Spellbinder

All Spellbinder abilities can be applied with a spell ball or through an organic weapon unless otherwise specified. All Spellbinder abilities used on allies can be applied by gesture within arm’s reach, with a spell ball, or through an organic weapon unless otherwise specified. Spellbinder talents cannot be used if the player is wearing inorganic armor.

 

Void

Every two talents purchased gives the Spellbinder one use of Void, up to a maximum of 12. Void is a reactionary ability that negates a spell that hits the Spellbinder. The player cannot Void an ongoing spell that is on someone else. Void refreshes like an ability.

Abilities

Absorb

(Packet, Organic Weapon)

 

(Rankless) If the player is hit by a spell, the player absorbs the spell, voiding it and allowing the player to use it. The player can use a spell packet, weapon, or use the original application method of the spell, but it must be their next action. The player can choose to not void the spell; if the spell is not voided, the absorbed spell can only be used as a Rank I version of the spell. If the spell is an AoE spell, the player only uses the spell as if it were a single-target spell. If the spell does multiple things, the player only uses the damage and effects they were hit by. If a target marked by one of the player's Arcane Marks is hit by a spell, the player may use an absorb to redirect the spell from the target to the player and absorb it, which consumes the mark. 

Arcane Mark

(Organic Weapon, Packet, Reach)

 

(Rankless) The player can apply the Arcane Mark onto one target at a time to link the target to themself. The player can point any single-target Spellbinder talent to the marked target, however using a talent this way breaks the link. Any time the player voids, a marked ally also voids at the same time without breaking the link.

Jump

(Reaction, Encounter)

 

(Rankless) If affected by a spell within the last 5 seconds, a player can instantly teleport to anywhere between themself and the source of the spell, halting gameplay with everyone in the encounter until they reach their destination. The player may use Jump at any time on a target marked by one of the player's Arcane Marks, which consumes the mark. The player cannot use Jump if it would halt a target that was halted by their Jump within the last 3 seconds.

Phase

(Weapon)

The player infuses their own weapon with void energy, empowering their next two attacks. These attacks cannot be affected by non-base damage increases. This ability can be used with an inorganic weapon. The player calls “Phase [damage]” for both attacks. Phase attacks are considered abilities, not modified basic attacks.

 

(Rank I) Damage from the player’s next two attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.

(Rank II) The player’s next two attacks swing for 1 additional base damage. Damage from these attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.

(Rank III) The player’s next two attacks swing for 2 additional base damage. Damage from these attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.

Vortex

(Packet)

The player must throw a packet to use Vortex. Physical obstructions can stop a target from traveling to the location of the packet. If the target is prevented from reaching the packet location, they must remain against the obstruction for 2 seconds.

 

(Rank I) All enemies within 5’ of where the packet lands are drawn to it. All affected targets are pinned for 2 seconds once they reach the packet location. 

(Rank II) All enemies within 10’ of where the packet lands are drawn to it. All affected targets are pinned for 2 seconds once they reach the packet location. 

(Rank III) All enemies within 20’ of where the packet lands are drawn to it. All affected targets are pinned for 2 seconds once they reach the packet location. 

Harbinger

Skills

Implode

(Point)

Implode requires four stacks to activate. The player can only have stacks on one enemy at a time; if they choose to switch targets the stacks are reset to zero. Stacks are accrued by hitting the enemy. The player calls “implode” to point the damage to the target, resetting their stacks to zero. 

 

(Rank I) The player deals 2 damage to the target.

(Rank II) The player deals 3 damage to the target.

(Rank III) The player deals 6 damage to the target.

Void Gate

(Self, Packet)

The player creates and opens a Void Gate by placing a packet (the player does not need to focus for the initial creation and opening of a Gate). The player calls “Void Gate” to return to an open Gate location. The player must move quickly and directly to the open gate. While moving to the gate, the player cannot interact with objects, attack, or use talents and is immune to damage and effects until they reach the gate. Once the player returns to a Void Gate, the Gate closes. 

 

(Rank I) The player can have one Void Gate in an encounter. While standing near the Void Gate, the player may either focus for 10 seconds or use one Void to reopen the closed Gate.

