level 5: The lightning jump damage increases to 1d6+2, and the cost increases to 3 MP.
Level 7: The base damage increases to 2d8+3, and the cost increases to 4 MP.
Outfit
Mixed (PC) Double (MA) Support 10m 3 MP - 5 MP

The character heals their wounds and those of their allies. By spending 3 MP, they restore 1d4 HP to all player characters within a radius of 10 meters.

Cooldown
1 Round(s)
Level 3: Collective Healing restores 2d4 HP.
Level 5: Collective Healing restores 2d4+4 HP for a cost of 4 MP.
Level 7: Collective Healing restores 3d4+6 HP for a cost of 5 MP.
Outfit
Combat (C) Double (MA) Magic (INT) 3 MP - 5 MP

The character casts a confusion spell on a target for a cost of 3 MP, causing them to lose their composure for 1 round. During this period, the target is unable to control their actions and may attack their own allies when it is their turn to act. On the opponent's attack roll, if it fails, they either attack one of their allies or suffer the damage from their own attack.

Cooldown
2 Round(s)
Level 2: The target is also unable to cast spells or use abilities during the confusion.
Level 4: The duration of confusion is increased to 2 rounds, and the cost increases to 4 MP.
Level 6: The confused opponent consistently attacks their own allies or harms themselves, and the cost increases to 5 MP.
Outfit
Passive (P)

The character has developed significant resistance to corruption and malevolent status alterations. They gain a +1 bonus to their Def MAG.

Level 2: The Def MAG bonus increases to +2.
Level 4: The character becomes immune to status alterations caused by demonic or undead creatures.
Level 6: The Def MAG bonus increases to +3.
Outfit
Combat (C) Free (F)

The character can prepare for a counterattack, allowing him to automatically retaliate if an enemy's next melee attack against him fails, is dodged or parried, dealing 1d4 damage in addition to his weapon damage.

Cooldown
1 Round(s)
Level 2: Counter-attack additional damage increases to 2d4-1.
Level 4: Counter-attack additional damage increases to 2d4+1.
Level 6: Counter-attack additional damage increases to 2d4+3, and the character can counter two enemy attacks before the ability is disabled.
Outfit
Combat (C) Double (MA)

If the character is stealthy or behind the opponent's back, he can deal a fatal blow to an enemy. The character must make a DEX test (including bonus) and must be greater than or equal to 20 to instantly eliminate a target. If the target is a boss or mini-boss, he takes double weapon damage. If the result is 15 or more, it deals normal weapon damage.

Level 2: The DEX test must be equal to or greater than 19, normal damage from 14.
Level 4: The DEX test must be equal to or greater than 18, normal damage from 13.
Level 6: The DEX test must be equal to or greater than 17, normal damage from 12.
Outfit
Passive (P)

The character is a master of deception. They can convince others that they are an ally or conceal their true intentions. They gain a +1 bonus to CHA.

Level 3: The CHA bonus increases to +2.
Level 5: The CHA bonus increases to +3.
Level 7: The CHA bonus increases to +4.
Outfit
Mixed (PC) Double (MA) Support 5m 2 MP - 3 MP

For a cost of 2 MP, the character summons 2 perfect illusions of himself. These copies move and simulate the actions of their creator without being able to attack or interact materially with the world around them. They serve as decoys, intended to deceive enemies who attack them as a priority instead of the character. If an enemy attempts to attack an illusion or if it is hit by any attack or effect, it instantly dissipates. Illusions last until dispelled or until the combat scene ends.

Cooldown
2 Round(s)
Level 3: The number of illusions created increases to 3.
Level 5: The number of illusions created increases to 4 and the cost increases to 3 MP.
Level 7: The number of illusions created increases to 5.
Outfit
Combat (C) Attack (A) Physical (DEX)

The character inflicts rapid and deceptive strikes on his opponent, disorienting him. The latter then suffers normal weapon damage as well as a -2 penalty to his contact attack tests for 1 round.

Cooldown
2 Round(s)
Level 3: The penalty also applies to ranged attack rolls.
Level 5: The effect lasts for 2 rounds.
Level 7: The penalty to attack rolls (melee and ranged) increases to -3.
Outfit
Combat (C) Double (MA) Physical (STR) 10m

The character can charge an enemy not in his contact, dealing primary weapon damage and knocking them off balance. The enemy suffers 1d4 additional damage and is stunned for 1 round, preventing him from acting but not from defending himself.

Cooldown
1 Round(s)
Level 2: Increases additional charge damage to 1d4+1.
Level 4: Increases additional charge damage to 2d4+2.
Level 6: Increases additional charge damage to 2d4+5.
Outfit
Combat (C) Double (MA) Physical (STR)

During the attack roll for this ability, the character rolls two D20s and keeps the better result. If the attack is successful, they deal the weapon's normal damage plus an additional 1d4 damage. This ability also applies when the character is fighting with two weapons in hand, allowing for a double attack.

