Spells
Jinx's spells utilize elemental energies and his attunement to them, and incorporate the most varied suite of effect, putting a whole breadth of options at his disposal.
- (Click on the icons to go directly to Spells of that element)
- Jinx's active spells are denoted by a golden star - those are spells he needs to cast in order to achieve their effects.
- Spell effects and spell-related influence that Jinx always carries within once he masters are denoted by a blue star. Multiple stars suggest multiple tiers of familiarity, and thus greater passive effects.
- Duration - A lot of damaging spells are instantaneous, executing their function and fading back to the Ether, although Maladies they potentially inflict may linger. Others endure for longer periods, delivering other parts of their effect over time.
- Cooldown - Spells are demanding, and the energy they require often demands time - whether to recoalesce in the Ether, reattune to the Elements, or allow its residue to fade from the caster. A measurement of how long it takes, depending on the spell, from the moment it is cast (as opposed to when it lapses) is often a good thing to keep in mind.
Contents
Fire
Active
Exigent Pyre
Duration: Instant
Cooldown: None
Prerequisites: None
A single target is engulfed in flames for standard fire damage, and has a low chance to be inflicted with standard Burning damage for 1 round.
Immolating Orb
Duration: Instant
Cooldown: 4 rounds
Prerequisites: 1pt of Fire Talents
An orb of fire explodes amidst the enemies, dealing moderate fire damage to its primary target and slight fire damage to every other enemy. Everyone affected is inflicted with slight Burning damage for 4 rounds.
Rain of Incandescent Tears
Duration: 6 rounds
Cooldown: 6 rounds
Prerequisites: 3pts of Fire Talents
A rain of fire pours from the sky, dealing slight fire damage to all enemies each round, and moderate fire damage instead to those that are already Burning. The pouring flames have a low chance to inflict slight Burning damage for 3 rounds to anyone affected each round.
Blazing Arc
Duration: Instant
Cooldown: None
Prerequisites: Immolating Orb or Incandescent Tears
A burning enemy's flames arc to his allies. The target's current Burning effects spread to each other enemy, replacing their own Burning effects, if any.
Devouring Conflagration
Duration: Instant
Cooldown: 3 rounds
Prerequisites: Exigent Pyre, 5pts of Fire Talents
Every little tongue of flame gathers into a conflagration that turns everything to ash. It deals, instantly, the damage that burning effects would have dealt if they had been allowed to continue until they lapsed, three times over. This affects anyone that is Burning, friend or foe.
Infernal Embrace
Duration: Instant
Cooldown: 4 rounds
Prerequisites: 10pts of Fire Talents
The hottest flames from the ground's heart sprout up to envelop a single enemy, dealing very high fire damage and apply high Burning damage for 3 rounds.
Passive
Fire Attunement
Prerequisites: None
Jinx's mastery over fire allows him to keep it at a safer distance, granting him 10% Fire Resistance per rank.
Engulfing Flames
Prerequisites: 5pts of Fire Talents
Jinx's mastery over fire allows him to intensify it at will, giving every Fire spell he casts a low chance to engulf the target in flames, inflicting a Burning effect for minor damage, for 1 round. Each rank grants greater chance to engulf, higher damage, and longer duration.
Everlasting Blaze
Prerequisites: Engulfing Flames
Fire feeds upon itself and grows more intense. Each Fire spell has a moderate chance to extend existing Burning effects on its targets for 2 rounds.
Master Scorcher
Prerequisites: Fire Attunement, 5pts of Fire Talents
Minor wards cannot withstand the raw fire that Jinx manipulates. Fire spells affect targets as if they had 10% lower Fire resistance per rank.
Spirit Burner
Prerequisites: 3 ranks of Master Scorcher
Jinx's fire burns through the body, into the very soul. Whenever a Burning effect is applied to an enemy, there is a low chance to apply a Panic effect for the same duration as well. The chance is increased per rank, and at maximum ranks there is the same chance to inflict with Disarm as well.
Air
Active
Echoing Gust
Duration: Instant
Cooldown: 1 round
Prerequisites: None
A quick, sharp gust of wind that buffets a single target for standard air damage, although it has a low chance to echo, repeating itself.
Nourishing Breeze
Duration: Instant
Cooldown: None
Prerequisites: 1pt of Air Talents
A soft, sweet breeze that revitalizes the target, granting moderate, proportional healing and removing Disruptions.
Gasp of Belligerent Suffocation
Duration: 3 rounds
Cooldown: 5 rounds
Prerequisites: Echoing Gust, 5pts of Air Talents
Air is forcibly removed from the area surrounding the target, causing those that breathe to suffocate and sound to fade. The affected is dealt moderate air damage and is inflicted with Silence. If damage was dealt, the target is inflicted with Drowsiness on the following round, and if he remains affected by Drowsiness on the third round, he is afflicted with Unconsciousness.
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Passive
Air Attunement
Prerequisites: None
Jinx's mastery over the winds allows him to control their presence around him, granting him 10% Air Resistance per rank.
Menacing Drafts
Prerequisites: 5pts of Air Talents
Jinx's precise control over air allows him to inflict pressure at will, giving every Air spell he casts a low chance to Slow the targets for 1 round. Each rank grants greater chance to Slow, and longer duration.
