Sigils

"Sigils is a term used to describe the school or raw power behind a spell."

Sigils are the various schools of magic available in the world, they are found in the Reliquaries that were created by Roth for The Dragons. The player has a choice of sigils to choose from at most Reliquaries and so the order in which they are unlocked can vary. Each sigil has it's own traits, strengths and weaknesses. Shield "Projects a magical barrier around the mage. If all 3 layers are destroyed, the mage will perish."

Shield is the first and only defensive sigil available to The Dragon and cannot be unequipped. Shields can be activated with the secondary fire button in order to block incoming attacks, reducing damage. A perfectly timed block (With a Strategic shield type) will prevent all damage that would have been dealt to The Dragon and cast a Nova spell, nova effects are determined by the equipped nova spell. A shield can be used to blink out of harms way by pressing the blink key, Alternatively a charged blink (with an Agile or Tactical shield) can be used to blink further and cast a nova spell, nova effects are determined by the equipped nova spell.

Fire "Fire is a spell meant for direct injury. It is the easiest spell to build for doing raw damage."

Ice "Ice does the most base damage of any spell, but it does not scale quite as well through critical hits or Mastery consumption. It does have some of most reliable Control aspects."

Necromancy "Necromancy is the dark art of commanding the dead. A potent necromancer conjures unliving minions to fight his battles for him."

Kinesis "Kinesis is power over motion, changing how enemies move during a battle."

Lightning "Lightning's strengths are stunning and chaining to several enemies, Skilled battlemages can use lightning to group enemies together, allowing for more wholesale destruction."

Delirium "Delirium spells focus on mind control. They don't do damage directly, instead causing enemies to do damage to others, or even themselves."

Corruption "The Corruption Sigil causes the target to become infected with parasites. The spell's attunement dramatically changes how the spell behaves."

Phase "The Phase Sigil warps space and even time around the target. It may translocate an enemy, or tear him apart with the forces of distortion."