Part of Destiny: Nimble
Level 3
Attuned - Force.
Gain the Void Spell School. If you have Void spells already, replace them with new ones.
Singularity.
Defensive spells you cast on yourself are always cast as if you spent +1 Mana on them, ignoring your usual upcasting limit.
Warp Field.
Reaction: When an ally within 6 Defends, you may spend 1 Mana to cast a Ward on them
- Elemental Ward The attacker first suffers KEY damage ignoring armor and becomes Weakened
- Mental Ward Attacks miss them on 1 higher, and they become Weakened on miss. Target gains +KEY speed on their next turn
- Physical Ward grant 2xKEY temp HP, which goes away at the start of the target’s next turn. Creature that breaks this HP becomes Weakened
Level 7
Adept of Fission.
Singularity spells cost 1 less mana. Warp Fields gain +KEY effectiveness.
Level 11
Ready Fusion.
Your first Singularity spell you cast each combat while dying is free and does not require a save. Your Warp Fields gain +2 range, +KEY effectiveness, and 1/encounter casting them on a dying creature gives them +1 Action.
Level 15
Master of Particles.
Singularity spells can effect a 2nd target within range when cast on yourself. (1/safe rest) Reaction (when a friendly creature is attacked): Up to KEY creatures within 8 gain ALL three Warp Fields.