Blight Element Insignias

Digestion: L1

Blight

Tier: 1

AT: None

Insignia of Blight

You are able to remove both a harmful and beneficial effect when your aura interacts with a living creature’s body.  Each start of a Round removes yet another Buff and Debuff until it expires. You can cast this aura on yourself or another unit. Lasts 3 Rounds.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

0

Self – 1

1x1x1

Removes 1 Buff & Debuff;
+1 of each e7 Lvls;

+1 Round e6 Lvls.

Shatterized: L13

Blight

Tier: 2

AT: Physical

Insignia of Blight

Channeling the power of Blight, you unleash a lined stream of energy. All enemies caught within the targets cells have their gear eroded.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 3T

1

1

3x1x1

Adds Shatter(Armor);
Adds Shatter(Weapon);
Adds Shatter(Headgear);
Adds Shatter(Footwear)

Nuclear Blast: L26

Blight

Tier: 3

AT: Magic

Insignia of Blight

Your mastery of Blight has molded you into a being capable of mass destruction. Channeling your affinity, you unleash a devastating blast that not only deals incredible damage, but can disrupt electronic components within the area as well. The point of contact for your spell leaves its mark on the world, as a smoldering crater is often all that remains of those who oppose you.

Should your enemies survive this fearsome power, they’ll find themselves with a rather nasty burn. The target itself is afflicted with Seared; those in the immediate vicinity of the victim suffer from Severe Burn, while those on the outskirts of the original victim’s cell radius receive the Burn status.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

30R / 6T

2

10D10 +75

+1D10 +5 e3 Lvls

Self – 6

1x1x1

3x3x1x0.5

5x5x3x1

Adds Seared in 1x1x1;
Adds Severe Burn in
3x3x1x0.5;
Adds Burn in 5x5x3x1

CoreCreation Element Insignias

ConstructFlow: L1

Corruption

Tier: 2

AT: None

Insignia of CoreCreation

Your creation powers drain the magic from your target, restoring half of the MP damage dealth to you. (rounded down)

CD (CoolDown)
CT (Cast Time)

Affinity Charge

MagicDamage

Range

Target Cells

(Status) Effects

3R / 0T

0

2

+1 e5 Lvls

1 – 3

1x1x1

 

ConstructBorn: L13

Corruption

Tier: 1

AT: None

Insignia of CoreCreation

The fallen are prime prey for necromancers, but why let them have all the fun? You are able to take the spirit of a unit upon Spirit Release and change its affinity to CoreCreation. This is more than a simple gesture, however, as your newly captured spirit is not only yours to command, but gains an artificial body comprised of CoreCreation energy as you don’t want it returning to its original. Your revived minion does not need to breathe or eat in this state. Those who fall in battle under the effects of this spell are not given a Spirit Release countdown. Instead, their body is disintegrated and their soul is whisked away immediately.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

18R / 3T

1

1

1x1x1

 

ConstructWheel: L26

Corruption

Tier: 3

AT: None

Insignia of CoreSpirit

CoreCreation energy whirls above your targeted area, eliminating the boons and banes of elemental resistances temporarily – all elemental resistances become 0%.  Once it becomes activated the skill turns into a [Channeling Spell].

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

30R / 6T

2

1

1x1x1

Lasts up to 1 hour

CoreDestruction Element Insignias

Radiation Funnel: L1

Corruption

Tier: 1

AT: Fixed

Insignia of CoreDestruction

Particles of CoreDestruction radiates from your body in a diamond shape, shooting outwards to shield you. This shield, however, doesn’t protect you from damage, but instead saps the health of those in your immediate vicinity. As you grow stronger, this spell’s area of effect swells considerably. Lasts 3 Rounds.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

1D10

+1D10 e7 Lvls

Self

1x1x1

Damages in a 3x3x2x1 area

Radioactive Burn: L13

Corruption

Tier: 2

AT: None

Insignia of CoreDestruction

You target a singular being (or an area) with your diamond-shaped particles, searing them as their vitality is sapped away. The greater the duration of the burn, the greater the recovery is.  Each Round a target is within the area, or hit by your blast, another 10% of your Max Hit Points are cut, and it lasts for an additional minute.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

