Sorcery Power Set Sorcery has always intrigued many of us so it is no wonder that players are drawn towards the sorcery framework when they are ready to make their new character. The graphic effects that accompany these powers look appropriate for the genre. If blasting people with eldritch bolts and waking the dead to rise up and serve you is your thing then Champions Online is the game for you! Below is a listing of the powers currently within this sorcery framework.
Eldritch Bolts
Energy Builder
Energy Generation, Ranged Magic Damage
Eldritch Bolts fires balls of eldritch energy to blast your enemy.
Click
Single target Magic damage
Generates energy
Initial attack has a chance to root the target
Eldritch Blast
No Requirements
Ranged Magic Damage
Eldritch Blast fires a concentrated blast of eldritch energy at your enemy.
Tap
Single target crushing damage
Chance to root target
Charge
Increases damage and energy cost of the Tap effect
Increases root strength when charged over 90%
Binding of Aratron
Requires 1 power from Sorcery or 2 non energy building powers from any framework
Maintained Ranged Root
Binding of Aratron channels eldritch energy to lock your enemy to the ground.
Maintain
Roots target
Strength of root increases per 1 sec maintained
Eldritch Shield
Requires 1 power from Sorcery or 2 non energy building powers from any framework
Block Slot Enhancement
Eldritch Shield creates a protective barrier of focused magical energy.
Maintain
Self damage reduction
When released, grants damage resistance to non-physical damage for a short time
Arcane Invocation: Vitality
Requires 1 power from Sorcery or 2 non energy building powers from any framework
Cone Healing
Invocation of Vitality creates a focused surge of mystical healing energy that affects up to three allies.
Maintain
Creates a cone area of effect heal, which can heal friendly targets
Sigils of Radiant Sanctuary
Requires 1 power from Sorcery or 2 non energy building powers from any framework
Sigils, Charged Area Stealth Buff
Sigils of Radiant Sanctuary summons 5 sigil stones that effectively hide you and your allies within their circle.
Charge
Buffs stealth of your allies
Must be fully charged
Only one type of sigil can be active at a time
Sigils can be attacked and destroyed
Sigils of the Primal Storm
Requires 1 power from Sorcery or 2 non energy building powers from any framework
Sigils, Charged Area Electrical Damage
Sigils of the Primal Storm summons 5 sigils around you to deliver deadly electrical shocks to any enemy who comes too close.
Charge
Applies hold to target
Charge
Each sigil deals electrical damage to nearby targets every 2 seconds
Chance for Electrical attacks to chain to another target
Must be fully charged
Only one type of sigil can be active at a time
Sigils can be attacked and destroyed
Sigils of Ebon Weakness
Requires 1 power from Sorcery or 2 non energy building powers from any framework
Sigils, Charged Area Damage and Movement Speed Debuff
Sigils of Ebon Weakness summons 5 sigils to drain the will to fight from any enemy that comes within their reach.
Charge
Each sigil reduces the run, flight and jump speeds of nearby targets
Each sigil reduces the damage dealt by nearby targets
Must be fully charged
Only one type of sigil can be active at a time
Sigils can be attacked and destroyed
Sigils of Arcane Runes
Requires 1 power from Sorcery or 2 non energy building powers from any framework
Sigils, Charged Area Fire Damage
Sigils of Arcane Runes summons 5 unstable sigils that will violently explode whenever an enemy comes near.
Charge
Each sigil explodes when an enemy comes within range. The explosion causes fire damage nearby targets.
Must be fully charged
Only one type of sigil can be active at a time
Sigils can be attacked and destroyed
Radiant Invocation: Rebirth
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Resurrect
Radiant Invocation: Rebirth uses eldritch energy to revive your defeated allies.
Charge
Resurrect ally
Primal Invocation: Storm Calling
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Maintained PBAoE Repel
Storm Calling calls upon nature’s fury to drive your enemies away from you.
Maintain
Repels targets
Affected targets have their movement speed reduced
Affected targets have their energy damage resistance debuffed
If fully maintained, deals electrical damage to target and all other nearby targets
Ebon Invocation: Necromancy
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Uncontrolled Pet
Ebon Invocation: Necromancy uses dark magic to pull the dead from their graves to fight for you.
Charge
Summons 3 zombies to attack your target
Sets your Equilibrium to 0 for a short time
Aura of Protection
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Aura, Close Area Effect Damage Resist Buff
Aura of Protection uses your mere presence to bolster your allies defenses.
Auras can be slotted in either Passive or Active power slots.
Slotted Passive
Can be slotted in Support or Balanced passive slots
Increase damage resistance of nearby allies
No energy cost
Slotted Active
Toggle power
Increase damage resistance of nearby allies
Only one aura can be active at a time
Aura of Clarity
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Aura, Close Area Effect Energy Recovery Buff
Aura of Clarity reduces combat fatigue in your allies, allowing them to recover faster and fight harder.
