Unicorn

Unicorn Skills

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

You derive your skills from the Unicorn constellation. Your magic inspires those around you and invokes spells that bolsters and restores your allies. Your voice can deliver your magic to those in need. When you first purchase this header choose the source of your magic; Arcane, Harmonic, or the one devotion, Divine, Druidic, Shamanic, or Celestial, that inspires your faith.

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.

Durability I

Cost: 4

You gain +1 to your Vitality attribute.

Durability II

Cost: 5

You gain +1 to your Vitality attribute.

Grace

Cost: 5

You gain 2 points of Grace which are refreshed during each long rest. These points can be used instead of Earth, Fire, or Water to cast any spell with a Heal or Cure effect.

Healing Light

Cost: 5

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

Inspiring Voice

Cost: 4

Once per long rest you may deliver one skill or spell with a Heal or Cure effect with a “By Your Name” delivery. You may use this skill additional times, but each additional time requires you to spend one point of Fire in addition to the spell or ability cost when you use the skill.

Her voice called out above the din of battle, and light infused the wounds of the fallen hero.

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.

Plentiful Gifts

Cost: 4

You gain an additional use of each Grant effect so long as both are used on allies other than yourself. When you use a skill or a spell with the Grant effect and spend Earth, Fire or Water as a cost you may repeat the same effect on another character at no additional cost. Neither use can target you, and the second effect must be used immediately, before you use any other skill or ability, and certainly within 10 seconds in any case.

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.

Purifying Touch

Cost: 4

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

Sphere of the Unicorn I

Cost: 1

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

Sphere of the Unicorn 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, Legacy, Sovereign, Wayfare, or Weald.

Sphere of the Unicorn 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, Legacy, Sovereign, Wayfare, or Weald.

Soothing Voice

Cost: 3

Your voice can carry magic that soothes the wounded. Spend 2 points of Fire and call out “By My Voice, Stabilize” to bring relief to your wounded allies.

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.