Skills & Spells
Every class and race has a full path of growth ahead of it - some abilities come early, some are earned over months of real play. The rarest and most powerful are reserved for those who reach the very top: level 90 and beyond.
Level 1+
Level 15+
Level 35+
Level 60+
Critical hits: a landed strike with any weapon, or bare fists, can be a critical hit for extra damage - light blades and bows fairly often for double, spears, axes and mauls rarely for triple, and a high Agilitas helps. Glory always crits. Monsters don't. Warrior effects: many damage skills can also leave Bleeding (any healing stops it), Sunder one piece of armor for the rest of the fight, Disarm, Grapple (no fleeing), Stun or Blind. A wound or a knockout is shrugged off with Vigor; dirt, a grab or a disarm is slipped with Agilitas; mind effects like sleep, fear and confusion are resisted with Ingenium.
Mythic tier (Level 90+) abilities are marked in gold below - the single most powerful ability each class or race will ever learn.
Dual wield: a Speculator fighting with a dagger or gladius in each hand (see 'help offhand') gets a second, lighter strike on every basic attack that lands - the game's only class that can fight two-handed without a two-handed weapon.
Augur — Light, Support Caster
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Magic Arrow | 2 MP | A glowing arrow of pure force that never misses. Small at first, but it grows with your level like every damaging spell. |
| 5 | Auspice | 4 MP | Grants the caster a temporary defense boost. |
| 8 | Favour of the Sky | 4 MP | Grants an ally a temporary accuracy boost. |
| 10 | Sleep | 5 MP | Puts an enemy to sleep and ends their fight. A concentration spell - you hold it, draining MP. The sleeper can't speak, cast or move, and any damage wakes them. |
| 15 | Divine Judgment | 5 MP | A bolt of heavenly light - Augur's basic offensive spell. |
| 20 | See Invisibility | 6 MP | Opens the target's eyes to the unseen for a few minutes. The only way for a player to see an invisible caster. |
| 25 | Blessing of Fortune | 5 MP | Grants an ally a temporary damage boost. |
| 30 | Fly | 8 MP | Lifts you into the air: moving between rooms costs a quarter of the stamina. A concentration spell (Harpies fly free, without it). |
| 30 | Birdsight | 3 MP | Reveals who is present in an adjacent room, through a named exit, without entering it. |
| 35 | Illusory Duplicate | 5 MP | Confuses enemies with illusory copies, making the caster harder to hit for a short time. |
| 40 | Veil of Night | 6 MP | Turns the caster nearly invisible, making them much harder to hit for a short time. |
| 42 | Invisibility | 10 MP | Truly unseen: nobody who can't see through it can see or target you, and wilderness ambushes pass you by. A concentration spell; it breaks the instant you attack, and cast mid-fight it ends the fight for you. |
| 45 | Enchant Weapon | 6 MP | Traces a rune of power across the caster's own weapon, sharpening both its edge and its aim. |
| 50 | Prophetic Ward | 8 MP | Fully absorbs the next hit against the warded target. |
| 50 | Summon Familiar | 10 MP | Calls a divine bird to fight at the caster's side - owl, eagle, hawk, or phoenix, depending on level. |
| 55 | Haste | 9 MP | Quickens the target with unnatural speed, granting an extra action for a short time. |
| 60 | Conjure Weapon | 6 MP | Conjures a staff into the caster's hands, its power scaling with the caster's level. Fades after 10 minutes. |
| 65 | Confusion | 14 MP | Scatters an enemy's wits for three to five minutes: they wander off through random rooms and lash out at whoever's nearby. Cast mid-fight it ends the fight for them. |
| 80 | Gate | 8 MP | Teleports the caster to one of a small set of known safe locations. |
| 85 | Petrify | 12 MP | Turns a target's flesh to stone for a single, unbroken moment - they cannot act. |
| 90 | Wrath of Olympus | 15 MP | Calls down the fury of the sky itself, striking up to three enemies at once. |
Medicus — Light, Healer/Support
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Cure Wounds | 5 MP | Heals a single ally a moderate amount. |
| 5 | Field Dressing | 4 MP | A fast, smaller heal usable mid-combat. |