Auras can be slotted in either Passive or Active power slots.
Slotted Passive
Can be slotted in Support or Balanced passive slots
Increase energy recovery rate of nearby allies
Reduces energy cost of powers for affected allies
No energy cost
Slotted Active
Toggle power
Increase energy recovery rate of nearby allies
Reduces energy cost of powers for affected allies
Only one aura can be active at a time
Aura of Destruction
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Aura, Close Area Effect Damage Buff
Aura of Destruction drives your allies to fight all out against your enemies.
Auras can be slotted in either Passive or Active power slots.
Slotted Passive
Can be slotted in Support or Balanced passive slots
Increase damage of nearby allies
Increases rate of energy decay for affected allies
No energy cost
Slotted Active
Toggle power
Increase damage of nearby allies
Increases rate of energy decay for affected allies
Only one aura can be active at a time
Circle of Primal Dominion
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Self Defense Buff
Circle of Primal Dominion creates a circle of defensive power. While inside the circle you are incredibly hard to damage.
Click
Summons a Circle at your feet. The Circle increases your knock up resistance, knockback resistance, damage resistance, regeneration rate and stealth perception.
The Circle increases your threat generation and lowers your resistance to holds
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Circle of Ebon Wrath
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Self Damage Buff
Circle of Ebon Wrath creates a circle of offensive power. While inside the circle your damaging abilities get an extra boost to make them truly fearsome.
Click
Summons a Circle at your feet. The Circleincreases your damage, decreases your threat generation and gives your attack a chance to hold the target.
The Circle reduces the effectiveness of healing effects on you
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Circle of Radiant Glory
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Self Revive
Circle of Radiant Glory creates a circle of benevolent power. Should you be defeated while inside the circle it will return you to the fight.
Click
Summons a Circle at your feet. If you are defeated while inside the Circle, you will be revived at low health.
If you are revived by the Circle, the Circle will be destroyed and cannot be summoned again for 10 minutes.
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Circle of Arcane Power
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Self Energy Buff
Circle of Arcane Power creates a circle of energy around you. While inside the circle you are able to recover your powers with amazing speed.
Click
Summons a Circle at your feet. The Circle grants energy every 2 seconds, reduces your rate of energy decay and counts as an Energy Form
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Circle of Ebon Summoning
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Uncontrolled Pet
Circle of Ebon Summoning summons a pair of Imps and binds them to your service.
Click
Summons a Circle at your feet. The Circle summons a Bound Demonling Imp to fight for you.
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Circle of Primal Summoning
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Uncontrolled Pet
Circle of Primal Summoning summons a pair of Mystic Wolves to aid you in your fight.
Click
Summons a Circle at your feet. The Circle summons a Mystic Wolf to fight for you.
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Circle of Radiant Summoning
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Uncontrolled Pet
Circle of Radiant Summoning calls upon the ethereal plane and summons a pair of Spirits to assist you.
Click
Summons a Circle at your feet. The Circle summons a Spirit to fight for you.
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Circle of Summoning
Requires 3 powers from Sorcery or 5 non energy building powers from any framework
Circle, Uncontrolled Pet
Circle of Summoning summons a pair of Mystic Constructs to help destroy your enemies.
Click
Summons a Circle at your feet. The Circle summons a Mystic Construct to fight for you.
Leaving the Circle for more than a few seconds will cause the Circle to disappear
Only one Circle can be active at a time
Summoning the Circle reduces your energy to 0
Skarn’s Bane
Requires 5 powers from Sorcery or 8 non energy building powers from any framework
Maintained Cone Magic Damage
Skarn’s Bane unleashes a cone of degenerative energy upon your enemies, attacking both their mental and physical beings.
Maintain
Creates a cone area of effect, dealing magic damage to any targets in the cone
Damage and energy cost increase per period. Damage increases faster than the energy cost.
Removes buffs from affected targets
Prevents affected targets from activating Energy Form powers
Familiar
Requires 5 powers from Sorcery or 8 non energy building powers from any framework
Uncontrolled Pet
Familiar summons a loyal golem familiar to your service.
Charge
Summons a Golem Familiar to assist you
While the Golem Familiar is close to you it applies a buff to your maximum health
If the Golem Familiar is destroyed, it applies a debuff to your maximum health
Urthona’s Charm
Requires 5 powers from Sorcery or 8 non energy building powers from any framework
Charged Ranged Confuse
Urthona’s Charm attacks the mind of your target, causing them to become temporarily confused.
Tap
Confuses target for a short time
Charge
Increases duration of the Tap effect
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