MAX HP

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

-10%

1 – 4

1x1x1

3x3x2

Lasts 1 Minute

Systems Fried: L26

Corruption

Tier: 3

AT: Fixed

Insignia of CoreDestruction

You unleash a devastating, electromagnetic explosion unto your targeted cell.  his doesn’t deal direct damage to living units, but discharges a blast that affects machines, temporarily deactivating complex machines such as datagotchis, androids, and mecanshells.  It can also permanently damage simpler devices such as drones, turrets, and other smaller appliances not made to withstand this electromagnetic blast as it destroys the chips within these devices.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 3T

2

1 – 6

1x1x1

 

CoreEarth Element Insignias

Floating Shards: L1

Corruption

Tier: 1

AT: None

Insignia of CoreEarth

A zone of energy erupts around you, the field of spiraling metallic shards shocking and cutting anyone in your vicinity. After the cast takes place, the skill becomes a [Channeling Spell], and can last up to an hour if channeling for the max duration. While allied units are not immune to this, you can protect them by willing your energy to not harm them.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 3T

0

Self

3x3x3

Lasts up to an hour

Sand Attack: L13

Corruption

Tier: 2

AT: None

Insignia of CoreEarth

You crush a rock in your hands, the foes hit by this stream of fine sand left with more than just an unpleasant dry coat.  Each particle of sand is sharp to the touch, causing Bleeding to those hit by this spell.  In addition, your affected enemies have a guaranteed 75% chance to miss their next attack which factors in before their normal hit chance; the chance decreases to 50% chance their following Round, and 25% chance the Round after.  Roll a 1D4 in order to see how many you hit within the targeted cells.  [Catalyst: Stone]

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 2T

1

1

1x3x1

 

Corrupt Spread: L26

Corruption

Tier: 3

AT: None

Insignia of CoreDestruction

You are able to temporarily change the elemental affinity of a target to the corruption version by injecting your elemental signature into them.  An unwilling target must make a WIS or LUK save of a DR25 in order to resist it.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 3T

2

1

1x1x1

Lasts 10 Minutes;

+10 Minutes e3 Lvls.

CoreFire Element Insignias

Icy Steam: L1

Corruption

Tier: 1

AT: None

Insignia of CoreFire

Your soul is as cold as ice, clouding your target’s brain in a brain fog!  Those who are in an adjacent Cell of you can be manipulated by it, as you command them to do your bidding.  The skill starts off by being able to command a target using a 1 word response in your Chat Action, but can later fully Charm them or cause Amnesia, Player’s Choice!  An unwilling target can combat this using their INT or WIS ATC against your skill’s DR of 3.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 3T

0

1

1x1x1

DR3; +1 e2 Lvls;

Adds Charm or Amnesia @L9

Icy Flames: L13

Corruption

Tier: 2

AT: None

Insignia of CoreFire

Your flames are considerably cold and sticky, adding a layer of frostbite upon your attacks to those whom are stuck with your elemental energy for periods of time.  By activating this skill you are able to endow your next spell or your weapon for the next 3 Rounds to deal extra damage and causes status effects.  Being hit the first time will cause your target to become Slow(3).  Hitting them again with another charge while they are within the Slow status will Freeze them instead.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Bonus

Damage

Range

Target Cells

(Status) Effects

0R / 1T

1

1D10

Self

1x1x1

Lasts 3 Rounds or 1 Spell;

+1 Round or 1 Spell e10 Lvls.

Frost Walker: L26

Corruption

Tier: 3

AT: None

Insignia of CoreFire

The steps you take are fairly chilling, leaving your essence of flames on Cells you’ve walked on for a full Round.  Those who step on your trail are placed into Difficult Terrain.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 2T

2

Self

1x1x1

Trail lasts 1 minute;

+1 Minute e4 Lvls.