Limitation
1 / Encounter
Level 2: The additional damage increases to 2d4.
Level 4: The additional damage increases to 2d4+1.
Level 6: The additional damage increases to 2d6+1.
Outfit
Combat (C) Double (MA) Physical (STR)

The character can use two D20s for his attack test and keeps the best result. If the attack succeeds, the character makes a powerful attack inflicting 2d4 additional damage.

Cooldown
3 Round(s)
Level 2: The additional damage increases to 2d6+2.
Level 4: The additional damage increases to 2d8+4.
Level 6: The additional damage increases to 2d10+8.
Outfit
Combat (C) Movement (M) Support

The character deeply connects to their faith and draws upon divine power to regenerate their spiritual energy. For 2 rounds, they recover 1d4 MP at the end of each round.

Limitation
1 / Encounter
Level 3: MP recovery increases to 2d4 MP per round.
Level 5: MP recovery lasts for 3 rounds.
Level 7: MP recovery increases to 2d6 MP per round.
Outfit
Mixed (PC) Double (MA) Support 3 MP - 5 MP

The character invokes divine protection to strengthen the resistance of their allies for a cost of 3 MP. For 2 rounds, all allies gain a +1 bonus to their Def PHY and Def MAG.

Cooldown
2 Round(s)
Level 2: The bonus to Def PHY and Def MAG increases to +2.
Level 4: The bonus to Def PHY and Def MAG increases to +3, and the cost increases to 4 MP.
Level 6: The bonus to Def PHY and Def MAG increases to +4, and the cost increases to 5 MP.
Outfit
Combat (C) Double (MA) Magic (WIS) 20m 3 MP - 5 MP

The character inflicts divine punishment upon an enemy, dealing 1d6 sacred damage at a cost of 3 MP. Additionally, the target suffers a -1 penalty to their attack and Def MAG tests for 2 rounds.

Cooldown
2 Round(s)
Level 3: Damage increases to 2d6+1, and the penalty to attack and Def MAG tests becomes -2.
Level 5: Divine punishment also affects demonic or undead creatures within a 3-meter radius of the main target, and the cost increases to 4 MP.
Level 7: Divine punishment deals 2d6+3 damage and reduces the Def MAG of the main target to 0 for 1 round at a cost of 5 MP.
Outfit
Passive (P)

The character is an expert in wielding two daggers simultaneously, allowing them to perform a Double Attack without the damage penalties on the secondary weapon.

Level 3: The character no longer incurs attack roll penalties when using both daggers during a Double Attack.
Level 5: The character can equip a short sword in the main hand (FOR) and a dagger in the off-hand (DEX) while benefiting from Dual Blade Mastery.
Level 7: The Double Attack is simplified: the character makes two attack rolls but only keeps the better result for both attacks.
Outfit
Passive (P)

The character has keen vision that allows them to spot traps and hidden enemies more easily. They gain a +2 bonus to WIS, increasing their chances of detecting dangers.

Level 2: The WIS bonus increases to +3.
Level 4: The WIS bonus increases to +4.
Level 6: The WIS bonus increases to +5.
Outfit
Mixed (PC) Double (MA) Support 3 MP - 4 MP

The character can summon Earth Armor giving him 5 additional temporary HP at a cost of 3 MP. The Earth Armor disappears between each rest phase (short or long).

Level 2: Additional HP increases to 10.
Level 4: The additional HP increases to 20 and the cost increases to 4 MP.
Level 6: Additional HP increases to 30.
Outfit
Combat (C) Double (MA) Magic (INT) 3 MP - 5 MP

The character summons an Electric Storm, creating a lightning area within a 5-meter radius for a cost of 3 MP. All targets in the area, whose magical attack test made by the character succeeds, suffer 1d4+1 lightning damage and are paralyzed for 1 round.

Cooldown
2 Round(s)
Level 2: Paralysis persists for 2 rounds.
Level 4: Area damage increases to 2d4+3, and the cost increases to 4 MP.
Level 6: Area damage increases to 2d8+3, and the cost increases to 5 MP.
Outfit
Combat (C) Attack (A) Magic (INT) 50m 1 MP - 3 MP

For 1 MP, the character can cast a ray with the element of their choice (Fire, Ice, Lightning, Earth, or Wind), dealing 1d4+1 elemental damage to a single target. Alternatively, the character can imbue an ally's melee weapon with this element without requiring a test, granting the weapon a damage bonus of 1d4+1 for its next attack.

