So basically, when Stylist told me that Astral Pathmaker wouldn't change much, it lied. A lot changed. Not much got directly stronger, but a lot of stuff got taped together, reworked and moved around. A lot of my abilities got combined into fewer, stronger abilities, but these were things I was kinda doing already. For example, now a bunch of my passive attack increase abilities are all one thing. Before they did exactly the same thing, but were separate entries I'd have to add manually.
The two biggest changes, in my opinion, are to Star Swarm and the 250 Agility perk, Skip. Star Swarm is indeed less powerful, featuring only one star as of yet. But! It's also a LOT cheaper, and doesn't have that “only use in emergency” feel to it. So I can actually get some general use and raise its proficiency easily.
Skip, my short range teleport, got replaced entirely with Arresting Momentum which massively improves my own momentum control. I guess Stylist thought that my speed and mobility wasn't the problem, it was my lack of the ability to stop that was the problem. To be fair, I wasn't using the Skip teleport very much. It was always a little disorienting, and felt like it messed with my combat flow. Maybe someone who got it earlier, or focused on it more could use that kind of thing better.
So aside from those two things, I doubt anything is all that new or exciting in my illustrious character sheet. But, here it is regardless. (This is me saying you are totally free to not read this bit.)
/ / / / / / / NOTICE / / / / / / /
Stylist has combined several of your abilities. Where this has happened, the abilities used are listed in italics.
If a combined ability has multiple proficiencies listed, all rise at the same time, though each will have different effects.
Combined abilities may be recombined or dissociated at a later date due to Stylist's analysis of your actions.
Due to a confluence of several effects, Stylist has reworded any effect that specified a specific type of attack to cover all attacks.
/ / / / / / / / / / / / / / / / / / / / / / /
Jun Kyung Han
Pathbreakers Founder
Lupus Rex squad leader
---Title: Trailblazer---
+25% XP when killing a new type of enemy. +25% XP When fighting in a new location.
Calling: To Stop The Dracosys
Current Charge: 100%
---Levels And Subclasses---
Special 5th Step Class
Synergist, Level 205
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1st Step Classes
Mage, level 1
Fighter, level 1
Rogue, level 1
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2nd Step Classes
Charge Barrage Caster, level 3
You focus on small spells that can be used in quick succession. Basic attack spells cost 1 AP less, to a minimum of 1 AP. You can hold spells before completing the cast to empower them.
System Scout, level 3
You can get basic information about system created items with the System Scan technique.
Leader Far Caller, level 8
Your familiar doesn't have to be anywhere near you anymore. There's no distance limit to it.
Up Close With A Knife Killer, level 3
Your attacks deal 25% more damage.
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3rd Step Classes
Hedge Rake, level 3
Utilize attack spells instead of melee or ranged weapons when using melee or ranged techniques, respectively.
Frost Burn Chimerablood Sorcerer, level 4
Your Solar and Lunar spell damage increases by 25%. While in negative AP your body takes on aspects of the elemental magic you use.
Telekinetic Psychic, level 3
You gain Telekinesis as a 0 AP spell.
Mid Ranger, level 3
You can use techniques limited to either melee or ranged weapons with the opposite type, assuming it isn't an impossibility to do so.
Hidden Blade Assassin, level 3
All attacks deal 25% more damage.
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4th Step Classes
Armed Magus, level 11
You can cast spells on or through your weapons. Spells that are usually touch can become combo spell/techniques.
Supportive Ki Monk, level 10
Your Ki is most often used to heal and purify. Your master and lower support and healing techniques use 33% less Ki. Techniques you learn are more likely to be support and healing techniques.
Masked Phantom, level 10
You can summon a mask that instantly transforms you into a second outfit, only to return to your previous clothes when you remove the mask.
Library Archmage, level 10
You gain all advanced spells on the Archmage list.
Scummy Scoundrel, level 10
Your status effects and debuffs are 33% harder to resist.
One For All, All For One Weapon Master, level 10
Any bonuses you have that apply to any weapon type now apply to all weapon types.
Mystic Crack Shot, level 10
Ranged attack spells now count as ranged weapon attacks, letting them take advantage of active and passive techniques.
Master Chef, level 1
Test Subject Toxicologist, level 10
You're 50% more resistant to the effects of all Dracosys maladies.
Glacial Dead Eye, level 10
Your Lunar attacks have an increased chance of inflicting Crystalize.
Absolute Biological Operative, level 10
Weapon and stealth techniques you know can be applied to poisons you use to make them deadlier and harder to detect. Poisons you know can be applied to weapon and stealth techniques you know, multiplying the KP cost by the tier of the poison.