CoreLight Element Insignias

Illusionary Minor: L1

Corruption

Tier: 1

AT: None

Insignia of CoreLight

You are able to throw your voice or create a slight visual disturbance; you have minor control over the volume, the pitch, the color, and the size of this lesser illusion. These changes last up to 3 Rounds, and can be challenged by an opponent by a Perception Check against your Bluff Check.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 2T

0

1 – 6

1x1x1

Lasts 3 Rounds;

+1 Round e6 Lvls

Illusionary Major: L13

Corruption

Tier: 2

AT: None

Insignia of CoreLight

You are able to change your words into another language without knowing said language, change your voice in multiple ways, such speaking in someone else’s voice whether the person is real or imaginary, and create visual illusions nearly indiscernible from the real object you’re attempting to replicate. These changes last up to 3 Rounds, and can be challenged by an opponent by a Perception Check against your Bluff Check.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 2T

1

1 – 10

1x1x1

Lasts 3 Rounds;

+1 Round e5 Lvls

Block Word: L26

Corruption

Tier: 3

AT: None

Insignia of CoreLight

You can create one word using the power of your affinity.  This word is not just audible, but it has a visual, tangible appearance and floats in the air, lasting 3 Rounds.  When the word interacts with a living creature or an inanimate object, it will do what the word says. The word “Drop” can cause an airborne unit to start falling from the sky, while the word “Cut”, being vague, could make the target slash with its weapon, cut the ground, or maybe even cut a deck of cards.  Unfortunately, you cannot create a word that instantly kills a target such as “Die”, “Kill”, or “Perish”.  Check with your OG to see if the word is right for your campaign!  The word counts as a Pet and has the same Move as you. The word can last up to 3 minutes or until another word is casted (only 1 word at a time).

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

12R / 2T

2

1 – 3

1x1x1

 

CoreNull Element Insignias

Order Roulette: L1

Corruption

Tier: 1

AT: None

Insignia of CoreNull

The order of combat is your plaything. For the duration of this skill, those within your area of effect have their Speed order reversed.  The unit who would normally go first will be going last now and vice versa.  This effect begins at the start of the next Round and lasts for up to 10 minutes; once cast it becomes a [Channeling Spell].

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 3T

0

Self

15x15x7x7

Lasts 10 Minutes

Gravity of Time: L13

Corruption

Tier: 2

AT: None

Insignia of CoreNull

Your continued mastery over the passage of time allows you to cast Haste or Slow on a target.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

2R / 2T

1

Self

1x1x1

Lasts 3 Rounds;

+3 Rounds e6 Lvls

Distortion: L26

Corruption

Tier: 3

AT: None

Insignia of CoreNull

You’ve become so compatible with your elemental affinity that movement truly is a blur. By targeting a unit, your CoreNull energy seeps into them, delaying their reaction by up to 1d10 rounds. While an action is delayed, they do not receive any benefits, if applicable, from the action as it has not yet taken place. These delayed reactions could be anything ranging from a Trigger Action to an enemy using a spell requiring a cast time.  You can target an entire area at Level 35.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 0T

2

1 – 3

1x1x1

3x3x1 @L35

 

CoreShadow Element Insignias

CoreBubble: L1

Corruption

Tier: 1

AT: None

Insignia of CoreShadow

You envelop your target in a spherical, glowy purple shield. This shield lasts 3 Rounds and grants +10% resistance to all elements.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

0

1

1x1x1

Lasts 3 Rounds;

+1 Round e4 Lvls

CoreFeather: L13

Corruption

Tier: 2

AT: None

Insignia of CoreShadow

Your target feels a touch lighter; you have granted them Slowfalling. This lasts for one minute.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

Self – 1

1x1x1

Adds Slowfalling

Gateway: L26

Corruption

Tier: 3

AT: None

Insignia of CoreShadow

Channeling your CoreShadow insignia while letting out a mighty, triumphant bellow, a dark portal rips open in front of your current location. With a destination in mind, one you can picture clearly and have been to before, you and your allies allowing you and your allies can pass through within the next minute. Your destination must also be within 100 cells of your current location.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

30R / 6T

2

1

1x1x1

100 Cell Range;

+20 Cells e4 Lvls.