| 8 | Antidote's Grace | 4 MP | Cures poison and a few other harmful conditions on a single target. |
| 10 | Spear of Faith | 4 MP | A spear of pure faith, hurled at an enemy - Medicus's first real offensive option. |
| 12 | Healing Word | 3 MP | A murmured word of mending that costs no action - a small heal that scales with the target's health. |
| 15 | Aid | 6 MP | Shields up to three allies with temporary hit points that soak damage before real HP, fading after ten minutes. |
| 20 | Guardian Spirit | 6 MP | Grants an ally a temporary defense boost. |
| 25 | Renew Spirit | 8 MP | Restores MP to a target - one of the only ways to recover spent MP outside of resting. |
| 28 | Sacred Chant | 8 MP | Grants up to five allies a heal-over-time effect - a steady trickle of health for a few turns. |
| 30 | Purify | 6 MP | Cures poison and several other harmful conditions from a single target. |
| 35 | Flame of Vesta | 10 MP | Kindles hearth-fire about you. A heavy-drain concentration spell: every few seconds it scorches every enemy in your fight until you release it. |
| 40 | Mass Cure Wounds | 10 MP | Heals up to five allies at once. |
| 45 | Cleanse | 10 MP | Cures poison and several harmful conditions from up to five allies at once. |
| 50 | Ward Against Death | 10 MP | The next fatal blow against the warded target instead leaves them at 1 HP. |
| 55 | Cancellation | 14 MP | A true dispelling - cures every harmful condition known, up to five allies at once. |
| 60 | Greater Restoration | 12 MP | Heals a single ally for half their maximum HP. |
| 65 | Smite the Unclean | 10 MP | A lance of holy light - Medicus's mid-tier offensive spell. |
| 80 | Blessing of Asclepius | 18 MP | Resurrects a dead ally, wherever they are - and waives the half-XP death penalty, restoring the progress they lost in dying. |
| 90 | Sanctuary | 20 MP | Equal-or-lower-level characters cannot drag the target into a fight at all. Higher-level attackers can try to break through, at a real cost to their own damage if they succeed. Lasts a full hour. |
| 95 | Panacea | 18 MP | A wave of pure divine grace washes over up to five allies, restoring them to full health at once. |
Haruspex — Light, Offense Caster
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Mark of Decay | 4 MP | A damage-over-time curse that saps enemy strength. |
| 5 | Grave Chill | 4 MP | Lowers a target's accuracy for a short time. |
| 8 | Weaken Flesh | 4 MP | Lowers a target's defense for a short time. |
| 10 | Inflict Wounds | 3 MP | A withering touch of necrotic force - your first damage spell. |
| 12 | False Life | 5 MP | Wraps you in temporary hit points - a fifth of your maximum - that soak damage before real HP. |
| 15 | Rite of the Entrails | 5 MP | Curses a target to take extra damage from all sources for a short time. |
| 20 | Ritual Flame | 3 MP | A jet of ritual fire - reliable single-target damage. |
| 25 | Ill Fortune | 5 MP | Lowers a target's outgoing damage for a short time. |
| 28 | Armor of Agathys | 8 MP | A ward of killing cold: temporary hit points, and anyone who strikes you in melee while it holds is lashed with cold damage. |
| 30 | Vampiric Touch | 8 MP | Damages a target and heals the caster for half of it. |
| 35 | Curse of Silence | 8 MP | Prevents a target from casting any spells for a short time. |
| 40 | Blood Sacrament | 6 MP + HP | Converts a portion of the caster's own health into a devastating burst of damage. |
| 45 | Slow | 9 MP | Drags an enemy's movements to a crawl - they lose every other turn for a short time. A body effect - resisted with Vigor. |
| 45 | Doom | 7 MP | A heavy bolt of black doom - strong single-target damage. |
| 50 | Omen of Ruin | 10 MP | Frightens up to three enemies - they lose two turns in terror - and leaves each with lowered accuracy and damage that outlasts the fear. |
| 50 | Summon Lemures | 10 MP | Calls a restless spirit of the dead to fight at the caster's side, its strength scaling with level. |
| 60 | Soul Rot | 9 MP | A spreading poison curse that can strike up to three enemies at once. |
| 70 | Finger of Death | 11 MP | A genuine execute - only usable against a target already close to falling, with a real chance of a severe, final blow. |
