Arcana

"'Powers strange and esoteric.'"Arcana is one of the ten skill trees, first made available to the player through the default Mage class. There are three total classes that contain Arcana: Mage, Ascetic, and Hermit.

Arcana is a mainly support-focused tree; while it does have two attack spells (Mage Missiles, Fist of Force), a damage-modifier (Overload), and a killmove (Disintegrate), it is not optimized to output damage on its own. Instead, its main function is to either summon friendly entities (Animate Shadow, Summon Veil Sprite, Summon War Golem), strengthen the character's own position in battle (Blink, Power Siphon, Mana Surge), or to even the playing field (Time Warp).

Specializing into the Arcana tree will promote the character into a Conjurer, enabling them to learn Conjurer-specific skills from skill manuals.

Skills

 * 1) Blink (Spell/Magic/Arcane/Movement) - 10 Power / Instant Action / No Cooldown
 * 2) * Instantly teleport to any space on the friendly side of the battlefield.
 * 3) * Applies Condition to Self: Blink (Magic)- +40 Evasion for 1 Turn
 * 4) * Shortest Path Length: 1 Skill Point
 * 5) ** Upgrade: Reduce power cost by 10
 * 6) ** Upgrade: Increase condition duration by 1 turn
 * 7) Power Siphon (Spell/Magic/Arcane/Drain/Area) - 50 Power / Full Action / 2 Turn Cooldown
 * 8) * Drain up to 25 power from each enemy.
 * 9) * Shortest Path Length: 2 Skill Points
 * 10) ** Upgrade: Reduce power cost by 10
 * 11) ** Upgrade: Reduce cooldown by 1 turn
 * 12) Time Warp (Spell/Magic/Arcane/Area) - 20 Power / Half Action / 2 Turn Cooldown
 * 13) * Resets the action clock of every other character in the battle, friend and foe alike. This is very draining for the caster, cancelling power regeneration for a short time.
 * 14) * Applies Condition to Self: Chronal Fatigue (Arcane) - Prevents 'Time Warp' + Cancels Power Regeneration for 2 Turns
 * 15) * Shortest Path Length: 3 Skill Points
 * 16) ** Upgrade: Reduce power cost by 10
 * 17) ** Upgrade: Reduce cooldown by 1 turn
 * 18) Mage Missiles (Spell/Magic/Arcane/Missile) - 20 Power / Half Action / No Cooldown
 * 19) * Quick missile attack on any enemy, inflicting [24] damage. Bonus of 15 to armor penetration. Successive uses of Mage Missiles on the same target do 25% bonus damage.
 * 20) * Applies Condition to Target: Mage Missiles (Arcane) - Take 25% more damage from 'Mage Missiles' skill for 3 turns
 * 21) * Improves with Intellect
 * 22) * Shortest Path Length: 1 Skill Point
 * 23) ** Upgrade: Increase damage by 10%
 * 24) ** Upgrade: Skill always hits the target
 * 25) Fist of Force (Spell/Magic/Arcane/Physical/Missile) - 35 Power / Full Action / 1 Turn Cooldown
 * 26) * A fist of pure force lashes out at an enemy target in the same row, inflicting [12] damage and knocking the target back
 * 27) * Applies Reposition to Target: Target moves backward in the row, assuming there is an empty space
 * 28) * Improves with Intellect
 * 29) * Shortest Path Length: 2 Skill Points
 * 30) ** Upgrade: Increase damage by 10%
 * 31) ** Upgrade: Reduce cooldown by 1 turn
 * 32) Disintegrate (Spell/Magic/Arcane/Lethal) - 20 Power / Full Action / No Cooldown
 * 33) * Instantly kill an enemy at low (below 30%) health. Characters killed in this manner cannot be revived. 
 * 34) * Always Hits
 * 35) * Shortest Path Length: 3 Skill Points
 * 36) ** Upgrade: Reduce power cost by 10
 * 37) ** Upgrade: Skill becomes a half action
 * 38) Animate Shadow (Spell/Magic/Summon) - 40 Power / Half Action / 2 Turn Cooldown
 * 39) * The user's shadow comes to life, a lesser imitation of herself, and is summoned to an empty square on the battlefield. The shadow may attack and use spells (with reduced effectiveness). If the shadow is destroyed, the user will take significant damage.
 * 40) * Applies Condition to Self: Shadowless (Arcane) - -10% Resist Magic until end of battle or until shadow is killed
 * 41) * Shortest Path Length: 1 Skill Point
 * 42) ** Upgrade: Reduce power cost by 15
 * 43) ** Upgrade: Reduce cooldown by 1 turn
 * 44) Summon Veil Sprite (Spell/Magic/Summon) - 40 Power / Half Action / 1 Turn Cooldown
 * 45) * Summon a Veil Sprite to an empty square on the battlefield. The Veil Sprite can restore health or power to allies.
 * 46) * Improves with Intellect
 * 47) * Shortest Path Length: 2 Skill Points
 * 48) ** Upgrade: Reduce power cost by 10
 * 49) ** Upgrade: Reduce cooldown by 1 turn
 * 50) Summon War Golem (Spell/Magic/Summon) - 40 Power / Half Action / 1 Turn Cooldown
 * 51) * Summon a War Golem to an empty square on the battlefield. The War Golem is an effective fighter and damage sponge.
 * 52) * Improves with Intellect
 * 53) * Shortest Path Length: 3 Skill Points
 * 54) ** Upgrade: Reduce cooldown by 1 turn
 * 55) ** Upgrade: Reduce power cost by 10

Notes:
- Values written in between brackets will scale according to the character's current modifiers, attributes, and level. The value quoted is the base value assuming a level 1 character with no items, buffs, or increased attributes.

- Summon War Golem differs from other Arcana spells in that it switches the order of upgrades in the UI. Normally the reduction in power cost upgrade is listed above the reduction in cooldown upgrade. This has absolutely no effect in-game, and is only a clerical difference.

- The description for Animate Shadow will still use female pronouns even if the character using the skill is male.

Passive Skills
A. Overload - When your power is full, your spell skills deal 20% more damage

B. Kinetic Transfer - Whenever you survive damage, gain 5 power

C. Planar Battery - The first Summon skill used in each battle costs no power D. Mana Surge -  If we have less than 40 power at the start of our turn, gain 10 power
 * Applies Condition to Self: Planar Battery  (Arcane) - The first Summon skill costs no power until Summon skill used

Subclass Skills
Conjurer Skills:
 * Arcane Storm (Spell/Magic/Arcane/Area) - 65 Power / Full Action / 2 Turn Cooldown
 * Call down an arcane storm, causing [12] damage to all enemies and reducing their power by 20.
 * Improves with Intellect
 * Refresh Energies (Magic/Heal/Summon/Arcane) - 15 Power / Half Action / 3 Turn Cooldown
 * An allied summoned creature is restored to full health and power, and any harmful conditions are removed.
 * Cosmic Prison (Spell/Magic/Arcane/Stun) - 35 Power / Full Action / 1 Turn Cooldown
 * Bonds of cosmic force envelop a target enemy inflicting [10] damage. The target has a high chance of being stunned (120%) but gains increased damage reduction.
 * Always Hits
 * Improves with Intellect