CoreSpirit Element Insignias

Dreamer: L1

Corruption

Tier: 1

AT: None

Insignia of CoreSpirit

Those who look into your eyes feel relaxed, sluggish, and are ready for a long snooze. After 1D4 Turns, as long as their gaze remained fixed on you, they are put to Sleep.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

1

1x1x1

Adds Sleep

Dream Eater: L13

Corruption

Tier: 2

AT: None

Insignia of CoreSpirit

Those who are asleep are at the mercy of the nightmares you have in store for them.  Not only do you deal damage to a sleeping target, their Break is disrupted and they do not lose out on any benefits from their rest unless the benefits have already been gained. In addition, 25% of the damage you deal is returned to you in form of a heal.


As your mastery over CoreSpirit grows, the amount healed increases to 50% and then finally 100%!

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

3D10 +15

+1D10 e4 Lvls

Self – 1

1x1x1

Recovers 50% @L25;

Recovers 100% @L35

Dream Guest: L26

Corruption

Tier: 3

AT: None

Insignia of CoreSpirit

You are able to enter the dream of your target as a [Channeling Spell].  While in their dream they are unable to wake up, trapping them—and you—in their dream world.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

30R / 6T

2

1

1x1x1

Lasts up to 1 hour

CoreWater Element Insignias

Slime Trap: L1

Corruption

Tier: 1

AT: None

Insignia of CoreWater

You conjure up a seemingly harmless puddle of water. However, there’s nothing harmless about CoreWater. Any unit that happens to land on the targeted cell triggers your trap, rendering them afflicted with Guaranteed Locked(3.)  Once freed, the stickiness still impacts the target’s Movement Action due to its sticky properties. The afflicted foe’s Jump is reduced to 0 and all terrain counts as Difficult Terrain for three additional Rounds.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

2R / 1T

0

1

1x1x1

Lasts 1 Minute;

+1 Minute e4 Lvls.

Acid Splash: L13

Corruption

Tier: 2

AT: Magic

Insignia of CoreWater

You hurl a handful of thick, pungent slime at your target, showering it with an explosion of acidic juices upon impact.  The target at the center of the blast takes full damage, and those within the cell radius of the explosion receive splash damage! The primary target is also afflicted with Severe Burn while splash damage victims receive the Burn status.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 2T

1

4D12

+1D10 e4 Lvls

Self

1x1x1

100% DMG 1x1x1 area;

50% DMG 3x3x2 area

Viscous Lash: L26

Corruption

Tier: 3

AT: None

Insignia of CoreWater

You will a gelatinous tendril into existence, wielding it as if it were a whip.  However, tYour sticky whip comprised of your slimy water latches onto targets Rather than dealing damage, this unnatural appendage can latch onto targets.  After successfully latching onto a target, you are able to Push(2) or Pull(2) them during their Movement Action as long as your tendril maintains a hold on them.

Resistance is futile as well. An enemy who attempts to remove your grotesque nonlethal weapon will find this to be extremely difficult, as their hands become stuck to the whip. This causes them to lose either their Main-hand or Off-hand Action if using one hand; if they attempt to remove it with both, they lose both actions for the duration. It can, however, be removed by magical means

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 0T

2

1 – 6

1x1x1

Whip lasts 3 rounds

CoreWind Element Insignias

Low Battery: L1

Corruption

Tier: 1

AT: None

Insignia of CoreWind

A blast of energy spins all targets within the area.  Roll a 1D4 to see what direction each unit faces now.  1. North; 2. South; 3. East; 4. West.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 2T

0

Self

5x3x1

 