Ally Performance Recovery Kinesiologist, level 10
Your chants targeting allies (except you) last 33% longer. Debuffing effects that you use while within reach of the target are 50% harder to resist. Healing effects that you use within reach of the target are 50% more effective.
Mirror Enchanter, level 10
You gain the opposite of one enchantment. You can change which enchantment this is by concentrating for 10 minutes.
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5th Step Classes
Doppelganger, level 20
Starry Skies Crimson Mage, level 5
While not in a specific armor form, your Astral elements can be more freely used together. Each sub-mind is now able to handle one element on its own.
Stylist, level 4
(Stylist subclasses have been reworked into armor forms.)
Diseased Experimentalist, level 3
You can create poisons from diseases, including any you're currently afflicted with. You can create a number of these equal to your Experimentalist level.
Over Poison Envenomer, level 3
You can alter how proficiency affects your toxic and poison abilities. If your version of a toxic or poison effect is stronger than an existing one on a target, yours takes priority. You can stack any toxic or poison effect, treating its proficiency as 100% higher for each stack.
Adaptive Antitoxin Biologist, level 3
You can cure any poison with a touch. (Each use puts one of your Creations on cool down OR you can take damage equal to the damage the poison has already done to the patient.)
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6th Step Class
Astral Pathmaker, level 10
Free levels: 0
---Level Milestone Perks---
Synergist Level 1 - Dabbler
You may freely select any 4th step or lower class, ignoring the class prerequisites but not the attribute requirements. You can select a new class without raising your current class to 10.
Synergist Level 15 - Double Dipper
Choose a class you already have a subclass for. You gain an additional subclass of your choice for that class.
Synergist Level 30 - Double Down
Choose one of your subclass abilities and enhance its effects.
Synergist Level 50 - Duo Development
Choose two classes you qualify for. When you gain a level in one, you gain a level in the other as well.
Synergist Level 75 - Level Zero
You are considered level zero in any class you're qualified for but have no levels in. This alters your effective level and how difficult it is to gain levels.
Synergist Level 100 - Infinite Options
Instead of gaining a level in a class, you can instead choose another of its subclasses or enhance the effect of a subclass you already have.
Synergist Level 200 - Upcycle
You can sacrifice an ability to upgrade one of the same tier or lower by 10%
Current Upcycle Tokens: 14
Stylist Level 1 - Custom Style
The Stylist class will analyze your abilities and combat style. When the analysis is complete it will combine, rework and adjust abilities to work better for you and your personal style. The more abilities you have, the longer this process takes. Stylist will repeat this process when necessary.
Experimentalist Level 1 - Toxic Shot
Poisons in your possession can be coated onto a single round or an entire clip of ammunition. This process is done with just a thought and no manual action is required.
Biologist Level 1 - Fresh Batch
You may convert any chemical into a Creation. You can have a number of these custom Creations equal to your Biologist level.
Envenomer Level 1 - Toxic Tuner
You gain control over the proficiency bonuses on poisons. Swapping a proficiency bonus for another reduces its current proficiency by 100%.
Astral Pathmaker Level 1 - Forge Subclass
You gain 1 subclass token for each level of Astral Pathmaker you have. You may spend a token to create a new subclass based on your existing subclass synergies.
Subclass Tokens remaining: 9
---Attributes---
Physical Attributes
Strength 250
Dexterity 385
Agility 509
Toughness 250
Constitution 100
Mental Attributes
Intelligence 355
Memory 157
Wisdom 141
Charisma 187
Reflexes 292
Etheric Attributes
Arcana 369
Faith 0
Spirit 64
Ki 500
Luck 186
AP regen rate: 12.16 per minute
KP regen rate: 7.01 per minute
Free attribute points: 304
---Attribute Milestone Perks---
100 Strength - Impact - Your attacks and instant uses of strength are increased by 50%.
250 Strength - Surge - Gain a +100% burst of Strength, for 1 minute. This can be used once every four hours.
100 Dexterity - Fire - Your attack speed increases by 50%.
250 Dexterity - Flashing Strikes - Your weapon attacks move so fast that they seem to disappear.
100 Agility - Sprint - Increase your running speed by 50%.
250 Agility - Arresting Momentum - You gain much greater control over your own momentum.
500 Agility - City Teleport - Teleport to any city you have previously been to, once per hour. The location within the city will be random. You may take Agility/100 other creatures with you.