| 80 | Necrotic Storm | 12 MP | A wave of necrotic force striking up to three enemies at once. |
| 85 | Summon Fury | 16 MP | Tears open a rift to the underworld and calls forth a vengeful mythic horror to fight at the caster's side - a real late-game upgrade over Summon Lemures. |
| 90 | Wail of the Damned | 16 MP | A wail from the underworld striking up to five enemies at once. |
Speculator — Medium, Rogue/Assassin
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Sneak | 4 SP | Turn nearly invisible for 15 minutes, and move and act unnoticed for the same stretch - room arrivals/departures go unnamed, and a wilderness ambush won't notice you. Doesn't hide you from someone already looking at your room. Usable only outside a fight - see Vanish for mid-fight. |
| 5 | Ambush | 5 SP | Starts a fight with a burst from hiding, guaranteeing a bonus on your first successful attack. Only you and the target are drawn in. |
| 8 | Poisoned Blade | 4 SP | Coats your weapon, applying a poison curse to the target's next hit. |
| 15 | Backstab | 6 SP | Bonus damage against a target who hasn't yet acted in the fight. It can open a fight itself. May leave a bleeding wound. Reaches a back-row target directly - not a front-row target with an ally covering their back. |
| 20 | Field Report | 3 SP | Calls out a real weak point in the target's guard: for a few turns they take extra damage from every source, not just your own blows - the whole party benefits. |
| 20 | Hamstring | 6 SP | A cut across the tendon: a real strike that may leave the target unable to flee and easier to hit for a few turns. Resisted with Agilitas. |
| 25 | Precision Strike | 5 SP | A precise cut at the weapon hand: a real strike that may knock the target's weapon from their grip for two turns. |
| 30 | Slip Away | 6 SP | The Rogue's Cunning Action: a guaranteed escape from a fight - no roll and none of the experience an ordinary disengage costs. Impossible while grappled. |
| 30 | Circle Stab | 6 SP | Circles wide and strikes from the flank: reaches a target in the back row directly, no reach weapon needed. |
| 35 | Crippling Strike | 6 SP | A strike at the gaps in a foe's armor: a real strike that may cleave through one piece of it for the rest of the fight. |
| 40 | Fast Hands | 5 SP | For a few turns, using an item - a potion, a scroll, a meal - costs you no action. |
| 45 | Smoke and Shadow | 6 SP | A burst of evasion, making you much harder to hit for a short time. |
| 50 | Pilfer | 5 SP | Lifts gold from an NPC or another player, out of combat. A contest of your Agilitas against theirs; you can be caught. A player loses at most a tenth of their purse, never more than a level-scaled amount. One try per target every half hour. |
| 55 | Uncanny Dodge | Passive | Passive: every few turns a physical blow that would hit you is halved automatically, with no action spent. |
| 60 | Vanish | 8 SP | Melts out of an active fight entirely - ends your part in it, like Slip Away - and leaves you nearly invisible and moving unnoticed for a couple of minutes. Usable only mid-fight. |
| 65 | Elusive Footwork | Passive | Passive: damage from area attacks is halved against you. |
| 70 | Assassinate | 12 SP | A strike from hiding. Use Sneak or Vanish first, then Assassinate cannot miss, is a guaranteed critical hit, and hits two and a half times your normal blow. The hiding ends. |
| 90 | Deathmark | 10 SP | A blade meant for one throat alone - your next attack against the marked target cannot miss and deals heavy bonus damage. |
Venator — Medium, Ranger/Scout
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Quarry | 4 SP | Marks one enemy as your quarry: for the rest of the fight your own blows against it deal 20% more damage. One quarry at a time. |
| 5 | Keen Eye | 4 SP | A hunter's focus - grants yourself a temporary accuracy boost. |
| 10 | Entangle | 5 SP | A thrown cord, a snare line, a well-placed trip: the target is Grappled for a few turns and can't break away from the fight. Slipped with Agilitas. |
| 15 | Track | 3 SP | Reveals who's present in an adjacent room, through a named exit, without entering it. |
| 20 | Piercing Shot | 6 SP | An armor-ignoring ranged strike. |
| 25 | Forager's Eye | 5 SP | For about ten minutes, timber and herbs in the wilderness are much easier to spot. |