(Rank II) The player can have three Void Gates in an encounter. While standing near the Void Gate, the player may either focus for 10 seconds or use one Void to reopen a closed Gate.

(Rank III) The player can have six Void Gates in an encounter. While standing near the Void Gate, the player may either focus for 5 seconds or use one Void to reopen a closed Gate. 

Abilities

Distort

(Self, Reach)

The player increases the base damage of their or an ally's next four weapon attacks. Each successful weapon attack the player makes with Distort counts as an extra stack for implode.

 

(Rank I) The player adds 1 base damage.

(Rank II) The player adds 2 base damage.

(Rank III) The player adds 3 base damage.

Tether

(Self, Organic Weapon)

The player forces a target to walk (the target cannot run). The target cannot use or be affected by any talents that would make them move or become immune. Tether does not break any immunity currently on the target. The player does not have to walk if they use Tether on themselves.

 

(Rank I) The effect lasts 15 seconds.

(Rank II) The effect lasts 30 seconds.

(Rank III) The effect lasts 60 seconds.

Void Walk

(Packet, Organic Weapon)

The player can teleport through a target that they hit, pausing the battle for the player and the target. The damage is done by a weapon strike, which resumes the fight. The player ends up directly opposite of the target within weapon’s reach. This ability still works if the target blocks with a weapon or shield. Void Walk cannot be used on the same target for the next 3 seconds.

 

(Rank I) The player deals 3 damage to the target.

(Rank II) The player deals 6 damage to the target.

(Rank III) The player deals 9 damage to the target.

Sentinel

Skills

Fortify

(Self)

 

(Rank I) The player cannot deal damage for 5 seconds. During this time the player negates the first non-talent weapon attack they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 1 base damage to their next attack.

(Rank II) The player cannot deal damage for 5 seconds. During this time the player negates the first non-talent weapon attack they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 2 base damage to their next attack.

(Rank III) The player cannot deal damage for 5 seconds. During this time the player negates the first 2 non-talent weapon attacks they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 3 base damage to their next attack.

Void Casing

(Self)

The player has Void Casings that can be used to give themself AP or DR. The player can choose to switch any number of their Void Casings between their AP and DR forms with a 5-second focus. The AP from a Void Casing can still be restored if the Void Casing is switched to DR, though it must be switched back to the AP form to take advantage of the restored AP. The DR from different Void Casings can stack.

 

(Rank I) The player has one Void Casing that can either be 4 AP or 1 DR. 

(Rank II) The player has two Void Casings that can either be 6 AP or 1 DR each. 

(Rank III) The player has three Void Casings that can either be 8 AP or 1 DR each.

Abilities

Delirium

(Packet, Organic Weapon)

Delirium can be used alone or in combination with other frenzies. If a frenzied target hits the player during a Fortify, the player can use a Delirium of the same rank of frenzy the target is effected by on that target after the Fortify time ends without consuming the use of Delirium.

 

(Rank I) The target is frenzied for 5 seconds.

(Rank II) The target is frenzied for 10 seconds.

(Rank III) The target is frenzied for 20 seconds.

Rend

(Packet, Organic Weapon)

 

(Rank I) The target is pulled in a direct line towards the player and is immune to damage and effects, cannot interact with objects, attack, or use talents until they are within 5’ of the player or run into an obstacle. Once the target is within 5’ of the player or otherwise halted, they are pinned for 5 seconds.

(Rank II) The target is pulled in a line directed by the player. They cannot interact with objects, attack, or use talents and are immune to damage and effects, until they have traveled 10’ or run into an obstacle. Once the target has moved 10’ or is otherwise halted, they are pinned for 5 seconds. The player may choose to use the Rank I effect instead.

(Rank III) The target is instantly teleported to where the player indicates within the 

Void Rift

(Packet, Self, Organic Weapon)

 

Targets in a Void Rift are immune to damage and effects, cannot move, cannot speak, cannot attack, cannot use talents, and cannot interact with items. The target is still aware of their surroundings and can hear.

 

(Rank I) The target is in the rift for 5 seconds.

(Rank II) The target is in the rift for 10 seconds.

(Rank III) The target is in the rift for 20 seconds.