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A class associated with a secondary element cannot be your starting class. In order to unlock the first level of one of these classes upon leveling up, you must be at least level one in a class associated with each base element that makes up the secondary element.

Classes associated with water
(The base elements corresponding to water are fire and ice)

As a magical class you can generally spend your turn (spending your turn Immediately ends it, not allowing you to do anything else) on one of three things.​​

  1. A "basic magic attack". Do 1 hit of damage associated with your classes element to an enemy up to 12 spaces away so long as you do not move more than 3 spaces on the turn you use it.

  2. A "basic charge attack". spend elemental charges (the main resource that is spent on abilities) to do damage associated with that element to an entity within 6 spaces. 1 charge for 3 damage 2 for 5 and 3 for 6.

  3. Spend elemental charges on "spells" from your classes spell list. The cost of each spell is also listed, rules for casting spells when you have multiple charge types are described in how to play. Additive spells allow you to cast one other spell along side of it, casting both before your turn is spent rather than just one. Focus spells allow you to continue part or all of the effect on subsequent turns, spending one charge to do so but not spending your turn on that effect other than the turn you initially cast the spell. Spells have a range of 6 spaces unless stated otherwise and their damage corresponds to their element.

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Water mage:

  • Leveling benefit:

  • level 1 +3 water charges

  • level 2 +3 water charges

  • level 3 +2 water charges

  • level 4 +3 water charges

  • level 5 +2 water charge​​

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  • Water spells:

  • Pulse: 1 charge, signature, a pulsing surge of water shoots out from you dealing 3 damage to an enemy and knocking them on a line away from you. You can only knock them as far as to where the range of this spell ends (6 spaces from you). Alternatively, you can make an environmental effect itself pulse, allowing you to move each occupant 3 spaces however you choose. 

  • Jet: 1 charge, signature, a water jet shoots from the user in a line to an enemy, doing 3 hits of damage, within 10 spaces.

  • Rip-ple: 1 charge, signature, focus, a ripple of churning water extends out from the user tearing flesh, an enemy in each space surrounding the user takes 1 damage, next turn an enemy in each space surrounding those spaces takes 2 hit, and so on until focus ceases or the ripple has reached 6 spaces out from the user, this does double damage to enemies in water.

  • Sink or swim: 2 charges, create a 3 space by 3 space square of congealed water. Anyone within this must swim, their movement reduced down to 1 space and will begin to drown taking 3 hits each turn they end in the space. This effect dissipates if more than 6 spaces away from you or at the end of your next turn unless combined with another body of water, in which case it last for three turns unless combined with another body of water and so on. 

  • Ebb and Flow: 3 charges, additive, focus give a body of water a cardinal direction, it moves one space in that direction at the end of your turn until it dissipates or becomes combined with another body of water.

  • Whirl pool: 4 charges, focus, signature only one whirl pool can exist at a time and it must exist in a body of water. Just before the start of their turn each entity in a body of water moves one space toward the whirl pool. If they start their turn on the whirl pool they take 10 damage and are knocked 4 spaces away from it however they choose. This effect ends your next turn without focus.

  • Rushing wave: 4 charges, deal 3 hits over a 3 by 4 space rectangle in front of you, these spaces count as water for 3 turns unless combined with a body of water in which case it persists as long as it is within six spaces of you.

  • Flood: 5 charges, the entire area fills with water, all units must swim but only enemies drown. This effect ends on your next turn without focus.

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  • Cloud: 3 charges sky and water, a 2 space by 3 space rectangle cloud appears that obstructs vision and blinds all within it. This lasts for six turns.

  • System shock: 2 charges, ice and water, end the distraction effect on an ally or deal 8 hits to an enemy in water.

  • Boil: 3 charges, water and fire, additive, deal 12 to an entity if it is in water at the start of your next turn or 8 to all entities that are in a specific body of water at the start of your next turn.

  • Mudslide: 3 charges, water and rock, move all occupants of a 3 space by 4 space rectangle directly in front of you 4 spaces, they take 4 hits. 