| 30 | Rapid Volley | 8 SP | A quick volley of shots, striking up to three targets at once. Arrows may leave bleeding wounds. |
| 40 | Snare | 6 SP | Lays a hidden trap in the room. The next enemy who wanders through - never an ally or a pacifist - is held fast and can't leave for a few minutes, unless their Agilitas frees them first. You're alerted the moment it springs. Fades after 3 hours unsprung. |
| 45 | Aimed Shot | 6 SP | Needs a ranged weapon. Spend the turn taking careful aim; your next attack cannot be avoided and hits two and a half times as hard. |
| 50 | Call of the Wild | 10 SP | Calls a beast companion to fight at your side - wolf, boar, or something greater, depending on your level. |
| 55 | Pathfinder | 6 SP | For about ten minutes, every other step you walk costs no stamina. |
| 70 | Pack Tactics | 6 SP | A damage boost, but only while an active beast companion is out fighting alongside you. |
| 75 | Bestial Fury | 9 SP | Spend your action to send your companion into a savage frenzy: for three turns it attacks twice each turn - three extra attacks for the one you gave up. |
| 90 | Bane of the Wild Hunt | 12 SP | A hunt Artemis herself would envy - a devastating volley striking up to five targets at once. |
Gladiator — Medium, Arena Fighter
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Feint | 4 SP | A theatrical feint that opens the target's guard: a real weapon strike that may leave a bleeding wound. |
| 5 | Weapon Mastery | 5 SP | Channels years of arena training into your next few strikes - a temporary damage boost. |
| 10 | Weapon Flourish | 4 SP | A flashy display of weapon control that finds the weak points - your critical-hit chance is 15 points higher for a few turns. |
| 15 | Disarming Strike | 6 SP | A precise strike aimed at the weapon hand: a real blow that will often knock the target's weapon from their grip for two turns. |
| 20 | Second Wind | 6 SP | The crowd's roar carries you through the pain - a short heal-over-time. |
| 25 | Dirt Kick | 5 SP | An arena dirty trick: sand in the eyes. The target is Blinded for a few turns - a big drop to their accuracy, twice an ordinary Accuracy Down. Dodged with Agilitas. |
| 30 | Gory Finish | 8 SP | A finishing strike - usable only on a target below 20% health. It cannot miss and hits for twice your weapon damage, but it is not an instant kill. |
| 35 | Parry | 6 SP | A duelist's stance that lasts the whole fight - no cooldown. Each blow aimed at you has a chance to be turned aside completely: 15%, plus 2% for every point of your Agilitas above the attacker's (minus 2% for every point below), never under 5% or over 45%. A nimbler foe beats your parry more often. Needs a weapon in hand. |
| 40 | Riposte | 7 SP | The next hit you take triggers an immediate counter-attack against whoever landed it. |
| 45 | Double Strike | Passive | Landing a normal attack has a real chance to immediately follow up with a second, lighter strike. Nothing to activate - it triggers on its own. |
| 50 | Finishing Blow | 8 SP | A heavy, direct strike aimed to end a fight quickly. May grapple the target so they can't break away for a few turns. |
| 70 | Crowd's Surge | 10 SP | The crowd rises and you surge with it: one extra action this turn, on top of your normal one - a free second attack. Costs no action itself. |
| 90 | Glory | 12 SP | A strike worthy of a legend retold for generations - a massive damage finisher. Always a critical hit. |
| 95 | Triple Strike | Passive | Builds on Double Strike - if that follow-up strike also lands, there's a real chance of a third, lighter strike still. |
Legionary — Heavy, Tank
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Hold the Line | 4 SP | Plants your feet and draws every eye - a temporary defense boost. |
| 5 | Shield Bash | 5 SP | A heavy shield strike, driving a target back. May knock the target's weapon from their hand for two turns. |
| 10 | Goad | 5 SP | Taunts an enemy into fixating on you. For a few turns a monster can attack no one but you, and a player who strikes anyone else suffers a big accuracy penalty. The tank's way of protecting the party. Resisted with Ingenium. |