Core Hand: L13

Corruption

Tier: 2

AT: Physical

Insignia of CoreWind

You summon a silver spectral hand that is able to grab, push, and pull things. Unlike the sorcerer’s Spectral Hand, yours is able to perform gross motor tasks. Instead of being able to turn a door knob, it is strong enough to break the door down.  The hand can move up to 3 Cells from you and counts as a Pet.  It uses the caster’s Core Stats when considering the success of a task given to it.  Damage, if used in such way, counts as a Glove, with a Tier Level equal to your Base Level.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

1 – 3

1x1x1

Lasts 1 Minute

White Noise: L26

Corruption

Tier: 3

AT: None

Insignia of CoreWind

Your mastery of CoreWind has granted you the power of silence. You can speak just fine, but those around your targeted cell radius will find that their world is eerily silent. While under the effects of this power, all Chat Actions except for your own are useless as others cannot speak nor hear. Once casted this skill counts as a [Channeling Spell] which can last up to 10 Minutes; you are always immune to your own White Noise and you can choose to protect your allies from this effect.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

30R / 3T

2

Self

1x1x1

 

Creation Element Insignias

Golden Bandaid: L1

Creation

Tier: 1

AT: Fixed

Insignia of Creation

With a snap of your fingers (or whatever gesture you prefer), a golden band aid is placed upon you or your target, almost as if painted on them.  This ability heals the target for 1D4 health, but the band aid “mark” lasts for twenty-four hours.  Wisdom does not affect your healing power.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Healing

Range

Target Cells

(Status) Effects

0R / 0T

0

1D4
+1D4 e4 Lvls

Self – 1

1x1x1

 

Polymorph: L13

Creation

Tier: 2

AT: None

Insignia of Creation

You attempt to transform your target into a helpless animal, such as a rabbit.  Lasts up to 1 hour on a willing unit, as they are willing to undergo this transformation and ride out the effect; if the willing target wishes to break free after being polymorphed, they can do so without the need for a save, as this will then count as a friendly spell effect / a buff.  

An unwilling unit must make a VIT or LUK (their choice) ATC save against the skill’s DR.  They can try to resist it every start of their Turn.  If it fails, they can only have their Movement Action.  Being attacked will revert the effect.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 1T

1

Self – 5

1x1x1

DR10
+1 DR e1 Lvl

Made of Gold: L26

Creation

Tier: 3

AT: None

Insignia of Creation

Golden particles group up, materializing into an inanimate object of medium size or smaller.  The item exists for 1 minute.  The golden item you choose to create has identical stats to the item you are basing its golden counterpart on. You can only materialize 1 item during the allotted timeframe.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 3T

2

1

1x1x1

Lasts 1 minute;
+1 Minute e3 Lvls.

Destruction Element Insignias

A Thousand Cuts: L1

Destruction

Tier: 1

AT: Fixed

Insignia of Destruction

You inflict a paper-cut wound upon the target which deals 1 damage and cannot be resisted.  A stack of ten will cause Bleeding; if you’re able to get a stack of 1000 Rounds within a month’s time frame, your target dies instantly.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

1

Self – 3

1x1x1

 

Corrosive Fog: L13

Destruction

Tier: 2

AT: Fixed

Insignia of Destruction

You can disperse for a split second when taking damage as a Trigger Action, lowering the damage taken from that attack to only 10%.  Due to the fog being corrosive, anyone in melee range trying to attack takes 1D6 damage per attack +1D6 e4 Lvls.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

1

1D6

+1D6 e4 Lvls

Self

1x1x1

 

Destruction Sphere: L26

Destruction

Tier: 3

AT: Fixed

Insignia of Destruction

Create a small spherical orange orb in the palm of your hand to chuck at an object.  You can disintegrate an inanimate object with it!  If thrown at a living creature it deals 5D10 +30 damage to it.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

9R / 3T

2

6D10 +30

+2D10 e3 Lvls

Self

1x1x1

 

Earth Element Insignias

Secret Key!: L1

Earth

Tier: 1

AT: None

Insignia of Earth

Rocks can be made into all sorts of cool contraptions… and what better way to have fun than making your own secret key?  Not just any key, but you can mold a handful of dirt or rock into the shape of a key of your design!  You can open doors that were thought to be unlockable or too difficult to pick!  Be advised that your Secret Key will crumble after a single use and you can only make a secret key once every three days.  You can only have one Secret Key at a time; attempting to create a second will cause your current one to crumble, as the second one will take up the elemental energy you used to create the first one!

