Hydra

Hydra Skills

Cost:10
Your 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: 2
Requirement: 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: 4

Spend 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 Nor

Destructive Rage

Cost: 3

Your 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: 4

You gain +1 to your Vitality attribute.

Durability II

Cost: 5

You gain +1 to your Vitality attribute.

Infusion I

Cost: 3

Once 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 Source
Cost: 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: 3

Once 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: 1

When 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: 3

When 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: 5

When 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: 3

This 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: 3

Once 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: 5

Once 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.