| 15 | Gladius Cleave | 7 SP | A close-range cleave, striking up to three enemies in front of you at once - the Legionary's area attack. |
| 30 | Shield Block | 6 SP | A shield stance that lasts the whole fight - no cooldown. Each blow aimed at you has a chance to be caught on the shield entirely: 15%, plus 2% for every point of your Virtus above the attacker's, never under 5% or over 45%. Only works while you wear a shield; a shield cleaved through by a Sunder stops blocking. |
| 35 | Testudo | 8 SP, group | Forms a shield wall, granting up to five allies - your party, picked automatically - a temporary defense boost. |
| 45 | Sentinel | 8 SP | A guardian's stance: for a few turns, any enemy who attacks one of your allies takes a free strike from you, once per turn, at no cost to your action. Works against basic attacks and physical skills, not spells. |
| 45 | Rally | 8 SP, group | Steadies the whole unit, granting up to five allies - your party, picked automatically - a heal-over-time. |
| 50 | Fighting Retreat | 10 SP, group | The Legionary's orderly withdrawal: with no target named, up to five members of your party in the fight break away at once - guaranteed, and without the experience an ordinary disengage costs. Name specific allies to keep yourself in the fight. Anyone grappled, stunned or asleep can't be pulled out. |
| 60 | Unbreakable | 10 SP | For a few turns, nothing can knock you down - immune outright to Stunned, Grappled, Disarmed and Blinded. |
| 65 | Barbed Guard | 9 SP | Turns your guard into a wall of spikes: for a few turns a quarter of every physical blow you take is thrown back at whoever struck you. Spells are not reflected. |
| 75 | Shattering Blow | 9 SP | A heavy strike that breaks through even the sturdiest guard: a landed blow always cleaves through the target's body armor and their shield, leaving both useless for the rest of the fight. |
| 90 | Last Stand | Passive | Mythic tier. The line that will not break: once per fight, a blow that would fell you instead leaves you at 1 HP with a heavy shield of temporary HP. |
Barbarian — Heavy, Berserker
| Level | Ability | Cost | Effect |
|---|---|---|---|
| 1 | Rage of the North | 5 SP | A berserker's rage - a damage boost, at the cost of your own defense for the same duration. |
| 5 | Reckless Swing | 5 SP | A wild, heavy swing with little regard for form. A landed hit may open a bleeding wound that costs HP each turn until it runs out or the target is healed. |
| 15 | War Cry | 7 SP | A roar that bellows challenge at up to three enemies at once: for two turns a monster can attack no one but you, and a player who strikes anyone else suffers a big accuracy penalty. Resisted with Ingenium. |
| 20 | Thundering Maul | 8 SP | A heavy two-handed strike. Requires an actual two-handed weapon in hand. May cleave through one piece of the target's armor, leaving it useless for the rest of the fight. |
| 30 | Intimidating Roar | 6 SP | A roar that leaves a single enemy too frightened to act for a short time. |
| 35 | Headbutt | 9 SP | A vicious headbutt that knocks the target senseless - they lose their next two turns and can't act, cast, use skills, speak or move. Unlike Sleep, damage does not wake them. Resisted with Vigor; a stunned target is then immune to stuns for a few turns. |
| 40 | Ferocity | 8 SP | A stronger, purer rage than Rage of the North - a bigger damage boost, without the defense cost, and a hard hide: while it lasts you shrug off over a third of every physical blow. |
| 50 | Reckless Abandon | 9 SP | A huge damage strike that leaves your own defense down afterward - real risk for real reward. |
| 65 | Unstoppable | 10 SP | A powerful, sustained defensive resolve that nothing seems able to shake. |
| 80 | Whirlwind | 11 SP | A spinning sweep of the weapon, striking up to three enemies at once. |
| 90 | Fury of the Frontier | 14 SP | A storm of axe and fury the legions still tell campfire stories about - a massive multi-hit rage attack striking up to five enemies at once. Hits may leave bleeding wounds. |
Innate Racial Abilities
Every race carries its own natural gifts, available no matter which class you choose - fewer in number than a class's kit, but yours from birth rather than trained.
