## DARKBLADE

If someone picks the Darkblade as the core concept for their character, the tragedy that awakened their powers should play a major role in the story. Have the Player talk about it, then create scenes that bring back echoes of that dark past.

- Due to their ability to negate dark damage, undead are extremely resilient to a Darkblade's Shadow Strike. Keep this in mind when designing battles.
- There might come a time when the Darkblade can finally leave their past behind. When this happens, you might have their Skills "flipped" — maybe they can now create Bonds of affection with Heart of Hope and unleash light damage with Celestial Strike. Discuss this option with the Player and see if it's something that interests them.

## ELEMENTALIST

- Elemental magic is mostly focused around dealing damage of several types: when you design battles, make sure this ability gets to shine. Create adversaries that absorb certain elements and are vulnerable to others, so that the Elementalist’s contribution may be key to victory.
- Given its raw power, elemental magic is often used in battle. If this type of spellcaster is common in your setting, it probably contributed to shaping the history of warfare. This is something you should discuss with your Elementalist Player.

## ENTROPIST

- Entropic magic is deeply tied to death, chaos and oblivion. It can be easily seen as "villainous” magic, but the Player Characters are heroes. Create situations in which this contrast becomes important!
- Entropists are among the few characters capable of dealing damage with no type, causing direct HP loss, limiting enemy actions, and granting allies additional turns. Create conflicts where these abilities can prove vital.
- Ritual Entropism can achieve incredible effects, such as altering time and space. These Rituals are expensive and dangerous, but a Player Character is still free to attempt them; just remember that failure will be proportionally devastating.