Flow Rupturor Skills

 
Inherent Skills:
The First Warriors Inherent Passive
If you have not taken damage since your last turn, increase the max range of your Active - Offensive skills by 20’. The max range of Fire Breath is increased by only 10’.

Impeder Reduction Inherent Passive
Performing rapid feats of magic helps you gather yourself. After hitting with any combination of 5 Normal Attacks and Active - Offensive skills, immediately reset all of your category A, B, and C Cool Downs.

Natural Dual Wielder Inherent Passive
The Flow Rupturor’s weapon, the flow gem gloves, comes in a pair. The player may choose to wield a single glove or both. It will not affect the player’s damage if only one is wielded. If the player chooses to wield both gloves, the player is considered Dual Wielding. However, if the player chooses to perform a Normal Attack as their extra attack, their Off-Hand suffers no penalty. The player suffers regular dual wielding penalties when performing a Skill as their extra attack.

Basic Skills:

Blink Basic Active
Teleport yourself away from an enemy when you evade their attack.
Attack Type: Magical Property: Special - Interrupt
FP Cost: 2 FP Range: Varies
Cool Down Category: None
Effect: Whenever you evade an attack, you may activate this skill to teleport yourself anywhere within Spirit Modifier*5’ of your current location.

Fire Breath Basic Active - Offensive
Breathe a stream of fire upon your enemies to damage them.
Attack Type: Magical Property: Cone AoE
FP Cost: 3 FP per use Range: 0’ - 15’
Cool Down Category: A
Combat Effects: Deals 1d6 + MDMG magical Fire damage to all units within range in a 90-degree cone. This skill may be used up to 3 times in a single Main Action, but each attack must hit at least one unit for a subsequent use. If a single unit was hit all 3 times, they are now Burning. Each successful use of Fire Breath counts as a separate attack for Impeder Reduction.
Other Effects: Fire Breath is capable of setting combustible objects on fire.

Magic Blitz Basic Active - Offensive
Shoot a barrage of energy as you move.
Attack Type: Magical Property: Single Target
FP Cost: 5 FP Range: 10’ - 40’
Cool Down Category: B
Combat Effects: Deals 1d4 + MDMG magical damage. You may move up to half of your Movement Speed while using this skill. This skill deals damage up to 4 times, and each attack may target a different unit. Roll to hit for each attack. All hits of Magic Blitz count as a single attack for Impeder Reduction.

Mend Basic Active - Defensive
Heal a single target instantly.
Attack Type: Magical Property: Single Target
FP Cost: 4 FP Range: 0’ - 40’
Cool Down Category: A
Effect: Heal a unit for (Target Level*2 + Magic Damage + 1d6) Health Points. If you are healing a unit other than yourself and are close enough to touch them, increase the healing to (Target Level*3 + Magic Damage + 2d6). You may not use this skill on an ally while you are Deadlocked.

Temporal Acceleration Basic Active - Buff
Accelerate yourself and your allies by manipulating how time affects them.
Attack Type: Magical Property: Target Party
FP Cost: 6 FP Range: 0’ - 20’
Buff Duration: 1 round Cool Down Category: C
Effect: Whenever you or an ally uses a skill, that skill does not go on Cool Down. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.

Thunderbolt Basic Active - Offensive
Electrify a target with a jolt of lightning.
Attack Type: Magical Property: Single Target, Impact Line
FP Cost: 2 FP Range: 10’ - 40’
Cool Down Category: None
Combat Effects: Deals 1d12 + MDMG magical Lightning damage. Chance to cause Staggered on a 1d6 roll of 5-6. If another unit is in direct physical contact of the target and the attack hits, then that unit must perform a Vitality check. If they roll a 12 or higher, they pass and only take half damage from the attack. If they fail, they take full damage.
Other Effects: Thunderbolt is capable of setting very dry combustible objects on fire. This skill can be used on a small body of water. If there are any units in the body of water, this attack cannot be evaded, but they only take half damage.

Advanced Skills:

Charge Advanced Active - Buff
Quickly gather your flow to drastically increase the damage of your next attack.
Attack Type: Magical Property: Target User, Special - Interrupt
FP Cost: 4 FP Range: None
Cool Down Category: B
Effect: Double the damage of your next Basic or Advanced Active - Offensive Skill. You may use a Basic or Advanced Active - Offensive skill after using this skill.

Graviton Crush Advanced Active - Offensive
Cause an implosion at the center of an enemy’s body to crush them.
Attack Type: Magical Property: Single Target
FP Cost: 6 FP Range: 10’ - 40’
Cool Down Category: B
Combat Effects: Deals 3d6 + MDMG magical damage. Leaves the target Staggered. If there are any Normal size or smaller units within 20’ of the target, you may choose any number of them to be pulled as close to adjacent to the target as possible. These units are dealt an equal amount of damage and are also Staggered.

