Disciplines
Twelve schools of ability. Each governs its ability checks with a single stat.
- HydromancerArcana
Hydromancers harness water in all three if its natural forms to devastate the enemy's ranks and defend the party's front line.
34 abilities - AeromancerArcana
An Aeromancer's prowess stems from the air's ability to carry the bitter cold, wind and lightning.
44 abilities - TerramancerArcana
Terramancers rely upon the earth they walk on to provide their great acts of destruction and defence.
33 abilities - PyromancerArcana
The Pyromancer is a magician who has learned the honored tradition of harnessing the power of fire on and off the battlefield.
43 abilities - PhosmagusArcana
Phosmagi rely upon the light and the divine to preserve and heal the living and cleanse what may scourge the party.
49 abilities - MelasmagusArcana
A Melasmagus has learned of the darker arts of magic and uses it to control the decay of life and preservation of death.
48 abilities - Spatial MageArcana
A learned mage who holds the threads of time and the fabric of space in their own hands. They control the flow of time and augment the spaces around them.
40 abilities - TherotheurgeArcana
Therotheurges commune with the primal forces of nature, manipulating plants and toxins while transforming their own bodies to adapt to any challenge they encounter.
35 abilities - WarriorMight
A fierce fighter trained in all forms of combat. From unarmed combat to berserking, they are a true force to reckon with in the battlefield and at the bar.
43 abilities - RogueFinesse
The Rogue isn't afraid to use dirty tactics to get the upper hand in any situation. They can often be found lurking in the shadows.
32 abilities - RangerFinesse
An expert in tracking, survival and field medicine. They also can pack quite the punch when they try to.
31 abilities - MuseArcana
The Muse is the guiding spirit of the party who will inspire the party and sow discord among the enemy.
46 abilities