Level 3: The damage increases to 1d6+1.
Level 5: The damage increases to 2d6+1, and the cost increases to 2 MP.
Level 7: The damage increases to 2d8+1, and the cost increases to 3 MP.
Outfit
Combat (C) Attack (A) Support

The character can temporarily enhance a weapon or armor for a cost of 1 MP. They can add a bonus of +1 to the damage or physical/magical defense of an allied piece of equipment for 1 round.

Cooldown
1 Round(s)
Level 3: The enchanting bonus increases to +2.
Level 5: The enchanting bonus increases to +3, and the cost increases to 2 MP.
Level 7: The enchanting bonus increases to +4, and the cost increases to 3 MP.
Outfit
Combat (C) Attack (A) Magic (INT) 1 MP - 3 MP

The character can drain the magical energy from an enemy for a cost of 1 MP, dealing 1d4 magical damage and absorbing 1d4-1 MP from the targeted enemy.

Cooldown
1 Round(s)
Level 2: Damage increases to 1d6+1, and MP theft to 1d4+1.
Level 4: Damage increases to 2d6+1, cost increases to 2 MP, and MP theft to 2d4+1.
Level 6: Damage increases to 2d8+1, cost increases to 3 MP, and MP theft to 2d6+1.
Outfit
Combat (C) Double (MA) Magic (INT) 10m 2 MP - 4 MP

The character can create an Ethereal Blade from magical energy to inflict slashing damage to a single opponent for a cost of 2 MP, dealing 1d6+2 slashing damage.

Cooldown
1 Round(s)
Level 3: The damage of the Ethereal Blade increases to 2d6+2.
Level 5: The damage of the Ethereal Blade increases to 2d6+5, for a total cost of 3 MP.
Level 7: The damage of the Ethereal Blade increases to 2d8+6, for a total cost of 4 MP.
Outfit
Combat (C) Attack (A) Support

The character channels the energy of the air and regains 1d4 MP.

Limitation
1 / Encounter
Level 3: The character regains 1d4+1 MP.
Level 5: The character regains 1d6+2 MP.
Level 7: The character regains 1d8+3 MP.
Outfit
Passive (P)

The character can sense the presence of evil in their surroundings. They gain a +1 bonus to WIS.

Level 2: The bonus to WIS increases to +2.
Level 4: The bonus to WIS increases to +3.
Level 6: The bonus to WIS increases to +4.
Outfit
Combat (C) Attack (A) Magic (WIS) 15m 2 MP - 4 MP

The character can perform an exorcism ritual to drive away malevolent forces. By spending 2 MP, they inflict 1d4+1 sacred damage to an enemy.

Cooldown
1 Round(s)
Level 2: Sacred damage increases to 1d6+1.
Level 4: Exorcism purges malevolent status effects from player characters within a 5-meter radius of the character; the cost increases to 3 MP.
Level 6: Sacred damage increases to 2d8+5, and the cost increases to 4 MP.
Outfit
Combat (C) Free (F)

The character recovers 1d4+2 HP.

Limitation
1 / Day
Level 2: Regeneration increases to 2d4+8 HP.
Level 4: Regeneration increases to 2d6+10 HP.
Level 6: Regeneration increases to 2d8+14 HP.
Outfit
Combat (C) Double (MA) Physical (DEX) 10m

The character can throw a small bomb of toxic smoke that creates confusion among enemies in a radius of 2 meters. For 2 rounds, all enemies in the area suffer a -2 penalty to their attack rolls.

Cooldown
2 Round(s)
Level 2: Enemies also take 1d6 damage each round.
Level 4: The attack penalty increases to -3.
Level 6: The damage taken increases to 2d6 per round.
Outfit
Mixed (PC) Free (F)

The character masters the art of feigning death, enabling them to deceive enemies and avoid danger. When activating this ability in combat, enemies consider them non-threatening and stop attacking, unless they succeed on a Wisdom (WIS) save with a difficulty of 15 to see through the deception.

Limitation
1 / Encounter
Level 3: As long as the character feigns death, they recover 2d4 HP per round.
Level 5: After feigning death, the character gains a +3 bonus to their next attack roll.
Level 7: After feigning death, for the next two rounds after getting up, any enemy attempting to attack the character suffers a -2 penalty to their attack roll.
Outfit
Combat (C) Double (MA) Physical (DEX)

The character momentarily renders their weapon invisible, making attacks more challenging to parry or dodge for the enemy. They gain a +2 bonus to the melee attack test and inflict an additional 1d4 damage.

Cooldown
2 Round(s)
Level 2: The bonus to the melee attack test increases to +3.
Level 4: Additional damage increases to 2d4.
Level 6: The bonus to the melee attack test increases to +4, and additional damage increases to 2d6.
Outfit
Combat (C) Double (MA) Support

The character can activate the Guard Shield to increase his physical defense (+2 Def PHY) and his magical defense (+2 Def MAG) for the next turn.

