SKILLS
Survival - ability to detect the presence of nearby, weaker enemies; resistant to low-level nature based magic
Master Herbalism - vast knowledge of herbs; allows creation of powerful potions, poultices, and salves
Expert Combat Training - practice through experience makes perfect-- or something like that; allows for spells to be cast uninterrupted even while taking damage from enemy attacks
Improved Combat Tactics - ability to analyze the battlefield more astutely, better determining which attacks or spells are most useful at any given time
Improved Clarity - increased mana available as a result of being able to sleep soundly
PASSIVE
Staff Focus - specialization in direct attacks with a mage staff; extra damage dealt by basic attacks
Arcane Mastery - keen familiarity with the arcane arts; increased spellpower
Fade Shield - alteration of Arcane Shield; when the shield is active, mage steps partway into the Fade, resisting hostile spells and evading physical attacks
Aura of Might - advanced prowess with Combat Magic; stronger attack, defense, and damage while Combat Magic is active
SUSTAINED
Arcane Shield - protective sheath of energy; diverts incoming attacks and aids general defense (see passive: Fade Shield)
Repulsion Field - emanates waves of repulsive energy, knocking back all but the strongest enemies; consumes mana on each successful knockback
Cleansing Aura - emanates waves of healing and cleansing energy; restores health to all nearby allies every few seconds and cures injuries of allies within reach
Combat Magic - channels magic inward, causing easier fatigue but transferring spellpower into raw strength and attack power; while inactive, still allows use of heavier weapons and armor
Frost Weapons - enchants allies' weapons with frost; causes cold damage from melee attacks dealt by affected weapons
Spell Wisp - summons a wisp that grants a small bonus to spellpower
MIasma - caster radiates an aura of weakness; aids in making enemies underestimate and use insufficient attacks against the caster
SPELLS
Arcane Bolt - cast a sphere of magical energy at the enemy; moderate damage
Group Heal - bathes allies in benevolent energy; moderate healing for all party members
Revival - revives an unconscious party member, restoring some health
Lifeward - places protective warding on an ally; automatically restores health when they fall close to death (consumes significant amount of mana from the caster)
Winter's Grasp - envelops target in frost; freezes weaker enemies and slows others
Cone of Cold - releases a blast of frost from the caster's hands; targets are either frozen solid (and vulnerable to shattering) or slowed
Blizzard - creates an ice storm in the chosen area; slows movement and increases chance of freezing solid or falling for all in the blizzard
Heal - causes flesh to knit miraculously, moderately healing chosen ally
Rejuvenate - channels regenerative energy to chosen ally; grants a short term boost to mana or stamina regeneration
Regeneration - infuses an ally with beneficial energy; chosen ally's healing is greatly accelerated for a short time
Mass Rejuvenation - channels a stream of rejuvenating energy to all party members; significantly increases mana and stamina regeneration for a short duration
Heroic Offense - enhanes an ally's aptitude in battle; increases attack strength and effectiveness
Heroic Aura - sheathes an ally in a protective aura; completely shrugs off most missile attacks for a moderate duration
Walking Bomb - magically injects enemy with corrosive poison; inflicts continuous nature damage and causes the target to explode should hey die from the poison, damaging others in the area
Mind Blast - projects a telekinetic wave of power; stuns enemies caught within the sphere of energy
Weakness - drains the target of energy; causes weakened attack and defense as well as slowing weaker targets
Paralyze - saps the target's energy away; paralyzes weaker targets and slows others
Mass Paralysis - paralyzes all nearby hostile targets; those strong enough to resist are slowed rather than paralyzed
Vulnerability Hex - hexes target with elemental vulnerability; cold, electric, fire, nature, and spirit attacks beome more effective against the target
Disorient - engages subtle mental manipulation, disorienting the target and making them less effective in battle
Horror - overwhelms the target's mind with terror; some targets are so strongly affected they might cower in fear, unable to move while others are distracted by the nightmarish thoughts forced upon them
Sleep - most hostile targets in the area fall asleep; any affected targets will awaken if attacked, and those of stronger will will only become sleepy; when combined with horror, creates a terrifying mental hell for the target
Drain Life - creates a sinister bond with the target, draining its life energy in order to heal the caster