Power Sets
Aug
6
2009

Sorcery

Posted by Daeke

All powers and power sets are considered unfinished and are subject to change at any time.

Eldritch Bolts

Energy Builder

Energy Generation, Ranged Magic Damage

Eldritch Bolts fires balls of eldritch energy to blast your enemy.

Click

  • Single target Magic damage
  • Generates energy
  • Initial attack has a chance to root the target

Eldritch Blast

No Requirements

Ranged Magic Damage

Eldritch Blast fires a concentrated blast of eldritch energy at your enemy.

Tap

  • Single target crushing damage
  • Chance to root target

Charge

  • Increases damage and energy cost of the Tap effect
  • Increases root strength when charged over 90%

Binding of Aratron

Requires 1 power from Sorcery or 2 non energy building powers from any framework

Maintained Ranged Root

Binding of Aratron channels eldritch energy to lock your enemy to the ground.

Maintain

  • Roots target
  • Strength of root increases per 1 sec maintained

Eldritch Shield

Requires 1 power from Sorcery or 2 non energy building powers from any framework

Block Slot Enhancement

Eldritch Shield creates a protective barrier of focused magical energy.

Maintain

  • Self damage reduction
  • When released, grants damage resistance to non-physical damage for a short time

Arcane Invocation: Vitality

Requires 1 power from Sorcery or 2 non energy building powers from any framework

Cone Healing

Invocation of Vitality creates a focused surge of mystical healing energy that affects up to three allies.

Maintain

  • Creates a cone area of effect heal, which can heal friendly targets

Sigils of Radiant Sanctuary

Requires 1 power from Sorcery or 2 non energy building powers from any framework

Sigils, Charged Area Stealth Buff

Sigils of Radiant Sanctuary summons 5 sigil stones that effectively hide you and your allies within their circle.

Charge

  • Buffs stealth of your allies
  • Must be fully charged
  • Only one type of sigil can be active at a time
  • Sigils can be attacked and destroyed

Sigils of the Primal Storm

Requires 1 power from Sorcery or 2 non energy building powers from any framework

Sigils, Charged Area Electrical Damage

Sigils of the Primal Storm summons 5 sigils around you to deliver deadly electrical shocks to any enemy who comes too close.

Charge

  • Applies hold to target

Charge

  • Each sigil deals electrical damage to nearby targets every 2 seconds
  • Chance for Electrical attacks to chain to another target
  • Must be fully charged
  • Only one type of sigil can be active at a time
  • Sigils can be attacked and destroyed

Sigils of Ebon Weakness

Requires 1 power from Sorcery or 2 non energy building powers from any framework

Sigils, Charged Area Damage and Movement Speed Debuff

Sigils of Ebon Weakness summons 5 sigils to drain the will to fight from any enemy that comes within their reach.

Charge

  • Each sigil reduces the run, flight and jump speeds of nearby targets
  • Each sigil reduces the damage dealt by nearby targets
  • Must be fully charged
  • Only one type of sigil can be active at a time
  • Sigils can be attacked and destroyed

Sigils of Arcane Runes

Requires 1 power from Sorcery or 2 non energy building powers from any framework

Sigils, Charged Area Fire Damage

Sigils of Arcane Runes summons 5 unstable sigils that will violently explode whenever an enemy comes near.

Charge

  • Each sigil explodes when an enemy comes within range. The explosion causes fire damage nearby targets.
  • Must be fully charged
  • Only one type of sigil can be active at a time
  • Sigils can be attacked and destroyed

Radiant Invocation: Rebirth

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Resurrect

Radiant Invocation: Rebirth uses eldritch energy to revive your defeated allies.

Charge

  • Resurrect ally

Primal Invocation: Storm Calling

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Maintained PBAoE Repel

Storm Calling calls upon nature’s fury to drive your enemies away from you.

Maintain

  • Repels targets
  • Affected targets have their movement speed reduced
  • Affected targets have their energy damage resistance debuffed
  • If fully maintained, deals electrical damage to target and all other nearby targets

Ebon Invocation: Necromancy

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Uncontrolled Pet

Ebon Invocation: Necromancy uses dark magic to pull the dead from their graves to fight for you.

Charge

  • Summons 3 zombies to attack your target
  • Sets your Equilibrium to 0 for a short time

Aura of Protection

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Aura, Close Area Effect Damage Resist Buff

Aura of Protection uses your mere presence to bolster your allies defenses.

Auras can be slotted in either Passive or Active power slots.

Slotted Passive

  • Can be slotted in Support or Balanced passive slots
  • Increase damage resistance of nearby allies
  • No energy cost

Slotted Active

  • Toggle power
  • Increase damage resistance of nearby allies
  • Only one aura can be active at a time

Aura of Clarity

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Aura, Close Area Effect Energy Recovery Buff

Aura of Clarity reduces combat fatigue in your allies, allowing them to recover faster and fight harder.

