Hydra
Hydra Skills
Cost:10Your spells are delivered as packet attacks.
Fire is a battle trait for you.
You derive your skills from the Hydra constellation. Your style focuses on casting magic at range by calling upon your natural talent and infusing your form with the ambient magical energies in the world around you. You channel magical power, acting as a conduit for the magical energies you evoke when you cast spells. When you first purchase this header choose the source of your magic; either Arcane, or the one devotion, Divine, Druidic, Shamanic, or Celestial, that inspires your faith.
Blood of Fire
Cost: 2Requirement: Reign of Fire
When you rest for one minute you get two free uses of Reign of Fire. You can use this skill even if you can no longer refresh your Air because you have hit your Void limit.
Reign of Fire
Cost: 4Spend a point of Air, make a packet attack, and call out “2 Damage by Fire” to burn your foes. You may replace the Fire trait with another battle trait if you have one.
“Like the fiery breath of the Hydra’s heads, your magic must come as a storm of flame.” Desecter NorDestructive Rage
Cost: 3Your spells with a Damage effect do an additional point of damage when you cast them. Increase the called damage of spells from your magical spheres by 1.
Durability I
Cost: 4You gain +1 to your Vitality attribute.
Durability II
Cost: 5You gain +1 to your Vitality attribute.
Infusion I
Cost: 3Once per long rest, after resting for 10 seconds, you may choose to refresh your Air immediately instead of taking the normal time of one full minute. This shortened rest will not refresh other skills and abilities that require a short rest; only your Air is refreshed. This refresh does not count against your Void limit for Air.
Mystic Armor
Armor SourceCost: 4
Instead of wearing physical armor you evoke magical protections that give you 2 armor points. Focus for one minute, performing a magical ritual to renew this magical ward, to refresh these armor points. These armor points cannot be used if you have points from physical armor or another armor source.
Of Five Minds
Cost: 3Once per long rest you may spend a point of Void to refresh 5 points of Earth, Fire, or Water. You need not use all of these points on a single attribute; you may divide these recovered attribute points among your Earth, Fire and Water as you see fit.
Sphere of the Hydra I
Cost: 1When you take this skill you choose a magical sphere. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.
Sphere of the Hydra II
Cost: 3When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.
Sphere of the Hydra III
Cost: 5When you take this skill you choose a magical sphere you have not already learned. You can now purchase spells under that sphere. Choose from Chimera, Gloaming, Primal, Wayfare, or Weald.
Staff of the Arcane
Cost: 3This skill allows you to hold and use any staff while you are casting spells, overriding the restriction that casting requires both hands to be empty. You must have a skill with the weapon in question to use this ability.
Unbound I
Cost: 3Once per long rest, spend a point of Earth and call out Purge to end one effect with a Physical or Elemental trait.
Uncanny Dodge I
Cost: 5Once per long rest you may spend 2 points of Water and call out “Avoid” to negate one melee, missile, or packet attack that strikes you.