  • Wax and wane: 2 charges, focus, water and moon, an enemy loses 3 current hp and 3 max each turn while an ally gains the same each turn. This process reverses at the same rate without focus, until the max hp of both is back to what it would be without wax and wane.

  • Black hole: 8 charges, all elements, kill all enemies with under 50 max hit points.

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As a physical class you can generally spend your turn (spending your turn Immediately ends it, not allowing you to do anything else) on one of three things.​

  1. Do a “basic attack” that has different properties based on the weapon involved.

  2. Use a “free technique”, that does not require spending charges to cast but may not be accessible until you reach a certain level in your class. Free techniques labeled as passive are always in effect, and you do not need to spend a turn or even "use" them. Other free techniques that are exceptions will specify that they do not require spending a turn.

  3. Use a “charge technique”, which requires you to spend charges to activate and has a damage type corresponding to your classes element. The cost of each charge technique is listed, rules for using charge techniques when you have multiple charge types are described in how to play. Free techniques that are exceptions will specify that they do not require spending a turn

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Bard:

  • Leveling:

  • Level 1 +3 water charges

  • Level 2 +1 space movement

  • Level 3 +2 water charges

  • Level 4 +1 space movement

  • Level 5 +2 water charges

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  • Basic attacks:

  • Bow attack: shoot an arrow up to 6 spaces for 2 hits damage.

  • concealed dagger: does 2 hits damage to an entity within one space of you, 5 hits the first time you attack a specific entity.

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  • Free techniques:

  • Level 1. Soothing melody: you begin to play a soothing melody, which heals any other entity (both players and enemies) which is within 2 spaces of you on your turn current or their upcoming turn, 2 hits. This means that any entities near you when you start playing, that you move near, or that start their turn near you or moves near you, are healed 2 hits. They can only be healed by this ability once on your turn and once on theirs, they cannot move in and out of range of the song to heal continuously.

  • Level 2. Passive, well traveled: each time you enter a new type environmental effect in a battle, every hit effect you produce, healing or damage, is increased by 1 for the duration of that battle. Multiple instances of manifested flames or water for example, would be the same type of environmental effect.

  • Level 3. Screeching cacophony: you begin to play a discordant melody, which hurts any other entity with is within 2 spaces of you on your turn current or their upcoming turn, 2 hits. 

  • Level 4. Passive, born performer: the more enemies and allies that are effected by one of your abilities at a time, the stronger you get. When you spend your turn on a free technique that affects multiple entities, the damage of your next basic attack increases by one hit for each entity effected.

  • Level 5. Ear of the beholder: play a curious melody that soothes your allies and harms your enemies. This song damages any enemy and heals any ally that is within 2 spaces of you on your turn current or their upcoming turn, by 1 hit. 

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  • Charge techniques:

  • Swan song 1: 1 charge, signature you may add 2 hits to each effected healed or hurt by a song if the song ends when your turn does, not damaging enemies or healing players on the start of their turn or when they move toward you.

  • Swan song 2: 2 charges, signature, you may add 4 hits to each effected healed or hurt by a song if the song ends when your turn does, not damaging enemies or healing players on the start of their turn or when they move toward you.

  • Swan song 3: 3 charges, you may add 6 hits to each effected healed or hurt by a song if the song ends when your turn does, not damaging enemies or healing players on the start of their turn or when they move toward you.

  • Borrow technique 1, 2 charges: you gain access to the level 1 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 2, 3 charges: you gain access to the level 2 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 3, 4 charges: you gain access to the level 3 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 4, 5 charges: you gain access to the level 4 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 5, 6 charges: you gain access to the level 5 armsman free technique for the duration of a battle regardless of class or level.

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Classes associated with moon
(The base elements corresponding to moon are rock and sky)

As a magical class you can generally spend your turn (spending your turn Immediately ends it, not allowing you to do anything else) on one of three things.​​

  1. A "basic magic attack". Do 1 hit of damage associated with your classes element to an enemy up to 12 spaces away so long as you do not move more than 3 spaces on the turn you use it.