Auras can be slotted in either Passive or Active power slots.

Slotted Passive

  • Can be slotted in Support or Balanced passive slots
  • Increase energy recovery rate of nearby allies
  • Reduces energy cost of powers for affected allies
  • No energy cost

Slotted Active

  • Toggle power
  • Increase energy recovery rate of nearby allies
  • Reduces energy cost of powers for affected allies
  • Only one aura can be active at a time

Aura of Destruction

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Aura, Close Area Effect Damage Buff

Aura of Destruction drives your allies to fight all out against your enemies.

Auras can be slotted in either Passive or Active power slots.

Slotted Passive

  • Can be slotted in Support or Balanced passive slots
  • Increase damage of nearby allies
  • Increases rate of energy decay for affected allies
  • No energy cost

Slotted Active

  • Toggle power
  • Increase damage of nearby allies
  • Increases rate of energy decay for affected allies
  • Only one aura can be active at a time

Circle of Primal Dominion

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Self Defense Buff

Circle of Primal Dominion creates a circle of defensive power. While inside the circle you are incredibly hard to damage.

Click

  • Summons a Circle at your feet. The Circle increases your knock up resistance, knockback resistance, damage resistance, regeneration rate and stealth perception.
  • The Circle increases your threat generation and lowers your resistance to holds
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Circle of Ebon Wrath

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Self Damage Buff

Circle of Ebon Wrath creates a circle of offensive power. While inside the circle your damaging abilities get an extra boost to make them truly fearsome.

Click

  • Summons a Circle at your feet. The Circleincreases your damage, decreases your threat generation and gives your attack a chance to hold the target.
  • The Circle reduces the effectiveness of healing effects on you
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Circle of Radiant Glory

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Self Revive

Circle of Radiant Glory creates a circle of benevolent power. Should you be defeated while inside the circle it will return you to the fight.

Click

  • Summons a Circle at your feet. If you are defeated while inside the Circle, you will be revived at low health.
  • If you are revived by the Circle, the Circle will be destroyed and cannot be summoned again for 10 minutes.
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Circle of Arcane Power

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Self Energy Buff

Circle of Arcane Power creates a circle of energy around you. While inside the circle you are able to recover your powers with amazing speed.

Click

  • Summons a Circle at your feet. The Circle grants energy every 2 seconds, reduces your rate of energy decay and counts as an Energy Form
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Circle of Ebon Summoning

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Uncontrolled Pet

Circle of Ebon Summoning summons a pair of Imps and binds them to your service.

Click

  • Summons a Circle at your feet. The Circle summons a Bound Demonling Imp to fight for you.
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Circle of Primal Summoning

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Uncontrolled Pet

Circle of Primal Summoning summons a pair of Mystic Wolves to aid you in your fight.

Click

  • Summons a Circle at your feet. The Circle summons a Mystic Wolf to fight for you.
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Circle of Radiant Summoning

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Uncontrolled Pet

Circle of Radiant Summoning calls upon the ethereal plane and summons a pair of Spirits to assist you.

Click

  • Summons a Circle at your feet. The Circle summons a Spirit to fight for you.
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Circle of Summoning

Requires 3 powers from Sorcery or 5 non energy building powers from any framework

Circle, Uncontrolled Pet

Circle of Summoning summons a pair of Mystic Constructs to help destroy your enemies.

Click

  • Summons a Circle at your feet. The Circle summons a Mystic Construct to fight for you.
  • Leaving the Circle for more than a few seconds will cause the Circle to disappear
  • Only one Circle can be active at a time
  • Summoning the Circle reduces your energy to 0

Skarn's Bane

Requires 5 powers from Sorcery or 8 non energy building powers from any framework

Maintained Cone Magic Damage

Skarn’s Bane unleashes a cone of degenerative energy upon your enemies, attacking both their mental and physical beings.

Maintain

  • Creates a cone area of effect, dealing magic damage to any targets in the cone
  • Damage and energy cost increase per period. Damage increases faster than the energy cost.
  • Removes buffs from affected targets
  • Prevents affected targets from activating Energy Form powers

Familiar

Requires 5 powers from Sorcery or 8 non energy building powers from any framework

Uncontrolled Pet

Familiar summons a loyal golem familiar to your service.

Charge

  • Summons a Golem Familiar to assist you
  • While the Golem Familiar is close to you it applies a buff to your maximum health
  • If the Golem Familiar is destroyed, it applies a debuff to your maximum health

Urthona's Charm

Requires 5 powers from Sorcery or 8 non energy building powers from any framework

Charged Ranged Confuse

Urthona’s Charm attacks the mind of your target, causing them to become temporarily confused.

Tap

  • Confuses target for a short time

Charge

  • Increases duration of the Tap effect