100 Toughness - Tough Soul - You take 50% less damage from elemental attacks.
250 Toughness - Armor Reinforcement - Armor and clothes you wear gain the benefit of 1/2 of your Toughness.
100 Constitution - To Your Health - You recover from physical status effects 50% faster.
100 Intelligence - Multitasking - You may split your intellect up into sub-minds to perform multiple tasks and thought patterns at once.
250 Intelligence - Quick Witted - You recover AP 100% faster.
100 Memory - Magical - Your enchanted item effect absorption rate is increased by 100%.
100 Wisdom - Know Thyself - You gain additional information in system menus.
100 Charisma - Quick Smile - Your Ki Point recovery is increased by 50%.
100 Reflexes - Peripheral - Your focus using all your senses becomes 50% more effective.
250 Reflexes - 360 Degrees - You gain supernatural vision, giving you all around sight.
100 Arcana - Refined Use - Your Arcana Point spell costs are halved.
250 Arcana - The New Passives - Spells with an AP cost that is less than your regeneration rate can be set as passive effects.
100 Ki - Accelerated Recovery - Your Ki Point recovery rate is increased by 50%.
250 Ki - Ki Cantrips - The KP costs of any technique costing 1% of your total Ki or less is reduced to zero KP.
500 Ki - Ki Breathing - Grant your Ki an alignment.
100 Luck - Blessed - You can loan Luck to others, for any amount of time that you specify.
---Techniques---
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Striking Techniques
Alpha Strike
Iai Strike + Dagger Destruction + Dagger Duelist
At the start of a battle, strike a single foe. If you have to draw or create a weapon, it is 30% faster. The strike deals 100% more damage.
Cost: 7.5 Ki Points
Proficiency: 10%
Proficiency: 48%
Proficiency: 12%
Cross Assault
Cross Slash + Cross Shot
Strike with two or more attacks. You attack with +10% speed and force. The target has -10% Agility against this attack.
Cost: 11 Ki Points
Proficiency: 426% (speed bonus increased from 10% to 42.6%)
Proficiency: 11%
Spiraling Breakthrough
Rapid Strike + Pressing Strike + Spiral Thrust
Strike with a thrusting attack surrounded by spiral Ki. The speed is increased by 10%, the knock back is increased by 25%.
Cost: 8 Ki Points
Proficiency: 1000% (speed increased from 10% to 100% faster)
Proficiency: 9%
Proficiency: 148% (spiral width increased by 48%)
Liminal Strike
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Widened Strike + Water Slicer Shot
As you strike you coat your attack in Ki, effectively making it 25% bigger and easier to hit with. It also ignores water it travels through.
Cost: 8 Ki Points
Proficiency: 19%
Proficiency: 7%
Deep Gash
Devastating Dagger + Bleeding Blades
Attack, decreasing the target’s Toughness by 5% and causing excessive bleeding. This effect does not stack but can be refreshed.
Duration: 10 seconds
Cost: 15 Ki Points
Proficiency: 51%
Proficiency: 129% (chance for bleed to take effect increased by 12.9%)
Climactic Overcharge
Cannon Fire + Over Aim + Spell Sniper + Magnum Fire
Charge an attack, then unleash it. The attack gains +10% damage and +10% range (if it's a ranged attack) for each second of the charge. The attack can be charged up to a maximum of 60 seconds. If charged the full 60 seconds, the attack delivers 50% more force as well.
Cost: 10 Ki Points per second
Proficiency: 49%
Proficiency: 7%
Proficiency: 1%
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Empowerment Techniques
Critical Hits
Back Stab + Sneak Attack + Headshot + Skull And Daggers
Attacks to enemy weak points deal 40% more damage. If the target is unaware of the attack, the damage bonus is multiplied by 2.
Passive
Proficiency: 280% (increased bonus from 40% to 112%)
Proficiency: 299% (unaware damage multiplier increased to x2.99)
Relentless Raid
Bloody Blades + Unarmed Flurry + Advanced Dual Wielding + Semi-Auto Spells
As you repeatedly strike, your attacks gain a stacking +1% speed and +5% damage. This stacks up to 10 times, and ends 1 second after the last attack.
Passive
Proficiency 1000% (increased to +50% damage per stack)
Proficiency: 1000% (increased to +10% speed per stack)
Proficiency: 1000% (increased to end 10 seconds after last attack)
Omnivorous Hunter
Ghost Hunter + Reptile Hunter + Man Hunter + Bird Hunter + Fisherman + Bug Catcher + Demon Slayer + Robot Fighter + Elemental Crusher + Angel Killer
Your attacks against all types of creatures deal 10% additional damage. You can eat anything you kill, even raw if you are in a hurry or like sushi.