Gravity Storm Advanced Active - Offensive
Unleash a bombardment of immobilizing gravity against your foes.
Attack Type: Magical Property: Multi-Target
FP Cost: 8 FP Range: 10’ - 40’
Cool Down Category: C
Combat Effects: Deals 1d8 + MDMG magical damage. This skill deals damage up to 6 times, and each attack may target a different unit. Roll to hit for each attack. If a single unit is hit at least 3 times, it becomes Defenseless for 2 rounds and is frozen by gravity. Once the unit is hit by an attack, it is no longer Defenseless or frozen by gravity. At the beginning of the unit’s turn, it may perform a Strength or Spirit check to break free of the gravity. On a result of 13 or higher, the unit breaks free. All hits of Gravity Storm count as a single attack for Impeder Reduction.

Ice Wall Advanced Active - Defensive Offensive
Conjure a wall of ice to create a barrier between you and your enemies.
Attack Type: Physical Property: Cleave AoE
FP Cost: 6 FP Range: 0’ - 20’
Wall Duration: 6 rounds Cool Down Category: C
Effect: Create a wall of ice that is 40’ wide, 5’ thick, and 15’ high. The wall may be placed in any direction so long as its starting point is within range. Every 5’x5’x15’ section of the wall has Spirit Modifier*10 Health Points. The ice wall takes double damage from Fire elemental attacks. Units that are caught in the area of the wall are dealt 3d6 + MDMG magical Water damage. Normal size and smaller units that are dealt damage this way become Defenseless for 1 round and are encased in ice. Once they are hit by an attack, they are no longer Defenseless or encased in ice. At the beginning of their turns, they may perform a Strength check to break out of the ice. On a result of 13 or higher, the unit breaks free.
Other Effects: When a section of the ice wall is destroyed or when the wall’s duration runs out, the affected area is turned into Ice Terrain.

Incinerate Advanced Active - Offensive
Concentrate your flow into your hands to create a dense ball of intense fire.
Attack Type: Magical Property: Single Target, Impact Line, Splash AoE
FP Cost: 5 FP Range: 0’ - 40’
Cool Down Category: B
Combat Effects: Deals 3d6 + MDMG magical Fire damage. Also deals damage to all units within 15’ of the target. All hit units are now Burning and are Knocked Back by Spirit Modifier*5’.
Other Effects: Incinerate is capable of destroying stone objects and setting combustible objects on fire.

Mirror Entity Advanced Active - Summon
Confuse your enemies by splitting yourself into two entities: one being your true self while the other is a perfect duplicate.
Attack Type: Magical Property: Summon
FP Cost: 6 FP Range: None
Buff Duration: 3 rounds Cool Down Category: C
Effect: Your body splits into two, one being your true self while the other is a perfect duplicate. The duplicate has half of your current HP, but shares all of your other stats. Your duplicate has its own Move Phase and you can perform your attacks and skills through your duplicate. If the duplicate survives the entire duration of the skill, refund its FP Cost.

Telekinetic Bind Advanced Active - Offensive
Lift a target and throw them into the ground.
Attack Type: Magical Property: Single Target
FP Cost: 4 FP Range: 10’ - 40’
Cool Down Category: A
Combat Effects: Deals 3d8 + MDMG magical damage. The target is Knocked Back in any direction you choose by Spirit Modifier*5’. Leaves the target Floored.
Other Effects: You may use this skill on an ally to move them anywhere up to a distance of Spirit Modifier*5’. If you do, this skill only costs 2 FP.

Daily Skills:

Explosion Daily Active - Offensive
Summon a magic circle in an area which explodes in devastating flames.
Attack Type: Magical Property: Ground-Targeted AoE
FP Cost: None Range: 15’ - 60’
Cool Down Category: D
Combat Effects: Deals 4d8 + 16 + MDMG magical Fire damage to all units in a circular area with a 20’ radius. All hit units are now Burning and Staggered. Deals an extra 3d8 damage to units that were already Burning.
Overflow Bonus: 6 HP cost - Damage +2d8 + 8. Explosion’s Stagger cannot be ignored.
Other Effects: Explosion is capable of destroying stone objects, setting combustible objects on fire, and turns the affected area into Molten, Uneven Terrain.

Lightning Snap Dragon Daily Active - Offensive
Bind a target with a lightning dragon, and cause an electrical explosion for massive damage.
Attack Type: Magical Property: Single Target, Splash AoE
FP Cost: None Range: 15’ - 60’
Cool Down Category: D
Combat Effects: Deals 4d12 + 24 + MDMG magical Lightning damage. Deals an extra 3d12 damage if the target is Floored. If another unit is within 15’ of the target and the attack hits, then that unit must perform a Vitality check. If they roll an 18 or higher, they pass and take no damage from the attack. If they fail, they take half damage. If they Critically Miss, they take full damage.
Overflow Bonus: 10 HP cost - Damage +3d12 + 12. This skill cannot be evaded.
Other Effects: Lightning Snap Dragon is capable of destroying stone objects, and setting very dry combustible objects on fire. This skill can be used on a small body of water. If there are any units in the body of water, this attack cannot be evaded, but they only take half damage.