Cooldown
2 Round(s)
Level 2: Increases physical defense to (+3 Def PHY) and magical defense to (+3 Def MAG).
Level 4: Increases duration to 2 rounds.
Level 6: Increases physical defense to (+4 Def PHY) and magical defense to (+4 Def MAG).
Outfit
Combat (C) Attack (A) Support 1 MP - 3 MP

The character can weave a harmonious magical shield around a nearby ally, increasing their resistance to magical damage for 2 rounds at a cost of 1 MP. During the duration of this ability, the ally gains a +1 bonus to their DEF Mag.

Cooldown
2 Round(s)
Level 3: The bonus to DEF Mag increases to +2.
Level 5: The bonus to DEF Mag increases to +3, and the cost increases to 3 MP.
Level 7: The bonus to DEF Mag increases to +4, and the cost increases to 4 MP.
Outfit
Mixed (PC) Attack (A) Support 10m 1 MP - 3 MP

The character heals their wounds or those of an ally. By spending 1 MP, they restore 1d4+2 HP. This ability can be used at a distance of up to 10 meters.

Level 2: Healing restores 2d4+2 HP.
Level 4: Healing restores 2d4+2 HP.
Level 6: Healing restores 3d4+8 HP for a cost of 3 MP.
Outfit
Mixed (PC) Double (MA) Support 2 MP - 4 MP

The character invokes the power of the stars to heal their wounds or those of their allies. By spending 2 MP, they restore 1d4+1 HP to a target or themselves.

Level 2: The restored HP increases to 2d4+1.
Level 4: The restored HP increases to 2d4+4, and the cost increases to 3 MP.
Level 6: The restored HP increases to 3d4+6 for a cost of 4 MP.
Outfit
Combat (C) Double (MA) Magic (WIS) 15m

The character inflicts 1d4+1 sacred damage for a cost of 3 MP. If the target is a demonic or undead creature, the damage is doubled.

Level 3: The damage increases to 2d4+3.
Level 5: The damage increases to 2d8+3, and the cost increases to 4 MP.
Level 7: The damage increases to 2d8+8, and the cost increases to 5 MP.
Outfit
Combat (C) Attack (A) Magic (INT) 20m 3 MP - 5 MP

The character creates an Ice Prison around a single target for a cost of 3 MP. The frozen target is immobilized for 1 round but also suffers 2d4 ice damage. Attacks against the frozen target are automatically successful. When the target's turn comes, it can free itself from the Ice Prison if it succeeds at a STR Test of difficulty 13.

Cooldown
1 Round(s)
Level 2: The damage increases to 2d6+1.
Level 4: The damage increases to 2d8+2, and the cost increases to 4 MP.
Level 6: The difficulty of the STR test to break free increases to 16 and the cost increases to 5 MP.
Outfit
Combat (C) Double (MA) Magic (INT) 2 MP - 4 MP

The character creates an Incendiary Nova, unleashing an explosion of flames in a 8-meter radius around them for a cost of 2 MP. All characters and creatures in the area of ​​effect are affected and take 1d4+1 fire damage and catch fire, taking an additional 1d4 fire damage each turn for 1 round.

Cooldown
2 Round(s)
Level 3: The additional fire damage lasts for 2 rounds.
Level 5: The additional fire damage increases to 2d4+1, and the cost increases to 3 MP.
Level 7: The base damage of the Nova increases to 2d6+1, and the cost increases to 4 MP.
Outfit
Combat (C) Double (MA) Magic (INT) 20m 3 MP - 5 MP

The character summons an Infernal Meteor from the sky, dealing 2d4+1 fire damage to a single target for a cost of 3 MP. The impact also creates a burning area on the ground, inflicting an additional 1d4 fire damage to all targets within a 2-meter radius.

Cooldown
1 Round(s)
Level 2: The burning area extends to a 3-meter radius.
Level 4: The damage of the Infernal Meteor increases to 2d8+5, and the cost increases to 4 MP.
Level 6: The additional fire damage increases to 1d8, and the cost increases to 5 MP.
Outfit
Combat (C) Double (MA) Magic (WIS) 3 MP - 5 MP

The character marks an enemy with the Judgment Seal, dealing 1d6+1 sacred damage for a cost of 3 MP. For 2 rounds, all allies gain a +2 bonus to attack rolls against the marked target.