Passive
Proficiency: 381% (damage bonus increased to 38.1%)
Insultingly Deadly
Injury To Insult + Scummy Insult
Foes under one of your status effects take 33% more damage from you, and are 33% more likely to be afflicted by another of your effects.
Proficiency: 206% (targets count as under your effect for 2.06 seconds after being cured of them)
Passive
Proficiency: 78%
Experimental Delivery
Experiment Tuning + Dagger Deliverer + Blood Infection
Each time you inflict a status effect, you have a 20% greater chance of inflicting the same effect again. This stacks up to 5 times, and ends 1 minute after the last time an effect was delivered.
Passive
Proficiency: 718% (timer increased to 7.18 minutes)
All Might, All Speed
Chosen Might + Chosen Speed
Your Strength and Dexterity are increased by 25% while attacking.
Passive
Proficiency: 1000% (increased to 250% bonus)
Attack Mastery
Peerless Knives + Piercing Shots + Unstoppable Unarmed + Lancing Stride + Standing Strong
Your attacks deal 10% more damage, land with 30% more force, and ignore 10% of a target's Toughness.
Passive
Proficiency: 1000% (increased to +100% damage)
Proficiency: 606% (increased to +180% force)
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Defensive Techniques
Duelist's Training
Parry + Unbreakable Rounds
Your grip on weapons is 25% stronger and firmer than normal. Your weapons hold up against damage 25% better and are 10% harder to deflect.
Passive
Proficiency: 181% (durability bonus increased to 45%)
Summoned Armor Mastery
Unarmored Armor + Ki Body Armor + Iron Cloak
While wearing clothes and/or summoned elemental armor, your Toughness is increased by 1000. Each Ki Point you are currently missing reduces this bonus by 1.
Passive
Proficiency: 430% (Toughness bonus increased to 1430)
Proficiency: 388% (Toughness bonus does not drop below 853)
Durable Cloth
Your clothes and robes are 25% more resistant to wear, tear and damage.
Passive
Proficiency: 603% (damage resistance increased to 150%)
Pain Killer
Your pain threshold is increased by 20%. You'll still feel pain even if you master this, it just won't bother you as much.
Passive
Proficiency: 934% (pain threshold increased to 186%)
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Recovery Techniques
Clarity Palm
Pure Palm + Exorcising Palm
Hold your hand over a target and reduce the duration of a status effect, mental effect or curse on them.
Range: 2 inches
Cost: 5 Ki Points per second
Proficiency: 300% (duration reduction increased to 5 KP/ 3 seconds)
Burst Healing Palm
Restoration Palm + Accelerated Healing Palm
Hold your hand over a wound to quickly heal it. Can't regrow things lost but can stitch together things severed.
Range: 2 inches
Cost: 5 Ki Points per second
Proficiency: 1000% (effects increased to 1000%)
Upcycle Boosted x10: cost increased to 50 KP per second, effect increased by x10)
Life Surge Palm
Vitality Palm Strike + Pain To Gain
Strike with an open palm. Against a living creature, they recover health based on the Strength of your blow. Against an undead creature, they take damage as normal, plus additional Life damage, based on your Charisma. Regardless of the target, you recover health.
Range: touch
Cost: 23 Ki Points
Proficiency: 12%
Proficiency: 125% (reduced cost to 22.75 KP)
Restorative Meditation
While out of battle your Ki recovers 25% faster. This ability doesn't gain Proficiency if you're already at full KP.
Passive
Proficiency: 1000% (recovery rate increased from 25% to 250%)
Poisoner's Nemesis
Purity Of Body + Repeated Resistance + Skin Resistance
Your body recovers from toxins and poisons 33% faster than normal. This is on top of whatever your Constitution does for you.
If you're affected by the same toxin or poison multiple times, each time you become 5% more resistant to it. This bonus is doubled against topical poisons and toxins.
Passive
Proficiency: 1000% (recovery rate increased to 330%)
Proficiency: 34%
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Utility Techniques
Ki Cloth Weaving
Use your Ki to repair mundane cloth and clothing. Also cleans clothes. Doesn't repair armor, but can clean it.
Range: 5 feet
Cost: 5 Ki Points
Proficiency: 405% (cleaning effect 305% better)
Zero Noise Dilemma
Everything you do is 20% quieter.
Duration: 10 seconds
Cost: 20 Ki Points
Proficiency: 33%
Zoom Eyes
Your eyes gain a 2x magnification effect.
Passive
No Proficiency Bonus
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Security Techniques
Unreliable Skeleton Key
Password Guesstimate + Pop Open
Grants a 10% chance to automatically fill in a password or open a lock.
