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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
3R / 0T | 0 | – | Self – 1 | 1x1x1 | Removes 1 Buff & Debuff; +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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
3R / 3T | 1 | – | 1 | 3x1x1 | Adds Shatter(Armor); |
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. | |||||
CD (CoolDown) | 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; |
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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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) | 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.
| |||||
CD (CoolDown) | 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) | 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) | 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) | 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. | |||||
CD (CoolDown) | 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) | 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) | 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) | 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) | Affinity Charge | Healing | Range | Target Cells | (Status) Effects |
0R / 0T | 0 | 1D4 | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
3R / 1T | 1 | – | Self – 5 | 1x1x1 | DR10 |
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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
6R / 3T | 2 | – | 1 | 1x1x1 | Lasts 1 minute; |
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) | 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) | 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) | 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) | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
0R / 1T | 1 | – | Self | 11x11x1 | Lasts 30 minutes; |
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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
3R / 3T | 2 | – | 1 – 3 | 3x3x1 | |
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) | 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) | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
6R / 2T | 2 | – | Self | 3x3x2 | Lasts 10 minutes; |
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) | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
3R / 0T | 1 | – | Self – 3 | 7x7x3 | Lasts 10 minutes; |
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) | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
0R / 0T | 0 | – | Self – 10 | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
3R / 0T | 1 | – | Self – 1 | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
0R / 0T | 2 | – | 1 – 20 | 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) | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
6R / 0T | 1 | – | 1 | 1x1x1 | Lasts 30 seconds; Lasts 1 minute @L23; |
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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
0R / 0T | 2 | – | 1 – 6 | 1x1x1 | Lasts 1 minute; Lasts 10 minutes @L30 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) | 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) | 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) | 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) | 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) | 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) | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
3R / 0T | 0 | – | Self – 3 | 5x5x3 +2x2x1 e12 Lvls | Adds Slow (10+ 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) | 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) | 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) | 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) | 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) | Affinity Charge | Damage | Range | Target Cells | (Status) Effects |
Passive (You) 3R / 2T | 2 | – | Self 1 | 1x1x1 | Adds Slowfalling |