Human
| Level | Ability | Effect |
|---|---|---|
| 1 | Command Presence | Rally yourself and up to three party members for a short accuracy boost. |
| 1 | Civic Access | Always active: merchants take 5% off their prices for you. |
Minotaur
| Level | Ability | Effect |
|---|---|---|
| 1 | Bull Rush | A bone-jarring charge that leaves the target unable to act for a turn. |
| 1 | Gore | A horn strike that often opens a bleeding wound. |
Centaur
| Level | Ability | Effect |
|---|---|---|
| 1 | Galloping Charge | A powerful charging strike. |
| 1 | Forest Tracker | Learn who stands in the next room, through an exit you name, without going there. Out of combat only. |
Harpy
| Level | Ability | Effect |
|---|---|---|
| 1 | Innate Flight | Take to the air at will with fly, for free - no spell, no MP drain. While airborne, moving between rooms costs a quarter of the usual stamina. land brings you down. |
| 1 | Aerial Assault | A diving strike from above that is hard to avoid. |
| 1 | Skyward Scout | For a few minutes, see through sneaking and invisibility alike. |
Nymph
| Level | Ability | Effect |
|---|---|---|
| 1 | Boon of the Wilds | A small heal for yourself or an ally that grows mildly with your level. |
| 1 | Ward of the Wilds | Wards yourself against harm for a short time, boosting your defense. |
Cyclops
| Level | Ability | Effect |
|---|---|---|
| 1 | Crushing Blow | A single, titanic melee strike on a short cooldown. |
| 1 | Forge Mastery | Always active: a better chance of success when crafting weapons and armor at the forge. |
| 1 | Intimidating Presence | A fearsome glare that lowers a target's accuracy and defense for a few turns. |
Faction Abilities
Beyond race and class, joining one of the city's eight factions (level 10+, by induction only, one at a time) grants a small set of abilities unique to that faction - on top of whatever your race and class already give you.
Imperial Legion
| Ability | Cost | Effect |
|---|---|---|
| Muster | 6 SP | Steadies your strikes through disciplined drilling - a temporary accuracy boost. |
| Forced March | 5 SP | Cross several connected rooms in a single command. |
| Requisition | Once/day | Demand supply - gold, rations - from a Legion-aligned contact, no questions asked. |
Praetorian Order
| Ability | Cost | Effect |
|---|---|---|
| Coerce | 8 SP | Freezes a target with sheer authority - they skip their turn entirely. |
| Censure | 7 SP | Formally silences a target, denying them their spells for a time. |
| Interrogate | 5 SP | Extract real information from someone who wouldn't otherwise talk. |
Hellenic Resistance
| Ability | Cost | Effect |
|---|---|---|
| Raid | 6 SP | One hard guerrilla strike. |
| Safehouse | Once/day | A sympathizer hides you away and patches you up fully, out of combat. |
Cult of Mithras
| Ability | Cost | Effect |
|---|---|---|
| Vow | 6 SP | An oath of protection - harder to hit while it holds. |
| Aegis | 7 SP | The brotherhood protects its own - negates the next hit against an ally. |
| Oath Sworn | Free | Swear a binding pact with another player - fight at their side and both of you strike truer, but betray the oath and both suffer for it. |
Orphic Mysteries
| Ability | Cost | Effect |
|---|---|---|
| Dirge | 7 SP | A funeral lament turned weapon, badly unsettling a target. |
| Rebirth | 8 SP | The next fatal hit instead leaves the target at 1 HP. |
| Speak with Dead | 6 SP | Ask the dead one question, and receive a genuine, if cryptic, answer. |
Cult of Hecate
| Ability | Cost | Effect |
|---|---|---|
| Hex | 7 SP | A classic witch's curse - damage over time. |
| Curse | 8 SP | Marks a target for doom - the next hit against them can't miss, plus bonus damage. |
| Scrying | 5 SP | Inspect an item's true properties before you buy it. |
Cult of Bacchus
| Ability | Cost | Effect |
|---|---|---|
| Frenzy | 7 SP | Reckless ecstatic power - a real damage boost, with a real accuracy drawback. |
| Wild Rite | 10 SP | A shared ritual granting up to five allies a damage boost at once. |
| Libation | 6 SP | A ritual wine-offering that cures a harmful condition on an ally, in or out of combat. |
Collegium Umbrae
| Ability | Cost | Effect |
|---|---|---|
| Evasion | 6 SP | Harder to hit for a short time. |
| Wither | 7 SP | A corrupted apothecary's touch - the target hits softer. |
| Cloak | 8 SP | A longer-lasting Evasion, castable before a fight even starts. |
