Spirit Specialist

Spirit specialists focus their training and study into a specific Spirit discipline. Only Spirit Classes (full or mixed) may become a Spirit Specialist and most Spirit classes can only have one Spirit Specialization with the exception of  Mages, who may take up to two.

Spirit Disciplines Available for Specialization:

In order to maintain a Spirit Specialization in a specific Discipline of Spirit powers you must always maintain more powers in the Discipline you are specialized in than any other single Discipline. If at any point your choice of powers breaks these requirements your Specializations is deactivated until the conditions are met again.

Destruction


Advanced studies in the field of direct damage single target spirit powers
Effects the follow spirit power types: Shock, Strike, Shot, Missile, Burst, DOT, Imbue, Amplify, Death, Seal

Rank1 – all Destruction powers cost 1 less spirit (but cannot be reduced below 1)
Rank2 – +2 hit & +1 damage with destruction powers and -5% Critical Failure chance with Destruction powers
Rank3 – Loose Magic: Any time a Destruction power fails to hit, 20% of the Spirit cost is refunded
Rank4 – Requires 2 Skill Points. Double Destruction: can cast two Destruction powers of any kind (except Death powers), whether an instant or an action, if they did not take any damage during their last turn and did not move or use an instant on their current turn

Devastation


Advanced studies in the field of direct damage area-of-effect or multiple target spirit powers
Effects the follow spirit power types: Multi, Beam, Bomb, Cone, Nova, Blast, Rain, Trap, Ultimate, Plague

Rank1 – all devastation powers cost 1 less spirit (but cannot be reduced below 1)
Rank2 – +2 hit & +2% Crit with devastation powers and -5% Critical Failure chance with Devastation powers
Rank3 – Concentrated Devastation: may choose to apply all Spirit damage modifiers to a single target of your choice instead of dividing it evenly among all targets
Rank4 – Requires 2 Skill Points. Channeled Devastation: all Devastation powers can be channeled from one round to the next, meaning they cost half the spirit cost but must be targeted no more than 90 degrees away from the previous round; in order to channel Devastation powers the caster must not have moved, used an instant, or taken damage; when channeling Cone, Rain, and some Beams powers to a new location within the 90 degree arc, treat it as being continually cast while rotating (this does not count as movement as you are simply rotating on the spot), possibly hitting additional targets as it travels

Conjuration


Advanced studies in the field of conjuration powers
Effects the follow spirit power types: Minion, Familiar, Turret, Binding, Utility, Totem, Obstacle, Illusion, Supreme, Weapon

Rank1 – all Conjuration powers cost 1 less spirit (but cannot be reduced below 1)
Rank2 – +2% Critical Cast chance with all Conjuration powers and -5% Critical Failure chance with Conjuration powers
Rank3 – Superior Control: each conjuration power can be cast one additional time, even if entities already associated with it are still on the battlefield (i.e. if a Fire Elemental was conjured in a previous turn and is still on the battlefield, Superior Control allows for 1 additional Fire Elemental to be conjured in subsequent turns)
Rank4 – Requires 2 Skill Points; Conjuration Mastery: The casters +hit and +Crit modifiers with Spirit powers are also applied to any active conjurations

Fortification


Advanced studies in the field of fortification of oneself or ones allies through a variety of beneficial powers
Effects the follow spirit power types: Synergy, Ward, Shield, Buff, Self Buff, Shell, Active, Armor, Avatar, Healing

Rank1 – all Fortification powers cost 1 less spirit (but cannot be reduced below 1)
Rank2 – all Fortification powers now persist through combat, lasting up to 1 day (resting cancels the effect); also -5% Critical Failure chance with Fortification powers
Rank3 – Greater Fortifications: Healing powers are cast as if they are 1 Tier higher than they are with no additional cost; Non self-cast fortification powers (Synergy, Ward, Shield and Boon archetypes) may be cast on an unlimited number of targets in range if not using an action power in the same round, must multiply the spirit cost by the number of targets; Self-cast Fortification powers (Self-Buff, Shell, Active, Armor and Avatar archetypes) can now be cast on a single friendly target within 4″ at 1.5x the cost, and if doing so only one of each self-cast power can be active at any given time;
Rank4 – Requires 2 Skill Points. Refresh: any time a Fortification power is dispelled or consumed or runs its course it can be immediately refreshed on the target (without costing an instant or action), provided the caster is conscious, can pass an Intellect test, and pays the spirit cost

Alteration


Advanced studies in the field of altering existing properties to the advantage of the caster of the disadvantage of his/her targets
Effects the follow spirit power types: Modify, Anti-Buff, Movement, Transmute, Control. Dispel, Channel, Environment, Portal, Reveal

Rank1 – all Alteration powers cost 1 less spirit (but cannot be reduced below 1)
Rank2 – +5 to hit with Alteration powers and -5% Critical Failure chance with Alteration powers
Rank3 – Greater Alterations: Any Alteration power (except Environment and Portal) may be cast on an unlimited number of targets in range by multiplying the spirit cost by the number of targets; Environment and Portal powers have their cost reduced by 3
Rank4 – Requires 2 Skill Points. Violent Alterations: The caster may choose to add the Violent Alteration effect to any Alteration power prior to casting; the Violent Alteration effect costs an additional 1 spirit per Tier, where the Tier of the Violent Alteration can differ than the Tier of the power itself (cannot however be higher than casters max Tier); if the Alertaion power that it is attached to successfully hits a target then it inflicts 1d4 damage per Tier of the Violent Alteration, add casters damage modifiers are can benefit from a critical hit; if the Alteration power has a persistent effect, then when the effect ends in any way (cancelled, dispelled, runs its duration, is consumed, etc…) the Violent Alteration inflicts 1d6 damage per Tier to the target, however this damage does NOT include the casters damage modifiers nor can it critically hit