Support Skill Gems

Support Gems represent the ability of your character to more efficiently and powerfully use soul energy. You gain a Support Gem every 4 levels, and you can use them to modify any Skill Gems you know.

With the exception of Reduced Mana Cost, Support Gems increases the cost of a Skill Gem, sometimes drastically. The number in brackets is the amount the Support Gem increases the Mana cost of a Skill Gem per tier. Identical Support Gems do not stack on the same skill.

Increased duration effects make Skill Gems with the duration tag last longer, but Support Gems effects with a duration effect such as Poison are not changed.

Whenever a player uses a Skill Gem with a Support, they have full control on what combination of Support Gems they do and do-not activate on any given action.


 * Example:
 * Raiz knows the skill Fireball, and the Support Gems Blind and Fire Penetration. Fireball has a  cost of 1 if he chooses to cast it unmodified. The Blind Support has a  cost of 2, if Raiz pays an additional 2 mana, for a total of 3, his fireball will now Blind all enemies on impact. If Raiz wants to combine both Blind and Fire Penetration supports he can, but he must pay 2  for blind, 2  for Fire Penetration and 1  for Fireball. The total cost of his Fireball is now 5 mana, but it both blinds enemies and pierces Elemental .
 * Raiz can support any Skill Gems he has absorbed with these Supports, though Fire Penetration will only help with fire damage.

Reduces enemy Block by 2. You cannot miss. Increase your by 2.

Increase by 2 per tier. +1 cost

Enemies hit by this ability are temporarily disoriented and blinded, they are Unlucky on their next attack. Increase your by 1.

Increase your by 2 per tier. +2 cost

Gain one Frenzy charge when you critically strike your target(s). This Support only works with melee abilities. Increase by 1.

Gain an additional Frenzy Charge and 1 per tier. +1 cost

When you take damage equal to your threshold you may activate this Support. You may cast a spell, paying the cost for the spell reflexively even though it's not currently your turn. If this spell moves you, it may interrupt further actions by that opponent (eg the additional strikes from multistrike). If you take enough damage to fall unconscious you can still activate Cast When Damage Taken, but you immediately fall unconscious after your spell has activated.

Increase by 3 per tier. +3 cost

Apply curse of choice on hit. You must pay the cost of the curse in addition to the cost of the Skill Gem.

Cast an additional Curse (you may not exceed the usual maximum curses on enemies without Whispers of Doom or similar effects) per tier. No additional cost but you must pay the  cost of the additional curse

Projectiles attack another target of choice after hitting the initial target at the start of your next turn. For purposes of the source of the chained attack, the origin of the projectile is considered to be from the previous target of the chain.

Each tier adds 1 additional turn of chaining. If there is no secondary target to chain to, the projectile dissipates. +2 cost

Cast a spell on critical strike with a melee or ranged attack. You must pay the cost of the activated skill. The spell uses the same roll you used to activate it. You can choose how you target the spell as if you were casting it from your location normally. The activated spell is activated with the same Support Gems used for the attack, if applicable (and you need to pay the according modification costs).

Each tier allows you to activate an additional spell. No additional cost besides the  cost of the additional spell

Cast a spell on your death. The spell deals an additional 10. This cannot support totems or minions. Unlike most supports, you must prepare the Cast on Death with the supported Skill Gem in a 5 minute ritual. You cast the spell on death if you die in the next 24 hours. For the duration, you may not prepare another Cast on Death ritual, and your body has cracks that exude soul energy, making it obvious that you've got Cast on Death prepared.

Tier Bonus: +8 per tier, no additional  cost

Gain Pierce, ignoring half of a target's, with cold damage for this ability.

Gain 8 bonus cold damage per tier. +2 cost

You cannot crit. You are Lucky with your attack rolls. This support only works on spells.

Tier bonus: +1, +2 cost

Enemies die when they are reduced to half their Threshold or less in current with this Skill Gem. The Skill Gem does not need to do damage to apply this effect. Effects that reduce enemy Threshold do not affect this number for purposes of when the target dies.

+1 per tier. +2 cost

Chilled, Burn and Shocked effects caused by this skill also affect all enemies in the Zone.

against elemental effects by 18 per tier for this Skill Gem. +3 cost

Whenever you stun an enemy with this ability, gain an Endurance Charge.

by 6 per tier. +1 cost

Gain Pierce, ignoring half of a target's, with fire damage for this ability.