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

Self

1x1x1

 

Tremorsense: L13

Earth

Tier: 2

AT: None

Insignia of Earth

When you are not wearing footwear and are traversing over any surface made from earthen material (such as gravel, natural terrain, or cement within urban areas), you are able to feel vibrations on the ground, pinpointing units on the ground within 11x11x1 Cell area.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 1T

1

Self

11x11x1

Lasts 30 minutes;
+10 Minutes e5 Lvls.

Hot and Cold: L26

Earth

Tier: 3

AT: None

Insignia of Earth

You can turn earth to magma or cool magma so that it’s safe to traverse in a 3x3x1 area.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 3T

2

1 – 3

3x3x1
+2×2 e4 Lvls

 

Elemethonal Element Insignias

Disco Ball: L1

Elemethonal

Tier: 1

AT: None

Insignia of Elemethonal

It’s a party up in here!  You can control a ball of light which shines and flashes all the colors of the Elemental Wheel. The light brightens up a 5x5x5 area around the light source.  At Level 10 this is not just a light show, but a means to distract your enemies.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 3T

0

Self – 6

1x1x1

Lasts 6 Rounds;

Fixation Range: 5x5x3

Elemental Spiral: L13

Elemethonal

Tier: 2

AT: None

Insignia of Elemethonal

You are able to endow you or a teammate’s weapon with Elemethonal energy.  This effect lasts 6 Rounds.  The skill duration doubles if your ally is a fellow Elemethonal-born.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 0T

1

Self

1x1x1

Lasts 6 Rounds;

+3 Rounds e6 Lvls

Elemental Distortion: L26

Elemethonal

Tier: 1

AT: None

Insignia of Elemethonal

A prismatic aura radiates from you, distorting the very air within your cell radius.  Any units who pass through your zone, friend or foe, suddenly find their link to the elements severed.  Their Elemental Affinity is neutralized, removing the special insignia abilities from all targets, as neutralizing the effects of any gear, within the spell’s area of effect. The aura doesn’t affect you and once the target leaves the affected area it is changed back instantly, their connection to the elements having been rekindled.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 2T

2

Self

3x3x2
+2x2x1 e4 Lvls

Lasts 10 minutes;
+5 Minutes e2 Lvls.

Fire Element Insignias

Personal Lighter: L1

Fire

Tier: 1

AT: None

Insignia of Fire

With a snap of your fingers, you produce a tiny, harmless flame that appears on your pointer finger.  The light it produces illuminates the area (3x3x2 cell radius) around you.  Lasts until you snap your fingers again.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

Self

3x3x2

 

Flame Snuff: L13

Fire

Tier: 2

AT: None

Insignia of Fire

You can light or snuff out small, harmless non-magical flames such as candle lights and torches which last up to 10 minutes.  The flame you extinguish, in its dying flash, alerts you to anyone within that area, whether they are Hidden or not.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

Self – 3

7x7x3

Lasts 10 minutes;
+10 minutes e4 Lvls.

Truly Cooking: L26

Fire

Tier: 3

AT: None

Insignia of Fire

You turn up the heat for your fire attacks as your flames burn blue.  These flames can now inflict Guaranteed Seared for the next 10 minutes.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

2

Self

1x1x1

Adds Seared to fire attacks!