  2. A "basic charge attack". spend elemental charges (the main resource that is spent on abilities) to do damage associated with that element to an entity within 6 spaces. 1 charge for 3 damage 2 for 5 and 3 for 6.

  3. Spend elemental charges on "spells" from your classes spell list. The cost of each spell is also listed, rules for casting spells when you have multiple charge types are described in how to play. Additive spells allow you to cast one other spell along side of it, casting both before your turn is spent rather than just one. Focus spells allow you to continue part or all of the effect on subsequent turns, spending one charge to do so but not spending your turn on that effect other than the turn you initially cast the spell. Spells have a range of 6 spaces unless stated otherwise and their damage corresponds to their element.

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Moon mage:

  • Leveling benefit:

  • level 1 +3 moon charges

  • level 2 +3 moon charges

  • level 3 +2 moon charges

  • level 4 +3 moon charges

  • level 5 +2 moon charge​​

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  • Moon spells:

  • Moon beam: 1 charge, signature, additive, a ray of pale incandescence strikes an entity within 4 spaces for two hits, this spell does two more hits and has 1 space more range for each spell you are focusing on when you cast it. (focus spells you cast this turn count). 

  • Gentle rays: 1 charge, signature, additive, an unseen ally becomes partially illuminated, while they are still not noticed by the enemy they count as seen for all other purposes, or, the light illuminating an ally softens, enemies can still make them out but for all other purposes they count as unseen.

  • Apparition: 2 charge, focus, create an incorporeal apparition with the appearance of your choice, that can attack for 4 hit each turn and move 4 spaces each turn. This apparition fades if it is more than 6 spaces away from you or on your next turn if you do not focus.

  • Phase shift: 3 charges, focus, when you cast this spell pick a phase. New moon, if unseen, the effected player does 4 more hit on their next attack, if seen they cannot be effected by charge based attacks, the elemental energies instead being absorbed by the void. Full moon, if they player is seen they do 4 more hit on their next attack, if they are unseen damage from their charge based attacks cannot be limited, the energies of the moon piercing through unfettered, undeterred. Half moon, the player does 3 more hit on their next hit seen or not, and takes half damage from charge attacks. This spell ends your next turn without focus, each turn the phase shifts to the next one. If it is cast after focus has ended the initial phase is the next in the cycle. If it is cast again while focusing on it, the effect cannot be applied to another person but the next phase on that person can be selected regardless of what it would be in the order.

  • Lunacy: 3 charges, focus, when a specific enemy would attack, if it is possible for it to effect another enemy including itself (you cannot perform a standard melee attack on yourself) with an attack, it must do so. This does not have an effect if no enemies are in range of any of its attack options when it spends its turn. If it can effect both players and enemies/itself in the attack it selects, it may, and while it may not choose to do nothing rather than attack, it can spend its turn on an ability that spends its turn other than an attack. This effect ends your next turn without focus.

  • tranquility: 4 charges, focus, any player that does not deal or take any damage on their turn heals four. This effect ends your next turn without focus.

  • His visage: 4 charges, signature, focus, a palor fills the air, all within the area feel a chill, the feeling of being watched fills your heart with an unearthly dread. Do not gaze upon the face of the moon if it is visible, for on this occasion, it may gaze back. Other effects no longer require elemental charges to be spent in order to focus on them. All players take four hp in damage each turn (this cannot be mitigated) as long as they focus. The effects end your next turn if you do not focus.

  • Timekeeper: 5 charges, signature, you may only cast this on a target effected by phases of the moon or wax and Wayne and can only focus on it if you are focusing on wax and Wayne or phases of the moon. If they are effected by phases of the moon they get an extra turn on the initiative order, if they are effected by wax and Wayne they lose every other turn on the initiative order starting with their upcoming turn when you cast the spell. This spell ends your next turn without focus.

