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Ability Schools / Harmonics

Harmonics

Harmonics are focused on uplifting through healing, buffs, barriers, or coordination. Their mechanic turns single-target support into area-wide utility. Ideal for players who want to be the heart of a team’s synergy.

School Mechanic:

Whenever you spend AP or RP to use a Support ability, you gain Tempo equal to half of the cost (rounded down). You can hold a maximum of 10 Tempo.

You can spend 10 Tempo to grant a character that you can see within 100 feet of you the Rhapsody or Nocturne state until the end of its next turn.

Whenever you use a Harmonics ability, you can spend 3 Tempo to target an additional character within range. 

Flow Generation:

Gain 1 Flow when you use a Support ability.


Signature Point Generation:

Gain 1 SP every time you grant 3 positive effects or states in a turn.

Harmonics Abilities:

Aim Assist

Category: Support
Attribute: CHA
Cost: 2 AP

Goal to Learn: Use at least 10 Harmonics abilities that target allies.

Description:


Choose one character within 30 feet. That character gains a bonus to its next attack roll equal to +1 for every 3 CHA you possess.


Prerequisites: None

Aura

Category: Link
Attribute: CHA
Cost: —

Goal to Learn: Affect 3 or more characters with an ability in a single turn 10 times.

Description:


Generates a visual aura that transforms the Primary into a field of continuous effect.


The aura has a 10-foot radius and moves with you. The aura affects any valid targets whenever they enter or starts their turn within.


The aura persists for a number of rounds equal to your CHA, or until dismissed. Combined abilities with a recharge rate last for their normal duration instead.


You can choose to exclude a number of characters from being affected by your aura equal to half your CHA (Rounded up).


Prerequisites: None

Bolster Guard

Category: Support
Attribute: CHA
Cost: 2 RP

Goal to Learn: Use the Defend reaction 30 times.

Description:


Whenever a character within 30 ft of you is targeted by an attack or ability, you can increase its GP maximum by 1 for every 2 points of CHA you have for that attack.


If the target's GP is damaged, it recovers GP instead of increasing its maximum.


Prerequisite: None

Chain Echo

Category: Support
Attribute: INT
Cost: 2 AP

Goal to Learn: Apply a state 10 times in combat.

Description:


Target a character within 60 feet. Their next action repeats, applying its main effect again. 


This duplicate effect is weaker, applying half of what it normally would.


Prerequisite: None

Cushion Fall

Category: Support
Attribute: INT
Cost: 2 RP

Goal to Learn: Prevent fall damage or forced movement damage 5 times.

Description:


When a character within 30 ft of you that you can see would take damage from falling or being forcefully moved into a solid surface, it takes half of the damage. 


If it is falling, you can reduce the distance by a number of feet equal to 10 x your INT and prevent the Prone state if it would be applied.


Prerequisite: None

Echo Mend

Category: Support
Attribute: CHA
Cost: 3 AP
Recharge: 11-12

Goal to Learn: Heal 3 or more characters in the same combat.

Description:


Choose one character that you can see within 30 ft of you. It immediately regains 2d6 HP. At the start of its turn, roll half the number of dice (rounded down). It gains Regen stacks equal to the amount rolled. 


Repeat this process at the start of each of its turns until the dice number reaches 0.


You roll 1 additional die for the immediate healing for every 3 CHA you have.


Prerequisites: Minor Aid

Elemental Resonance

Category: Support
Attribute: INT
Cost: 3 AP

Goal to Learn: Successfully deal elemental damage with a melee or ranged weapon 20 times.

Description:


You channel harmonic energy to infuse a character’s weapon with elemental resonance. Choose an element you can use. A target within 20 feet of you, that you can see, gains Resonance Stacks equal to half your INT (rounded up).


Whenever the target makes a weapon attack, one stack is expended to deal an additional 1d4 damage of the chosen element. These stacks last for 1 minute or until expended.


A character can only have Resonance Stacks from one element at a time. Applying a new element replaces any existing Resonance Stacks.


Prerequisite:  An Elemental Ability.