Range: touch
Cost: 100 Ki Points
Proficiency: 6%
Transfer Speed Haste
Increase your up/down speeds by 25%.
Range: touch
Duration: 10 minutes
Cost: 20 Ki Points
Proficiency: 199% (duration increased to 19.9 minutes)
Key Ring Unifier
Turn 5 different keys from a location into a master key for that location.
Range: touch
Cost: 50 Ki Points
Proficiency: 0%
Spam Shotgun
Blast all email addresses associated with a domain with spam.
Range: touch
Cost: 50 Ki Points
Proficiency: 1%
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Mobility Techniques
Masked Dash
While in a costume or other alternate persona, your Agility is increased by 10%
Passive
Proficiency: 1000% (Agility bonus increased to +100%)
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Mapping techniques
Ping
Send out a sonic wave that rings when it comes into contact with a creature. Doesn't distinguish between friend, foe or ambivalent squirrels.
Range: 100 feet
Cost: 1 Ki Point
Proficiency: 192% (range increased to 192 ft)
Advanced Minimap
Minimap + Basic Radar + Compass + Vision Cones + Trapfinder
You gain a map in your menus, and a minimap in the upper right corner of your vision. Map features include: compass, movement detection, vision cones on detected enemies, traps.
Passive
Range: 500 feet
Proficiency: 1000% (movement detection range increased to 500 ft)
Proficiency: 304% (vision cone accuracy increased by 20.4%)
Proficiency: 2%
Map Share
Touch an ally and grant them your Advanced Minimap for several minutes. At the end of the duration you may choose to pay the KP cost and refresh the duration.
Range: Touch
Duration: 10 minutes
Cost: 15 Ki Points
Proficiency: 408% (duration increased to 40.8 minutes)
--------------------------------------------
System Techniques
Advanced Scan
System Scan + Vulnerability Scan
A small white dot will appear next to System generated items and creatures. Looking at the dot reveals the name of the item or creature. If it is a creature, an affinity, weakness or other trait is revealed. This feature reveals more information the higher your proficiency is.
Range: 100 feet
Proficiency: 1000% (increased information and range)
Masked Menus
You may access menus with one eye closed or while wearing a mask or face-covering helmet.
Passive
No proficiency bonus
---Incantations---
--------------------------------------------
Death Incantations
Give Back What You Were Given
The target gains a poison touch, inflicting the last poison it was infected with upon the next creature it touches.
Range: 30 ft
Duration: 1 hour
Cost: 5 Faith Points
Proficiency: 0%
---Chants---
--------------------------------------------
Debuff Chants
Die Faster!
Any damage over time effect on the target is accelerated to 1.10 speed.
Range: voice
Duration: 5 seconds
Cost: 2 Spirit Points
Proficiency: 0%
---Arcane Abilities---
Arcane Ammo Conversion
Arcana Rounds + Arcana Reload
Spend AP to create ammunition, or destroy ammunition to regenerate AP.
Cost: 1-50 AP
Proficiency: 110% (increased variety of applicable ammunition)
Spell Revolver
You gain an arcane gun, which can be loaded with up to 6 ranged attack spells. You pay the spell costs up front and the spells remain, ready to fire.
Duration: 1 hour
Cost: 50 Ki Points
Proficiency: 7%
---Spells---
Note: Attribute perk The New Passives allows some spells to be set as passive effects. In these cases, once cast, any upkeep or refresh cost is negated.
--------------------------------------------
Solar Spells
Solar is a combination of fire and light elements.
Solar Status effect: Sunburn
Sunburn sets the target aflame with solar energy. It does not spread to other targets or objects like regular fire, but is much more painful. A Sunburned target always knows where you are and that you're the one who inflicted the effect. Sunburn typically lasts for several minutes.
Solar Gear
Create Solar weapons and armor. Solar weapons are limited to heavy melee weapons such as greatswords and mauls. Weapon attacks may inflict Sunburn.
Range: 10 ft
Duration: 10 minutes
Cost: 2.5 Arcana Points
May be set to passive
Proficiency: 1000% (increased duration to 100 minutes)
Ray Of Light
It's regular light, in any color you choose. Even infrared or ultraviolet! You can make motes of lantern-like lights or flashlight beams.
Range: 50 ft
Area: 30 ft (lantern) 75 ft (beam)
Duration: 10 minutes
Cost: 1 Arcana Point
May be set to passive
Proficiency: 125% (increased range to 62.5 ft)
Solar Mote
Create a mote of solar light, which hovers around you. You may direct the mote via Telekinesis. Inflicts Sunburn on whatever it touches.