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  • St Elmo’s fire:  2 charges, fire and moon, focus an enemy is wreathed in ghostly fire, each turn one of their elemental charges is consumed by the blaze. The effects of this spell end your next turn unless this spell or one that causes burn is focused on.

  • Moon stone: 2 charges, rock and moon, focus either a single rock begins to glow with a pale light, or all rocks within sixty feet of you do, former continues as long as you will it and it remains within 60ft, the second only for as long as you focus. A rock destroyed with crack this way does moon damage as well as rock and an additional 4 hits to all effected. This is an additive spell.

  • Freeze time: 10 charges, moon and ice, with the grinding of gears and shaking of earth the moon pauses in place, the sun forced to hang where it lies, all but those the user chooses are trapped in place unable to to escape or even have awareness of their surroundings and the passage of time. This spell can be performed at any time even when an enemy spell or attack is about to occur. All players are capable of movement and nothing else, but any that do move lose their first turn after the effect of the spell ends. This spell ends after any player has moved 60 spaces, the user chooses for it to end, or an hour has passed for those whose time still affects.

  • Wax and wane: 2 charges, water and moon, an enemy loses 3 current hp and 3 max each turn, while an ally gains the same each turn. This process reverses at the same rate until the max hp of both is back to what it would be without wax and wane starting on your next turn without focus.

  • Black hole: 8 charges, all elements, kill all enemies with under 50 max hit points.

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As a physical class you can generally spend your turn (spending your turn Immediately ends it, not allowing you to do anything else) on one of three things.​

  1. Do a “basic attack” that has different properties based on the weapon involved.

  2. Use a “free technique”, that does not require spending charges to cast but may not be accessible until you reach a certain level in your class. Free techniques labeled as passive are always in effect, and you do not need to spend a turn or even "use" them. Other free techniques that are exceptions will specify that they do not require spending a turn.

  3. Use a “charge technique”, which requires you to spend charges to activate and has a damage type corresponding to your classes element. The cost of each charge technique is listed, rules for using charge techniques when you have multiple charge types are described in how to play. Free techniques that are exceptions will specify that they do not require spending a turn

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Ninja:

  • Leveling:

  • Level 1. +3 moon charges

  • Level 2. +1 hit damage when unseen

  • Level 3. +2 moon charges

  • Level 4. +1 hit damage when unseen

  • Level 5. +2 moon charges.

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  • Basic attacks:

  • Bow attack: do 2 hits of damage to a target within 6 spaces

  • Sword attack: do 4 hits of damage to a target within 1 space

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  • Free technique:

  • Level 1. Throwing stars: do one hit to up to three targets within 6 spaces.   

  • Level 2. Smoke bomb: you become unseen.

  • Level 3. Passive: lethality every time you deal an entity damage, add one additional damage.

  • Level 4. Ninjitsu: upon having lost five health in a battle you may use an ability that would normally spend your turn without restriction, even if it is not currently your turn. You must do so as soon as you have lost five health or lose the opportunity. This ability triggers again upon having lost 15 health in a battle.

  • Level 5. Improved lethality, passive: every time you deal an enemy damage add one additional damage.

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  • Charge techniques:

  • Sense of unease 1: 1 charge, signature, when you become unseen you may spend 1 charge to deal 1 hit of damage to all enemies within 2 spaces of you.

  • Sense of unease 2: 2 charges, signature, when you become unseen you may spend 2 charges to deal 1 hit of damage to all enemies within 4 spaces of you

  • Sense of unease 3: 3 charges, when you become unseen you may spend 3 charges to deal 1 hit of damage to all enemies within  6 spaces of you.

  • Borrow technique 1, 2 charges: you gain access to the level 1 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 2, 3 charges: you gain access to the level 2 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 3, 4 charges: you gain access to the level 3 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 4, 5 charges: you gain access to the level 4 armsman free technique for the duration of a battle regardless of class or level.

  • Borrow technique 5, 6 charges: you gain access to the level 5 armsman free technique for the duration of a battle regardless of class or level.

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