Cooldown
2 Round(s)
Level 3: The bonus to attack rolls against the marked target increases to +3.
Level 5: The damage increases to 2d6+3, and the cost increases to 4 MP.
Level 7: All resistances of the target are ignored during the duration of the Judgment Seal, and the cost increases to 5 MP.
Outfit
Mixed (PC) Double (MA) Magic (WIS) 20m 2 MP - 3 MP

The character creates a spear of light and hurls it at a distant enemy, dealing 1d4+1 piercing and sacred damage for a cost of 2 MP. Additionally, the targeted enemy has its DEF MAG reduced by -1 for 1 round.

Cooldown
1 Round(s)
Level 3: Damage increases to 2d4+2.
Level 5: The Def MAG penalty for affected enemies decreases to -2.
Level 7: Damage increases to 2d6+4, and the cost increases to 3 MP.
Outfit
Combat (C) Double (MA) Support

The character can activate the Living Rampart to protect his allies. It creates a magical shield that absorbs damage for 1 turn, reducing all damage taken by allies by 1d6.

Cooldown
3 Round(s)
Level 2: Increases duration to 2 rounds.
Level 4: Reduces damage taken by allies to 2d6.
Level 6: Increases duration to 3 turns and reduces damage taken by allies to 3d6.
Outfit
Combat (C) Attack (A) Magic (INT) 50m 1 MP - 2 MP

The character can launch a Magic Projectile, dealing 1d6+1 magical damage for 1 PM.

Level 2: Damage increases to 2d6+1.
Level 4: Damage increases to 2d6+3, cost increases to 2 MP.
Level 6: Damage increases to 2d8+5.
Outfit
Combat (C) Double (MA) Magic (WIS) 20m 3 MP - 5 MP

The character invokes a malevolent eclipse to obscure the vision of their enemies. For 3 MP, they create a zone of darkness within a radius of 3 meters for 2 rounds, affecting the vision of all enemies inside. Enemies in the area suffer a -2 penalty to their attack rolls.

Cooldown
2 Round(s)
Level 3: The penalty to attack rolls increases to -3.
Level 5: The penalty to attack rolls increases to -4, and the cost increases to 4 MP.
Level 7: The penalty to attack rolls increases to -5, and the cost increases to 5 MP.
Outfit
Passive (P)

The character is a master in the manipulation of poisons, exempt from the INT test when applying poison to their blades. They also know how to concoct a vial of poison, which requires a short rest phase, sacrificing their HP recovery.

Level 1: The character knows how to concoct a vial of Slowing Poison.
Level 3: The character knows how to concoct a vial of Weakening Poison.
Level 5: The character knows how to concoct a vial of Paralyzing Poison.
Level 7: No tests are necessary to apply poison to weapons anymore, but it still counts as an action (M or A) during combat.
Outfit
Passive (P)

The character excels in handling two-handed melee weapons, granting a +2 bonus to their attack rolls.

Level 2: The bonus to attack rolls increases to +3.
Level 4: The bonus to attack rolls increases to +4.
Level 6: The character perfectly masters two-handed weapons and can use them as if they were one-handed weapons in their main hand. This allows the use of another piece of equipment in the off hand, such as a shield or a light weapon.
Outfit
Combat (C) Free (F)

The character can reduce damage taken from all attacks by 1d4 for 2 rounds. After the duration of this ability, the character takes 1d6 damage.

Limitation
1 / Encounter
Level 3: Reduces damage taken by 1d6 and takes 1d8 damage after pain resistance ends.
Level 5: Reduces damage taken by 1d8 and takes 1d10 damage after pain resistance ends.
Level 7: Reduces damage taken by 1d10 and takes 1d12 damage after pain resistance ends.
Outfit
Passive (P)

The character excels in the art of parrying attacks and can reroll any failed dice roll once during an parry attempt.

Level 3: When the character successfully parry, they automatically disengage from any assailant in contact, no longer provoking opportunity attacks from them.
Level 5: Once per day, the character can use Perfect Parry to completely negate the damage from an attack that would have otherwise hit them.
Level 7: After using Perfect Parry to negate an attack's damage, the character can immediately perform a movement action as a reaction, without provoking opportunity attacks.
Outfit
Combat (C) Attack (A) Physical (DEX)

The character uses a special arrow from their arsenal, one that is thinner and more piercing. Its purpose is to penetrate the enemy, causing them to bleed until death. The initial damage is that of the weapon, but the target loses 1d4 health at the start of each of their turns, an effect that is not cumulative. The bleeding stops with the first healing received by the target.

Level 3: The bleeding now deals 1d8 damage.
Level 5: The bleeding now deals 2d8 damage.
Level 7: The bleeding now deals 3d8 damage.
Outfit
Passive (P)

The character targets the enemy's weak points with great precision. During a melee attack test, the threshold for critical hits is reduced by 1 (cumulative with CHA bonuses on critical results). With the exception of the natural 20, the result of the attack test (including bonus) must be greater than or equal to the opponent's defense to inflict critical damage, otherwise the character inflicts normal damage.

