Phoenix

Phoenix Skills

Cost: 10
Your spells are delivered as packet attacks.
Flame is a signature trait for you.

You derive your skills from the Phoenix constellation. Your style allows you to invoke magical spells and abilities. Your magic creates warm and purifying flame that renews allies. 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.

Armor of Flames

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.

Break Trance

Cost: 2

You have some method of snapping people out of effects with the Trance trait. Focus for 3 seconds, speaking with the recipient so they might shake off the trance, call out "Cure Trance by Flame," and touch a packet to a recipient to clear their mind. You may replace the Flame trait with another signature trait if you have one.

Curative Flames

Cost: 5

Your magical fire can purify allies, removing detrimental effects. Spend two points of Air, call out either “Cure Elemental by Flame” or “Cure Metabolic by Flame” and touch a recipient, including yourself, to cure them. You may replace the Flame trait with another signature trait if you have one.

Durability I

Cost: 4

You gain +1 to your Vitality attribute.

Durability II

Cost: 5

You gain +1 to your Vitality attribute.

Font of Healing

Cost: 3
Requirement: Healing Touch

When you rest for one minute you get two free uses of Healing Touch. You can use this skill even if you can no longer refresh your Air because you have hit your Void limit.

Healing Touch

Cost: 5

Your touch heals your allies. Spend a point of Air, call out “Heal by Flame” and touch a recipient, including yourself, to heal them. You may replace the Flame trait with another signature trait if you have one.

Preventive Medicine

Cost: 4

Once per long rest, when you are struck by an attack with an effect or a trait that you could cure with a skill from this header or a spell, spend a point of Fire and call out “Resist” to negate that effect.

Rise From the Ashes

Cost: 4

Once per event, touch the body of a companion who has been slain but has not yet risen as a spirit to bring them back from the dead. Spend a point of Void, touch the body, and call out “Cure Death by Flame” to revive them. You may replace the Flame trait with another signature trait if you have one.

Sphere of the Phoenix I

Cost: 1

When you take this skill you choose a magical sphere. You can now purchase spells under that sphere. Choose from Gloaming, Legacy, Sovereign, Wayfare, or Weald.

Sphere of the Phoenix 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 Gloaming, Legacy, Sovereign, Wayfare, or Weald.

Sphere of the Phoenix 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 Gloaming, Legacy, Sovereign, 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.

Will To Live

Cost: 4

Spend 1 point of Void and call out “Reduced” when you are struck by a Death effect. You negate the Death effect and instead take 10 Damage.

Those who learn the magic of the Phoenix constellation may rise up in flames even when struck down by magicks that would slay others.