Gain 8 bonus fire damage per tier. +2 cost

When you hit an enemy with a projectile, it splits into 1 additional projectile, hitting 1 more enemy in the target’s zone. This can overlap area of effect attacks allowing you to hit a group of enemies twice. If you shoot multiple projectiles choose only 1 projectile to fork.

Gain 8 bonus damage per tier. +2 cost

Increase your and  by 50% (rounded down) until the start of your next turn.

Requires a melee attack.

Gain 4 and  per tier. +2 cost

Increase the effectiveness of an aura skill on allies by one tier. It no longer affects you. Grant an additional tier of effectiveness per tier. +2 cost

Increases the duration of burn threshold effects by 1 turn. by 12.

12 reduced enemy Threshold and +1 duration per tier. +2 cost

Gain Pierce, ignoring half of a target's, with lightning damage for this ability.

Gain 8 bonus lightning damage per tier. +2 cost

Hit your target twice with a melee Skill Gem instead of once. Each attack deals an identical amount of damage. Reduce your damage by 10 for each attack.

Gain an additional 10 damage per tier. +3 cost

Support a melee skill to hit the entire zone. Instead of hitting a single target, hit the entire Zone instead.

Tier Bonus: 10 additional damage, +3 cost

Support a physical or chaos skill to poison an enemy. Poisoned enemies take half the amount of final damage from the skill again at the start of your next turn as physical damage. This physical damage cannot be reduced by. Poison lasts 1 round. Poison does not stack, instead the duration is refreshed on a new application and the largest amount remains.

Tier bonus: poison lasts 1 additional round. +1 cost

The spell you cast repeats itself identically.The copy has the same target/s and Zone/s and deals the same amount of damage as the initial spell. Reduce damage by 12 for both spells.

Gain an additional 10 damage per tier. +3 cost

Increase the duration of the Skill Gem by 1 turn. A Skill Gem needs a duration of at least 1 turn for this Support Gem to apply. Does not apply to Threshold effects such as burn,stun and shock. Does not affect Support Gem durations.

1 additional turn per tier. +1 cost

Add 2 and add the damage of a weapon that adds to STR attacks to an INT Skill Gem. This allows you to use STR keyed weapons for any INT Skill Gem.

Increase by 1 per tier. +1 cost

Increase your critical strike bonus damage by 14.

Tier Bonus: +14 critical strike bonus damage. +1 cost

When you kill an enemy that drops an item, when you roll to determine if the item is rare or magical, your roll is Lucky.

Tier bonus: add 1 to all rolls determining the quality of bonuses per tier (eg: a 5 resistance roll becomes a 6 resistance roll). This does not increase the chance for the item to have a signature mod, which requires a natural 10. +1 cost

Enemies whose threshold you break with this skill are also stunned, in addition to the other threshold effect. Reduce their by 6.

Tier bonus: additional reduction of 2. +2 cost Restores players with damage dealt to enemies. Grants 15 per tier to the attack. This works with elemental damage. No additional cost

Gain 1 with the ability on hit. This works with all attacks and spells.

Tier bonus: 1. No additional Cost.

Increase all minion Base health by 25 and damage by 4 per tier. +1 cost

Causes 1 additional projectile to be fired by projectile Skill Gems. Single target Skill Gem projectile attacks must target separate opponents, but may target enemies in separate Zones. Area of effect Skill Gems must target separate Zones. Reduces your damage by 8.

Tier bonus: 1 additional projectile, +3 cost

Reduces the cost of a Skill Gem by 1. This cannot reduce the cost below 1.

Tier bonus: 1 additional reduction

You and allies gain an additional 2 when attacking enemies you shock.

Tier bonus: 2 additional when you and allies attack enemies you shock. +1 cost

You can cast an immobile totem in a Zone of your choice as a minor action. The totem has a maximum hp equal to half your Threshold and has the same and  as you do. Any Skill Gem you use can instead originate from your totem, using your Major Action if available. You can only have one totem summoned at a time. The totem allows you to use your abilities from a safe distance without getting in harm's way.

Tier bonus: 1 additional, +1 cost

Attached Skill Gem can be used as a trap that uses the attached skill when enemies trigger the trap. Only Skill Gems that can be conceivably become a trap can be attached to this Support, subject to GM discretion. For example, if you use the Trap Support with the Ice Nova Skill Gem, when it triggers Ice Nova is cast, using all the stats and modifiers as if you had cast the spell at the time of setting the trap. Increase its damage by 2.

Tier bonus: 2 additional, +1 cost