Light Element Insignias

Lumin Buddy: L1

Light

Tier: 1

AT: None

Insignia of Light

A small dully lit sphere hovers over a targeted area within 10 Cells of your choosing.  Despite being laminated, it doesn’t serve as a light source around it due to the size, but it can be used for signaling, guiding allies, scouting, and more!  This skill counts as a pet; it deals and takes no damage, and lasts until dismissed or dispelled.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

Self – 10
+1 e4 Lvls

1x1x1

 

Lumin Shield: L13

Light

Tier: 2

AT: None

Insignia of Light

You have the ability to cast a dim glowing shield that protects those behind it from harm. The shield can take a total of half the caster’s total Health; if the shield’s limit is exceeded, the caster will take the remainder of the damage and the magical shield shatters. In addition to providing protection, this shield can serve as a means to light the way for the caster and his/her allies. Whenever the shield is active, light emits from the caster in a self-contained 3x3x2 Cell radius. This ability lasts for one minute or if it is destroyed, whichever occurs first; only 1 Lumin Shield can be active at a time.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

Self – 1
+1 e3 Lvls

1x1x1

 

Instant Message: L26

Light

Tier: 3

AT: None

Insignia of Light

You are able to use telepathy to transmit messages of any language that you’re fluent in to those within 20 Cells of you.  Great for environments hindering your normal Chat Action!  Able to hold this bond between teammates for 1 minute per charge.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

2

1 – 20
+5 e4 Lvls

1x1x1

 

Null Element Insignias

Mecha-Buzz: L1

Null

Tier: 1

AT: None

Insignia of Null

That buzzing gnat isn’t some pest.  It’s one of your companions and it is anything but a nuisance!  The tiny fly appears within a 10 Cell range, in an area of your choosing, and serves as your eyes and ears.  Wherever this marvelous creation moves, whatever it sees or hears, you’re able to take it all in.  You see, hear, and feel whatever it does.  Counts as a Pet.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

1 – 10

1x1x1

Lasts 1 minute

Anti-Magic Touch: L13

Null

Tier: 2

AT: None

Insignia of Null

You’ve got the touch… you’ve got the power!  Any upgraded equipment you touch is at your mercy; soul gems, liquified crystals, curses, and upgrades are nullified for 3 Rounds (30 seconds). If you have a skill that extends your reach, like a sorcerer’s spectral hand, your range is 3.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6R / 0T

1

1

1x1x1

Lasts 30 seconds;

Lasts 1 minute @L23;
Lasts 1 hour @L33

Annulled Element: L26

Null

Tier: 3

AT: None

Insignia of Null

You can temporarily contain an object’s elemental signature, rendering the elemental properties of the item you touch Neutral for 1 minute.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

2

1 – 6

1x1x1

Lasts 1 minute;

Lasts 10 minutes @L30
Lasts 30 minutes @L35

Lasts 1 hour @L40

Shadow Element Insignias

Night Hours: L1

Shadow

Tier: 1

AT: None

Insignia of Shadow

You can look at the shadows around you to estimate what time of day it is to the hour.  Effectively, you are using the shadows and trajectory of the sun like a sundial.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 0T

0

1 – 3

1x1x1

 

Touch of Darkness: L13

Shadow

Tier: 2

AT: None

Insignia of Shadow

Your shadow becomes an extension of your body.  It can appear partially or wholly, your choice, within a 1 by 1 Cell range.  If placed around a target’s face, it can obscure their vision and effectively blind them.  If placed on the ground connected to another Cell, a Nightblade can step on that to lock a unit in place with Shadow Step skills. Only one cell can contain your extra shadow power at a time, and you can move it 1 Cell every Turn for 1 minute.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

1 – 3

+1 e3 Lvls

1x1x1

Lasts 6 Rounds;

+3 Rounds e7 Lvls.

Disappearing Act: L26

Shadow

Tier: 3

AT: None

Insignia of Shadow

You or someone you place your hand upon can disappear for up to 10 minutes with Pro-invisibility. This invisibility is much more difficult to break; you gain a Plus Charge on any area-of-effect spells or abilities that can break your Hidden status granting a 50% chance for the ability to not hit you (roll odd or even).  Likewise, enemies trying to break your invisibility by other means (such as casting Dispel) have a 50% chance to actually hit to uncloak you.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 2T

2

Self – 1

1x1x1

Lasts 10 minutes;

+1 Minute e2 Lvls.