Level 5: The threshold for critical hits on melee attack tests is reduced by 2.
Outfit
Combat (C) Double (MA) Physical (DEX) 15m

The character takes a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They gain a +2 bonus to the ranged attack test and inflict an additional 1d4 damage.

Cooldown
2 Round(s)
Level 2: The bonus to ranged attack test increases to +3.
Level 4: Additional damage increases to 2d4.
Level 6: The bonus to ranged attack test increases to +4, and additional damage increases to 2d6.
Outfit
Combat (C) Attack (A) Support 1 MP - 3 MP

The character predicts an enemy attack for 1 MP. The character chooses an enemy, and during the next round, when this enemy takes offensive action, the character and their allies gain a bonus of +1 to Def PHY and Def MAG.

Cooldown
2 Round(s)
Level 2: The bonus to Def PHY and Def MAG increases to +2.
Level 4: Premonition lasts for 2 rounds, and the cost increases to 2 MP.
Level 6: The bonus to Def PHY and Def MAG increases to +3, and the cost increases to 3 MP.
Outfit
Combat (C) Double (MA) Support 1 MP - 3 MP

The character can create a Protection Screen around an ally for a cost of 1 MP, increasing their Def MAG. For 2 rounds, the ally gains a +1 bonus to their Def MAG.

Cooldown
2 Round(s)
Level 3: The Def MAG bonus increases to +2.
Level 5: The Def MAG bonus increases to +3, cost increases to 2 MP.
Level 7: The Def MAG bonus increases to +4, cost increases to 3 MP.
Outfit
Passive (P)

Once per round, the character can, if he wishes, transfer 1d6 of the damage suffered by an ally to himself.

Level 3: The damage transferred increases to 2d6 but the character only takes 1d6 damage.
Level 5: The damage transferred increases to 2d8 but the character only takes 1d8 damage.
Level 7: The damage transferred increases to 2d10 but the character only takes 1d10 damage.
Outfit
Mixed (PC) Double (MA) Support 2 MP - 4 MP

The character instantly heals all status ailments (poisoning, burning, confusion, etc.) affecting a targeted ally for a cost of 2 MP. Additionally, the character bestows a temporary magical shield on the target, protecting them from new status ailments for 1 round.

Cooldown
2 Round(s)
Level 3: The shield lasts for 2 rounds.
Level 5: The shield restores 1d4+1 HP per round, and the cost increases to 3 MP.
Level 7: The shield restores 1d6+1 HP per round, and the cost increases to 4 MP.
Outfit
Combat (C) Double (MA) Magic (WIS) 2 MP - 4 MP

The character inflicts 1d6+1 sacred damage to demonic or undead creatures within a 2-meter radius at a cost of 2 MP.

Cooldown
1 Round(s)
Level 3: Sacred damage increases to 2d6+3.
Level 5: Sacred damage increases to 2d8+3, the attack radius expands to 5 meters, and the cost increases to 3 MP.
Level 7: Sacred damage increases to 2d8+8, and the cost increases to 4 MP.
Outfit
Combat (C) Double (MA) Support 1 MP - 3 MP

The character creates a sacred Purification Field within a radius of 5 meters around them for a cost of 1 MP. For 2 rounds, this field heals all allies by 1d4 HP at the beginning of their turn.

Cooldown
2 Round(s)
Level 2: The field purifies status ailments.
Level 4: The field heals 1d6 HP, and the cost increases to 2 MP.
Level 6: The field heals 1d8 HP, and the cost increases to 3 MP.
Outfit
Mixed (PC) Double (MA) Magic (WIS) 2 MP - 3 MP

The character releases an intense sacred light around them, dealing 1d4+1 sacred damage to enemies within a 2-meter radius for a cost of 2 MP. Additionally, this light dazzles the affected enemies, preventing them from acting for 1 round.

Cooldown
1 Round(s)
Level 2: Damage increases to 2d4+2.
Level 4: The range increases to a 5-meter radius.
Level 6: Damage increases to 2d6+4, and the cost increases to 3 MP.
Outfit
Combat (C) Attack (A) Physical (STR)

The character can make a quick attack with their primary weapon, dealing 1d4 bonus damage.

Cooldown
1 Round(s)
Level 3: Bonus damage increases to 2d4.
Level 5: Bonus damage increases to 2d6.
Level 7: Bonus damage increases to 2d8.
Outfit
Passive (P)

The character perfects his defensive reflexes, allowing him to reduce the damage suffered by 1 point by reacting quickly to enemy attacks.