Empower

Category: Support
Attribute: CHA
Cost: 3 AP
Recharge: 6

Goal to Learn: Deal a sum total of 500 damage.

Description:


Choose one character you can see within 30 feet. Until the end of its next turn, whenever it deals damage, it deals 1 additional point of damage for every 2 CHA you have.


Prerequisite: None

Feedback Loop

Category: Support
Attribute: INT
Cost: 2 RP

Goal to Learn: Take damage while buffed by a Harmonics Ability 10 times.

Description:


Whenever you or a charachter that you can see within 60 ft of you are the target of a single target attack or ability, you can roll a 1d4 per 2 INT you have.


If the amount rolled is more than the damage the target would take, the attack or ability is reflected to a target of your choice within 60 ft of you. 


It becomes the new target of the attack or ability, using the original attack or ability roll.


Prerequisite: 1 Harmonics Ability Learned

Force Field

Category: Support
Attribute: END+INT
Cost: 2 RP
Recharge: 9-10

Goal to Learn: Reduce 500 points of damage using a Barrier or GP.

Description:


Whenever a character you can see within 30 ft of you is hit by an attack or damaging ability, you can create a bubble around them to shield them from damage.


Force Field grants Barrier to the target up to your END x your INT, absorbing the triggering damage. The Barrier lasts until the start of the targets turn.


Prerequisite: None

Harmonic Imprint

Category: Support
Attribute: INT
Cost: 3 AP

Goal to Learn: Maintain the same buff or debuff on a target for 3 rounds.

Description:


Choose a target within 60 ft of you that is affected by at least 1 state. 


Duplicate one state on the chosen target onto a second character within 30 feet of the original. 


The duplicate has the same duration or stacks as the original and uses your scaling if applicable.


If the new target is immune to the copied state, this ability fails.


Prerequisites: 2 Harmonic Abilities Learned

Healing Factor

Category: Support
Attribute: END
Cost: —

Goal to Learn: Heal yourself for a sum total of 500 HP.

Description:


Each time you take damage, you gain 1 Regen stack that lasts until the end of your next turn. You gain an additional Regen stack for every 3 END you have.


Does not function if you are at Death’s Door.


Prerequisites: None

Light Projection

Category: Warper
Attribute: INT
Cost: 2 AP

Goal to Learn: Light Projection

Description:


Choose a target you can see within 60 feet. It sheds bright light in a 15 foot Radius sphere for a number of rounds equal to your INT.


You can spend 1 RP to cause a bright flash. All characters in the light's radius must make an Evasion roll or be Blinded until the end of their next turn. 


The lights radius increases by 5 feet per 3 INT you have.


Prerequisites: None

Minor Aid

Category: Support
Attribute: INT
Cost: 2 AP
Recharge: 4

Goal to Learn: Heal a character 10 times using this ability in combat. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the ability activates.

Description:


One character that you can see within 15 ft of you regains 1d4 HP. The recharge for this ability is reduced by 1 for every 2 INT you have. 


If the recharge roll is reduced to 0, it no longer needs to recharge at all.


Prerequisites: None

Reverberating Impact

Category: Support
Attribute: CHA
Cost: 3 AP
Recharge: 11-12

Goal to Learn: Cause 50 additional damage with the Empower ability.

Description:


Choose a character you can see within 30 feet. Until the end of that character’s next turn, any bonus effects granted by a Harmonics abilities that trigger when the character hits a target also affect all characters within 5 feet of that target.


For every 4 CHA you have, the splash radius increases by 5 feet.


Prerequisites: Empower

Vital Surge

Category: Warper
Attribute: END
Cost: 4 AP
Recharge: 9–10

Goal to Learn: Heal from dealing damage 25 times.

Description:


You create a 10-foot-radius sphere at a point within 60 feet of you. All characters of your choice within the area must make a Contested Resilience roll. On a failure, each Organic target takes 1d6 + END damage, and you heal for half the total damage dealt (rounded up).


The radius of this ability increases by 10 feet for every 3 END you have.


Prerequisite: Lifetaker

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