Spirit Element Insignias

A Soul’s Worth: L1

Spirit

Tier: 1

AT: None

Insignia of Spirituality

You can look at your target’s soul, judging them based on who they are as a being, as if able to read their Datagotchi’s biography. This ability can help its allies to discern if a wondering spirit has good or evil intentions towards them or their group.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

0R / 1T

0

1 – 3

1x1x1

 

Spiritual Pull: L13

Spirit

Tier: 2

AT: None

Insignia of Spirituality

Your spirit is pulled 2 extra cells into a direction of your choice after your full Movement has been used up.  The pull does not occur if you are obstructed by an object, a unit, or terrain.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

Self

1x1x1

 

Rising Soul: L26

Spirit

Tier: 3

AT: None

Insignia of Spirituality

Allows you to exit your body once per day without a Range penalty for up to 1 hour. Your soul during this time is also protected from Spirit Consumer detection.  Your body gains the Hiddenstatus.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

30R / 6T

2

Self

1x1x1

Lasts up to 1 hour

Water Element Insignias

Chilling Wind: L1

Water

Tier: 1

AT: None

Insignia of Water

You summon a chilling breeze.  This ability can cool you and nearby units, lowering the temperature within the area gradually.  Those who stay in the zone for over 10 minutes will gain Slow, while units in the area longer than 30 minutes become Frozen.  You must stay in the area in order for the temperature to continuously go down.  The area lasts 1 hour

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

0

Self – 3

5x5x3

+2x2x1 e12 Lvls

Adds Slow (10+ Mins);
Adds Frozen (30+ Mins)

Transmute Water: L13

Water

Tier: 2

AT: None

Insignia of Water

By touching pure water, you may change the property of water from solid, liquid, or gas at a rate of 1 cup per Round.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

6T / 0T

1

1

1x1x1

1 Cup per Round;

+1 Cup e8 Lvls.

Every Drop Counts: L26

Water

Tier: 3

AT: None

Insignia of Water

As a Waterborn, your control over water is greater than simply manipulating bodies of water.  You are so attuned to water that anything with moisture is subject to your whim.  For example, you have the power to manipulate blood due to its water content; your target’s circulation becomes compromised, granting a target slow upon a successful hit.  Additionally, you can alter how much water is contained with items.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 3T

2

1

1x1x1

Adds Slow

Wind Element Insignias

Breath of Air: L1

Wind

Tier: 1

AT: None

Insignia of Wind

You create a breeze that jets forward, as if in a straight line. The wind cannot produce a force greater than a gentle breeze, yet it boasts an unusual power. Projectiles have a 5% chance to stop abruptly and drop to the ground when fired through your cell radius. Lasts 1 minute or until canceled.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

0

1

3x1x1

10% chance to block against projectiles @L9

+5% e10 Lvls

Flowing Compass: L13

Wind

Tier: 2

AT: None

Insignia of Wind

You are able to change the wind’s direction upon command as well as the speed of it up to 10 miles per hour for 1 minute. An example to use this skill allows you to control the direction in which the scent of a creature is being blown towards, or to use a parachute or other glider to fall slowly while being blown 2 Cells over each Round.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

3R / 0T

1

1

5x3x1

7x3x1 @L23

+10 MPH e8 Lvls

Levitation: L26

Wind

Tier: 3

AT: None

Insignia of Wind

Bending the wind to your will, a gentle breeze lifts you up to 2 cells off the ground. This spell is useful for rising up to those hard-to-reach areas! In addition to the ability to levitate, you gain the power of Slowfalling as well for the entirety of the duration!

Slowfalling makes it that you drop at ½ the normal speed while making you not take damage. The skill can be cast upon another willing target, but it only lasts up to 10 minutes on them. An unwilling target must make an Agility or Wisdom ATC, their choice, to resist the effect. Lasts for ten minutes.

CD (CoolDown)
CT (Cast Time)

Affinity Charge

Damage

Range

Target Cells

(Status) Effects

Passive (You)

3R / 2T

2

Self

1

1x1x1

Adds Slowfalling