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Zephyr Tamer
Prerequisites: Air Attunement, 5pts of Air Talents
Minor wards cannot withstand the force of the winds that Jinx manipulates. Air spells affect targets as if they had 10% lower Air resistance per rank.
Stormfront
Prerequisites: 3 ranks of Zephyr Tamer
Planting the seeds of a hurricane, Jinx adds raw power to his Air spells, giving those with Instant duration a low chance per rank to be recast at the same targets.
Water
Active
Cleansing Wave
Duration: Instant
Cooldown: 1 round
Prerequisites: None
A wave of pure, cleansing water that deals low water damage to a single target but also removes all Enhancements from it.
Chilling Mist
Duration: Instant
Cooldown: 3 rounds
Prerequisites: 1pt of Water Talents
The humidity in the air is condensed and turns frigid, covering everything in a layer of frost. Every enemy has a low chance to be afflicted by Blindness for 1 round, is dealt low water damage and those that do not fully resist the injury have a moderate chance to be afflicted with Chill for 3 rounds.
Uncharted Depths
Duration: 2 rounds
Cooldown: 4 rounds
Prerequisites: 5pts of Water Talents
A single target is swallowed by an aberrant wave, sent to abyssal depths to be crushed by the pressure. The target is Banished for the duration, and is dealt standard water damage upon return.
Purging Deluge
Duration: Instant
Cooldown: 5 rounds
Prerequisites: Cleansing Wave, 5pts of Water Talents
A torrent of water plunges everyone on the battlefield under the rushing tide, until everyone and everything is violently cleansed. All Maladies and Disruptions are removed from all allies, but deal slight water damage per effect removed. All Enhancements are removed from targets, dealing low water damage per effect removed.
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Oceanic Crest
Duration: 2 rounds
Cooldown: 8 rounds
Prerequisites: 10pts of Water Talents
A veritable tsunami is brought on the battlefield, sweeping every enemy away and crushing them under immense pressure. All enemies are Banished for the duration. Upon return, every enemy is dealt standard water damage, multiplied for each round it was successfully Banished. This spell affect targets as if they had 100% lower Water resistance.
Passive
Water Attunement
Prerequisites: None
Jinx's mastery over water allows him to withstand its pressure, granting him 10% Water Resistance per rank.
Freezing Waters
Prerequisites: 5pts of Water Talents
Jinx's raw power aids his control over water and allows him to become frigid, giving every Water spell he casts a low chance to Chill the targets for 1 round. Each rank grants greater chance to Chill, and longer duration.
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Aquatic Ascendancy
Prerequisites: Water Attunement, 5pts of Water Talents
Minor wards cannot withstand the relentlessness of the waves that Jinx summons. Water spells affect targets as if they had 10% lower Water resistance per rank.
Soothing Streams
Prerequisites: Purging Deluge
Jinx awakens the link of water with every living being, letting each of his Water spells trickle a tiny bit of restorative power on the whole party. At full ranks, healing spells can target and affect downed allies, albeit at a fraction of their normal effectiveness.
Earth
Active
Armor of Stone Shards
Duration: 3 rounds
Cooldown: 5 rounds
Prerequisites: None
Tiny scales of stone gather on the skin, providing a standard-power Enhancement to Armor and a minor Enhancement to Block chance. Any attacks received in the duration have a low chance of inflicting Disarm on the attacker.
Boulder Crush
Duration: Instant
Cooldown: 2 rounds
Prerequisites: 1pt of Earth Talents
A large boulder is send crashing onto a target, inflicting standard Earth damage and a low chance to inflict Prone.
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Body of Marble
Duration: 3 rounds
Cooldown: 5 rounds
Prerequisites: Armor of Stone Shards
The very flesh of the target is hardened to the consistency of marble, granting 25% Resistance to Fire, Air and Water, and 50% resistance to Physical damage.
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Passive
Earth Attunement
Prerequisites: None
Jinx's mastery over the earth lets him soften its brunt in his presence, granting him 10% Earth Resistance per rank.
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Terran Majesty
Prerequisites: Earth Attunement, 5pts of Earth Talent
Minor wards cannot withstand the impact of the earth that Jinx commands. Earth spells affect targets as if they had 10% lower Earth resistance per rank.
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Synthesis
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Calamitous Hailstorm
Duration: 4 rounds
Cooldown: 8 rounds
Prerequisites: Cascade of the First Sea, Crosswind Tempest
A hailstorm is called down, which escalates with each passing second, chilling and even freezing targets solid, concluding with veritable boulders of ice falling from the sky that shatter anything they hit. All enemies take moderate air damage and moderate water damage each round, and have a low chance per target damaged to be afflicted with Chill for the rest of the duration. If a target is already suffering Chill, it suffers Frozen for the rest of the duration. Each target that is Frozen at the end of the duration and doesn't have at least 10% Water and Air Resistance dies.
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Aeonian Eruption
Duration: Until battle’s end
Cooldown: Until battle’s end
Prerequisites: Infernal Embrace, Guardian of the Elder Chasm, 10pts of Air Talents
The very pulse of the earth is awakened, letting its heartbeat create an unpredictable, destructive battlefield that may never again calm down. Each round, there is a chance that one of the following happens:
- - All enemies suffer standard fire damage and standard earth damage.
- - A random enemy suffers high fire damage and high earth damage.
- - All allies suffer moderate fire damage and moderate earth damage.
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