Level 3: Reduces damage taken by 2 points after a successful enemy attack.
Level 5: Reduces damage taken by 3 points after a successful enemy attack.
Level 7: Reduces damage taken by 4 points after a successful enemy attack.
Outfit
Mixed (PC) Attack (A) Support 2 MP - 4 MP

The character channels their healing power to revive an unconscious character they are in contact with, at a cost of 2 MP. It immediately stops the deterioration of the unconscious character's hit points (without making a stabilization test) and restores 1d4+1 HP.

Level 2: Revitalization restores 2d4+1 HP.
Level 4: Revitalization restores 2d4+3 HP, and the cost increases to 3 MP.
Level 6: Revitalization restores 3d4+5 HP, and the cost increases to 4 MP.
Outfit
Combat (C) Double (MA) Support

The character emits a terrifying roar that shakes the will of his enemies. All enemies within a 10 meter radius reduce their Def PHY and Atk Melee test by 1 for 1 round.

Limitation
1 / Encounter
Level 3: Def PHY and Atk Melee test with enemies are reduced by 2.
Level 5: The duration of the debuff is increased to 2 rounds.
Level 7: Def PHY and Atk Melee test with enemies are reduced by 3, and the duration of the debuff is increased to 3 rounds.
Outfit
Mixed (PC) Double (MA) Magic (INT) 10m 3 MP - 4 MP

The character creates a magical sphere capable of temporarily imprisoning an enemy. He can target a single opponent by spending 3 MP to attempt to imprison him for 1 turn. The imprisoned enemy is immobilized and cannot attack or move, but is also protected against outside attacks.

Level 2: With an Attack (A) action, the character can choose to keep the Sphere of Restraint active for a cost of 2 MP per round.
Level 4: It is now possible to attack the Sphere of Restraint, but the damage is reduced by half.
Level 6: The cost to maintain the Sphere of Restraint drops to 1 MP per round, but the cost to cast the spell increases to 4 MP.
Outfit
Combat (C) Double (MA) Magic (WIS) 15m 3 MP - 5 MP

The character invokes a shower of sacred stars to bombard a 3-meter radius area. For 3 MP, all enemies in the area suffer 1d4+1 sacred damage.

Cooldown
2 Round(s)
Level 3: The area of effect increases to a 5-meter radius.
Level 5: The sacred damage increases to 2d6+3, and the cost increases to 4 MP.
Level 7: The sacred damage from Stardust Shower ignores the resistances of enemies, and the cost increases to 5 MP.
Outfit
Combat (C) Double (MA) 2m

The character becomes the center of a cyclone of destruction. For 1 round, all melee attacks made by the character automatically hit and inflict a bonus of 1d4-1 additional damage to all enemies within a 2 meter radius.

Limitation
1 / Encounter
Level 2: The additional damage increases to 1d4+1.
Level 4: The duration of Storm Eye is increased to 2 rounds.
Level 6: The additional damage increases to 2d6+3.
Outfit
Mixed (PC) Movement (M)

The character is an expert strategist, able to position himself skilfully on the battlefield to benefit from a +2 Def PHY bonus against ranged attacks.

Level 3: The character can also apply his defense bonus to an ally less than 5 meters away (non-cumulative).
Level 5: The character benefits from a +1 bonus to his attack test made this turn (does not apply to the ally).
Level 7: The character's weapon range is increased by 5 meters for 1-handed ranged weapons, and by 10 meters for 2-handed ranged weapons.
Outfit
Combat (C) Double (MA) Physical (STR)

The character performs a heavy strike with his weapon which stuns the enemy for 1 round while inflicting his weapon damage. The stunned enemy can no longer act but can defend himself.

Cooldown
2 Round(s)
Level 2: The enemy takes 1d4+1 additional damage.
Level 4: The enemy takes 2d4+1 additional damage.
Level 6: The enemy takes 2d6+1 additional damage.
Outfit
Passive (P)

If the character is stealthy or behind the opponent, they can deliver a surprise action. The character gains a +2 bonus to their test roll.

Level 3: The bonus increases to +3.
Level 5: The bonus increases to +4.
Level 7: The bonus increases to +5.
Outfit
Combat (C) Double (MA) Physical (DEX)

The character makes two quick and accurate shots, dealing an additional 1d4 damage per shot on top of their ranged weapon damage to either two separate but nearby targets or the same target. However, if the targets are different, two separate attack rolls must be made.

Cooldown
2 Round(s)
Level 3: Additional damage increases to 1d6.
Level 5: Additional damage increases to 1d8.
Level 7: Additional damage increases to 1d10.
Outfit
Combat (C) Attack (A) Physical (DEX)

The character can perform a quick and precise attack, targeting the enemy's weak points to inflict an additional 1d4 damage.

