Wizard

Each Wizard can use one elemental magic and one manifold magic. Tier II spells are purchased like abilities, which can be used a limited amount of times. Tier I and III spells are purchased like skills, which either act like passives or can be used per quest. Tier II magic refreshes at the end of every encounter (unlike abilities).


Much like abilities, a player must work their way up to higher tiers of magic:

In order to gain access to the Tier II of a magic type, a player must have the Rank I of the Tier I of that magic type


In order to gain access to the Tier III of a magic type, the player must have spent 30 XP in that type of magic.


All Tier I and III spells are purchased as skills. The player will only be able to use their highest Rank of Tier III spell. The player must choose one of the two Tier III spells in each of their magic types and will only have access to that one. Think of it like a baby faction choice for them.


All spells can be cast with a spell ball or through an organic weapon unless otherwise specified. All spells used on allies can be touch cast, cast with a spell ball, or cast through an organic weapon unless otherwise specified. Spells cannot be cast if the player is wearing inorganic armor.


Elemental

Hydromancy

Tier I

Stance

Tier II

Augment
Stun
Utility

Tier III

Disaster
Storm

Kairomancy

Tier I

Charge

Tier II

Arc
Chain Lightning
Lightning

Tier III

Ionize
Thunderstorm

Pyromancy

Manifold

Avlomancy

Tier I

Tier II

Energy Drain
Syphoning Strike
Undying

Tier III

Energy Carom
Revenant

Kinesiomancy

Tier I

Surge

Tier II

Barrier
Bind
Teleportation

Tier III

Phantom Arsenal
Telekinesis

Neuromancy

Tier I

Elasticity

Tier II

Ebullition
Exhaustion
Vision

Tier III

Dominate
Hysteria