Range: 20 ft
Duration: 10 minutes
Cost: 2.5 Arcana Points or 10 Points for an explosive mote
Proficiency: 1000% (increased mote size to 10 cm)
Prominence Burn
Shoot a stream of solar flames at foes. This can be a narrow beam or a wide cone. May inflict Sunburn.
Range: 100 ft
Cost: 1 Arcana Point per second
Proficiency: 1000% (increased range to 1000 ft)
Solar Barrier
Create a large shield of solar light and fire. Your Telekinesis is already applied to it. Allies behind a Solar Barrier slowly heal.
Range: 20 ft
Duration: 10 minutes
Cost: 5 Arcana Points
May be set to passive
Proficiency: 691% (shield durability increased by 59.1%)
Star Fall Cannon
Coat a weapon in intense Solar energy and throw it, causing a heavy impact and explosion.
Range: As far as you can throw a weapon
Cost: 25 Arcana Points
Proficiency: 34%
--------------------------------------------
Lunar Spells
Lunar is the combination of the ice and earth elements.
Lunar Status Effect: Crystalize
Crystalize affects individual points on a target. A target may be affected by any number of instances of Crystalize at once. At that point crystal growths appear on the target. This weighs the target down and may slow or prevent movement. The crystal growths are vulnerable and, if destroyed, may cause the connected body part to shatter.
Lunar Gear
Create Lunar element weapons and armor. Lunar weapons are limited to samurai and ninja equipment.
You may summon additional suits of armor to control with Telekinesis and act as soldiers. These additional soldiers cannot fly but can utilize katanas, spears and bows. Lunar weapons may inflict Crystalize.
Range: 50 ft
Duration: 10 minutes
Cost: 2.5 Arcana Points per weapon, 12.5 per soldier
May be set to passive
Proficiency: 743% (Crystalize chance increased to 7.43%)
Lunar Trap
Create crystal spikes, Lunar slabs or moonlight wires to cut, stop and stab unaware foes. Damaged targets are affected by Crystalize.
Range: 50 ft
Duration: 1 hour
Cost: 1 Arcana Point
May be set to passive
Proficiency: 809% (durability of traps and barricades increased by 80.9%)
Eclipse Beam
Fire a Lunar energy beam. May inflict Crystalize.
Range: 50 ft
Cost: 1 Arcana Point/second
Proficiency: 1000% (Range increased to 500 ft)
Lunatic Detonation
Cause a summoned Lunar armor soldier to explode into shards of Lunar crystal.
Area: 30 ft blast
Cost: 12.5 Arcana Points
Proficiency: 1%
Lunar Dragon Breath
Breathe out pure Lunar energy in a wide cone or narrow beam.
Range: 50 ft or 100 ft
Area: 50 ft cone or 100 ft beam
Cost: 25 Arcana Points
Proficiency: 77%
--------------------------------------------
Atmos Spells
Atmos is a combination of the wind, electric and water elements.
Atmos Status Effect: Storm Stagger
Storm Stagger inflicts Stun, stopping the target briefly, but it also disorients them. The stun effect usually lasts just a moment, but the disorienting effect may linger for several seconds.
Atmos Gear
Conjure armor of Atmos energy (but not weapons). You may conjure additional gauntlets to control via Telekinesis. Gauntlet blows may inflict Storm Stagger.
Range: 25 ft
Duration: 10 minutes
Cost: 2.5 Arcana Points
May be set to passive
Proficiency: 227% (Storm Stagger chance increased to 2.27%)
Atmospheric Control
Control wind, water and electricity to cause minor effects, similar to basic spell effects.
Range: 50 ft
Duration: 1 minute
Cost: 1 Arcana Point
May be set to passive
Proficiency: 211% (Range increased to 105.5 ft)
Storm Punch
Storm Shot + Typhoon Punch
Launch a gauntlet at a foe to deliver a punch. This has a 10% chance of inflicting Storm Stagger.
Range: 200 ft
Cost: 5 Arcana Points
Proficiency: 107% (Range increased to 214 ft)
Proficiency: 1000% (Storm Stagger chance increased to 100%)
Storm Stream
Fire a beam of Atmos energy that refracts into numerous smaller beams when it hits a foe. The longer you sustain the attack, the more the initial beam refracts.
Range: 100 ft
Cost: 2.5 Arcana Points/second
Proficiency: 1000% (auto targeting on refracted beams increased by 1000%)
Storm Cell
Conjure a cage of Atmos energy around a foe, trapping and slamming them with repeated minor attacks.
