AUGUR


The augur is a channeler of potent, primal powers. Their arts are the oldest and most simple practices of channeling vestigial energy through a person. They put energy to simple, devastating effect. The augur bears almost no martial skill, wielding foci, scripts, and scepters exclusively. They wear light armour.


SKILLS


Arc

Requirements: 1ep, equipped scepter

Cast a fast moving projectile at your target at regular range. This projectile has +2 accuracy and has initiative.

ALTERS

Fireball

Energy increase: 1ep

Shoot four flame projectiles at half damage each.

Shard

Energy increase: 1ep

This ice shard deals 2x damage and breaks guards.

Mud

Energy increase: 1ep

Your target is slowed by mud and moves at half speed for a number of turns equal to half your might.

Bolt

Energy increase: 1ep

If this attack hits, it arcs to a second target within 5 squares. The arcs can hit up to three targets.


Kindle

Requirements: 3ep, equipped focus

Envelop yourself in primordial energy, increasing your ep regeneration by 1 for a number of turns equal to your might. This effect does not stack with itself.

ALTERS

Sear

Energy increase: 1ep

When activating this skill, burn away any negative effects that are currently on you.

Wellspring

Energy increase: 1ep

When activating this skill, become a wellspring for energy. At the start of each turn, grant adjacent allies 1ep.

Stoneplate

Energy increase: 1ep

When activating this skill, cover yourself in rigid stone to grant yourself +1 protection for its duration.

Zephyr

Energy increase: 1ep

When activating this skill, grant yourself favourable winds until the end of your next turn. Move up to 7 metres per action and don’t provoke attacks when doing so.


Nova

Requirements: 1ep, equipped scepter

Cast a projectile toward a target square up to 10 metres away. Once it stops (or is interrupted), the projectile bursts, dealing damage to each adjacent square.

ALTERS

Combustion

Energy increase: 1ep

The fireball bursts with a radius twice as large as a regular nova, expanding the area to a 5mx5m square.

Glacier

Energy increase: 1ep

This burst also freezes the area in a giant slab of ice, immobilizing all targets for one turn if it hits.

Sandstorm

Energy increase: 1ep

All targets in the area are blinded by sand and suffer -4 accuracy for one turn.

Lightning

Energy increase: 1ep

All targets in the area suffer 2x damage when this attack hits.


Pulse

Requirements: 1ep, equipped focus

Cast a spell in a three metre cone in any direction, damaging targets inside it.

ALTERS

Firebreath

Energy increase: 1ep

With a blast of flame, this attack deals 2x damage.

Tide

Energy increase: 1ep

Regardless of whether or not it hits, this attack creates a wave that pushes all targets beyond the reach of the cone.

Quake

Energy increase: 1ep

All targets within the cone are staggered. If they have no readied action, they are knocked down.

Surge

Energy increase: 1ep

A current of electricity surges through all targets in the cone, rendering them immobile for one turn.


Ruin

Requirements: 1ep, equipped script

Cast a projectile toward a target square up to 10m away. Once it stops (or is interrupted), the projectile deals damage on its current square and creates a field of primordial energy around it. This field can be any shape, but all squares must be adjacent to one another. Foes within, moving through, and acting inside this field take two damage each. The field lasts a number of turns equal to your might or until dispelled with an action.

ALTERS

Inferno

Energy increase: 1ep

Attacks made within or through the flame field deal +2 damage.

Frigid

Energy increase: 1ep

Drop the temperature of the area to slow all targets in the field to half their movement speed..

Briars

Energy increase: 1ep

When taking damage within this field, targets take an additional 1 persistent damage for a number of turns equal to your might.

Whirlwind

Energy increase: 1ep

At the start of each turn, shift any target within the field to any other square within the field. This field blocks projectiles.


Sprite

Requirements: 1ep, equipped script

Create a small energy sprite in an adjacent square. These sprites can move up to five squares a turn each, and must be adjacent to you or your ally to be consumed as a free action. When consumed, they add up to 2 damage to any basic attack. If the attack fails, the sprite is consumed anyways. You can have a number of sprites equal to your might at any given time. When not in combat, these sprites fade quickly and when damaged, they dissipate.

ALTERS

Spark

Energy increase: 1ep

When activating this skill, imbue the sprite with fire and have it run into an target to inflict persistent damage for a number of turns equal to your might.

Droplet

Energy increase: 1ep

When activating this skill, imbue the sprite with water and have it run into an ally to restore 2 resilience and 1ep.

Geode

Energy increase: 1ep

When activating this skill, imbue the sprite with earth and have it run into a target to deal damage equal to your might. This sprite breaks guards.

Gust

Energy increase: 1ep

When activating this skill, imbue the sprite with wind and have it run into a target to shift one metre it in any direction, provoking attacks.