Cooldown
2 Round(s)
Level 3: Additional damage increases to 2d4.
Level 5: Additional damage increases to 2d6.
Level 7: Additional damage increases to 2d8.
Outfit
Combat (C) Double (MA) Physical (STR) 2m

The character can perform a whirling strike, dealing 1d6+1 damage to all enemies around him within a 2m radius.

Cooldown
2 Round(s)
Level 2: Damage increases to 2d6+2.
Level 4: Damage increases to 2d8+5.
Level 6: Damage increases to 2d8+10.
Outfit
Passive (P)

When the character fights with a sword he uses Sword Dance techniques which confuse his opponents. His sword attack tests have a +1 bonus.

Level 3: Sword attack bonus increases to +2.
Level 5: Sword attack bonus increases to +3.
Level 7: The sword dance can be used with any contact weapon.
Outfit
Combat (C) Free (F)

The character can taunt 1 enemy, attracting their attention and forcing them to attack the character during the next turn.

Level 3: Can taunt up to 2 enemies.
Level 5: Can taunt up to 3 enemies.
Level 7: Can taunt up to 4 enemies.
Outfit
Mixed (PC) Attack (A) Magic (INT) 1 MP - 3 MP

The character can move objects at a distance or repel enemies. They can move objects weighing up to 15 kg or lift a target up to 3 meters high, causing 1d6 falling damage for a cost of 1 MP.

Level 2: The ability can be used with objects weighing up to 30 kg or lifting a target up to 6 meters high, causing 2d6 falling damage.
Level 4: The ability can be used with objects weighing up to 60 kg or lifting a target up to 9 meters high, causing 3d6 falling damage, and the cost increases to 2 MP.
Level 6: The ability can be used with objects weighing up to 90 kg or lifting a target up to 12 meters high, causing 4d6 falling damage, and the cost increases to 3 MP.
Outfit
Mixed (PC) Movement (M) Support 1 MP - 3 MP

The character can teleport instantly without suffering an attack of opportunity to a visible location within a 10 meter radius for 1 MP.

Level 3: Increases the range to 15 meters.
Level 5: Can teleport an ally in contact with him, the cost increases to 2 MP.
Level 7: Increases range to 20 meters and can teleport two allies in contact with him, cost increases to 3 MP.
Outfit
Combat (C) Double (MA) Support 3 MP - 5 MP

The character can create a temporal distortion around an ally or themselves for a cost of 3 MP and for 1 full round. When an opponent attacks, they must make 2 attack tests and keep the lower result. If the adversary's action fails, the temporal distortion immediately dissipates.

Cooldown
2 Round(s)
Level 2: The temporal distortion dissipates after 1 full round or 2 failed adversary attacks.
Level 4: The temporal distortion lasts for 2 full rounds, and the cost increases to 4 MP.
Level 6: The temporal distortion lasts for 2 full rounds or dissipates immediately after 4 failed adversary attacks, and the cost increases to 5 MP.
Outfit
Combat (C) Double (MA)

The character can activate Total Protection to intercept attacks directed against his allies. He becomes the target of attacks in place of his allies for 1 turn, the damage suffered is reduced by 1d4+2

Cooldown
2 Round(s)
Level 3: Increases duration to 2 rounds.
Level 5: Damage taken is reduced by 2d6.
Level 7: Damage taken is reduced by 2d6+3.
Outfit
Combat (C) Double (MA) Physical (DEX)

The character fires a projectile that bounces off a solid surface to reach an otherwise inaccessible enemy. The distance of this attack is limited to half the range of the equipped weapon, and damage is reduced by 2.

Level 2: Damage is no longer reduced.
Level 4: The distance of this attack is now equal to the range of the equipped ranged weapon.
Level 6: The character can target 2 enemies simultaneously with a single attack test.
Outfit
Combat (C) Free (F)

The character enters a berserk state, becoming temporarily invulnerable to all status ailments. This state lasts 2 rounds and after it expires, the character is weakened and suffers a -2 penalty on all his tests for 2 rounds.

Limitation
1 / Encounter
Level 3: The duration of the penalty following the berserk state is reduced to 1 round.
Level 5: The penalty on tests following the berserk state decreases to -1.
Level 7: There is no longer a penalty depending on the berserk state.
Outfit
Combat (C) Double (MA) Physical (DEX)

The character uses two arrows connected by an ultra-strong thread to trap their target. The target does not take damage but is temporarily immobilized, preventing any movement actions. A Strength (STR) or Dexterity (DEX) test with a difficulty of 13 is required to break free.

Level 2: The difficulty of the test increases to 14.
Level 4: The difficulty of the test increases to 15.
Level 6: Severely hindered, the target's Physical Defense (Def PHY) is reduced by 2.