Range: 30 ft
Duration: 5 seconds
Cost: 15 Arcana Points
Proficiency: 163% (duration increased to 8.15 seconds)
Tempest Buster Rifle
Charge up and fire a powerful, large beam of Atmos energy, demolishing anything in its path.
Range: 500 ft
Cost: 25 Arcana Points
Proficiency: 81%
--------------------------------------------
Void Spells
Void is a combination of the toxic, dark and psychic elements.
Void Status effect: Entropy
Entropy affects individual points on a target. A target may be affected by any number of instances of Entropy at once. That point, if attacked again, will explode with Void damage. Afterwards that instance of Entropy dissipates. Entropy usually lasts for around 15 seconds. An Entropy mark is usually 3 inches across and looks like a purple or black discoloration.
Void Gear
Create weapons and armor of Void energy. Void weapons are limited to small, bladed weapons. Void blades may be summoned from any shadowed surface, as an attack. Void weapons may inflict Entropy.
Range: 50 ft
Duration: 10 minutes
Cost: 2.5 Arcana Points
May be set to passive
Proficiency: 1000% (Range increased to 500 ft)
Blade Well
Throw a ball of void that creates a void well on impact. Enemies within the well's area will be repeatedly attacked by void blades that emerge from it.
You can dive into any void well and dive out of any other, effectively teleporting.
Range: As far as you can throw a grenade
Well Area: 20 ft across
Duration: 10 seconds
Cost: 5 Arcana Points
Proficiency: 250% (duration increased to 25 seconds)
Dark Mote Well
Dark Mote Grenade + Void Rift
Throw a ball of void that creates a void well on impact. The well launches a swarm of void motes that then home in on nearby targets, inflicting Entropy.
Range: As far as you can throw a grenade
Well Area: 10 ft across
Mote Range: 25 ft
Duration: 10 seconds
Cost: 12.5 Arcana Points
Proficiency: 271% (number of motes increased by 171%)
Vortex Well
Vortex Grenade + Void Rift
Throw a ball of void that creates a void well on impact. The well sucks in nearby foes and damages them with tendrils of void.
Range: As far as you can throw a grenade
Well Area: 10 ft across
Vortex Area: 15 ft across
Duration: 10 seconds
Cost: 12.5 Arcana Points
Proficiency: 190% (vortex strength increased by 90%)
Entropic Detonation
Entropy Dart + Graviton Detonator
Fire a homing dart that triggers every instance of Entropy on a target, all at once.
Range: 200 ft
Cost: 25 Arcana Points
Proficiency: 128% (speed of dart increased by 28%)
--------------------------------------------
Astral Spells
Star Satellites
Create one star for every subclass you create.
Current Stars: 1
Range: 100 ft
Duration: 10 seconds
Cost: 5 Will Points (5 KP and 5 AP)
Proficiency: 121% (Range increased to 121 ft)
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Non-Elemental Spells
Astral Steps
Walk, run and fly in the air. Air speed is affected by your current Astral element
Duration: 1 minute
Cost: 5 Arcana Points
May be set to passive
Proficiency: 1000% (duration increased to 10 minutes)
Telepathy
Open a channel with another, then send them your thoughts. It comes to them like a whisper, always in your voice. They can refuse the connection.
Range: 100 feet
Duration: 1 minute
Cost: 1 Arcana Point
May be set to passive
Proficiency: 3%
Telekinesis
Move up to 10 objects at a time, up to 100 ft away from you. You have to touch an object to initiate Telekinesis on it. You use your physical stats to determine its speed, accuracy, strength and the like.
Range: Touch
Cost: 5 Arcana Points per minute (reduced to 0)
May be set to passive
Proficiency: 1000% (Increased maximum number of items to 100)
---Enchantments---
Sharpness Up 1
Increases the attached item's sharpness by 10%.
Energy Charge: 15
Enchanting Time: 10 seconds
Proficiency: 150% (charge reduced to 14.5)
Sharpness Up 2
Increases the attached item's sharpness by 20%.
Energy Charge: 35
Enchanting Time: 1 minute
Proficiency: 125% (enchant time decreased by 1.5 seconds)
Sharpness Up 3
Increases the attached item's sharpness by 30%.
Energy Charge: 50
Enchanting Time: 10 minutes
Proficiency: 9%
Sharpness Up 4
Increases the attached item's sharpness by 40%.
Energy Charge: 100
Enchanting Time: 1 hour
Proficiency: 2%
Durability Up 3
Increases the attached item's durability by 30%.
Energy Charge: 60
Enchanting Time: 10 minutes
Proficiency: 7%
Heat Resist 2
Increases the attached item's fire and heat resistance by 20%.
Energy Charge: 50
Enchanting Time: 1 minute
Proficiency: 110% (charged reduced by 0.5)
Cold Resist 1
Increases the attached item's ice and cold resistance by 10%.
Energy Charge: 25
Enchanting Time: 10 seconds
Proficiency: 251% (resistance increased to 25.1%)
All Black
The attached item becomes very dark black.
Energy Charge: 1
Enchanting Time: 10 seconds
Proficiency: 4%
Super High Gloss
The attached item may deflect lasers.
Energy Charge: 100
Enchanting Time: 5 minutes
Proficiency: 24%
Weight Class Up
The attached clothing counts as armor.
Energy Charge: 5
Enchanting Time: 10 seconds
No Proficiency Bonus
Weight Class Down
The attached armor counts as clothing.
Energy Charge: 5
Enchanting Time: 10 seconds
No Proficiency Bonus
---Creations---
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Creation Support Abilities
Automatic Application
When using a poison creation, you can create it directly on a weapon you're wielding, instead of in your hand.
Passive
No Proficiency Bonus
Poison Replicator
Choose any poison you know. You gain an additional creation of that Poison.
Scourge Poison chosen
Passive
No Proficiency Bonus
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Poison Creations
Staggering Poison
Cause the target to lose control over their limbs.
Effect Duration: 1 hour
Creation Time: 30 seconds
Item Duration: 1 hour
Cooldown: 4 hours (106 minutes after Luck)
Proficiency: 3%
Indigo Poison
The target takes damage and turns blue.
Effect Duration: 10 minutes
Creation Time: 10 seconds
Item Duration: 1 hour
Cooldown: 30 minutes (5 minutes after Luck)
Proficiency: 3%
Lost Poison
The target loses their sense of location. Mapping techniques are disabled during this time.
Effect Duration: 10 minutes
Creation Time: 30 seconds
Item Duration: 1 hour
Cooldown: 2 hours (30 minutes after Luck)
Proficiency: 5%
Yellow Poison
The target feels like they have to pee.
Effect Duration: 10 minutes
Creation Time: 5 seconds
Item Duration: 1 hour
Cooldown: 30 minutes (5 minutes after Luck)
Proficiency: 7%
Blackpurge Poison
Reduces the target's current AP, KP, FP and SP by 25% if they wield any Dark, Evil, Rot, Ruin or Necrotic powers.
Effect Duration: instant
Creation Time: 30 minutes
Item Duration: 24 hours
Cooldown: 24 hours (19.53 hours after Luck)
Proficiency: 2%
Suffocating Poison
The area affected cannot circulate oxygen through the blood stream.
Effect Duration: 10 seconds
Creation Time: 10 minutes
Item Duration: 12 hours
Cooldown: 4 hours (106 minutes after Luck)
Proficiency: 2%
Scourge Poison
Create a single dose of Scourge Poison.
Effect Duration: 24 minutes
Creation Time: 1 second
Item Duration: 1 minute
Cooldown: 10 minutes (1 minute after Luck)
Proficiency: 791% (increased item duration to 7.91 minutes)
You have 2 copies of this Creation.
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Healing Creations
Limb Regrowth Ointment
Ointment that triggers limb regrowth.
Side effect: high caloric consumption.
Effect Duration: 1 hour
Creation Time: 30 minutes
Item Duration: 24 hours
Cooldown: 72 hours (8 hours after Luck)
Proficiency: 1%
Mini Healing Potion
A very small health recovery potion.
Creation Time: 1 second
Item Duration: 1 hour
Cooldown: 10 minutes (1 minute after Luck)
Proficiency: 110% (health recovery increased by 1%)
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Utility Creations
Masked Ride
A motorcycle, with detail work aligned with your current Astral Element. The top speed is equal to your Luck.
Creation Time: 15 seconds
Item Duration: 4 hours
Cooldown: 4 hours (unaffected by Luck)
Proficiency: 1%
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Creation Support Abilities
Automatic Application
When using a poison creation, you can create it directly on a weapon you're wielding, instead of in your hand.
Passive
No Proficiency Bonus
Poison Replicator
Choose any poison you know. You gain an additional creation of that Poison.
Passive
No Proficiency Bonus
---Created Subclasses---
Scourgebreaker
Adaptive Antitoxin Biologist + Diseased Experimentalist
If you are currently or previously affected by a Dracosys disease, you may cure that disease from yourself or others by putting one Creation on cooldown.
This subclass may be taken by any of the following 5th step classes: Experimentalist, Guardian, Crusader, Primalist, Biologist, Envenomer

