Unless otherwise stated, all actions have a range of 25y.
Each Prism created initially has a range of 3y, but is extended with Traits as you level. Also, each each Prism is a distinctly different color, so over time, they can be distinguished between. They also have a faint ripple that emanates outward from the Prism to show their area of effect.
If a new Prism is created, and it then exceeds the number you can create, one of the other existing Prisms is shattered.
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Lv 1 Downbeat
Ability, 2.5s cooldown
Deals unaspected damage with a potency 80. If a Prism Spell is cast next, gives a 50% chance for Entropy of that Prism to be 0 for 5s.
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Lv 2 Prism of Hope
Spell, 1.2s Cast, 6s cooldown, MP 180
On targeted area, creates a prism that gives healing effect over time to anyone within range. Cure potency: 250 Alignment: Light
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Lv 4 Chord of Light
Ability, 2.5s cooldown
Target Prism gains 20 Light Alignment Points.
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Lv 4 Note of Darkness
Ability, 2.5s cooldown
Target Prism gains 20 Dark Alignment Points.
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Lv 6 Prism of Space
Spell, 1.2s Cast, 12s cooldown, MP 140
On targeted area, creates a prism that allows players to quickly (0.5s) teleport to the prism when clicking on it if within 15y. Alignment: Neutral
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Lv 6 Prism of Hate
Spell, 1.2s Cast, 12s cooldown, MP 220
On targeted area, creates a prism that automatically attacks random enemies within its range with an aetheric energy attack every 5s with a potency of 40. Alignment: Dark
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Lv 10 Crescendo
Ability, 20s cooldown, Range 15y
Pushes a Prism 8y away from you.
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Lv 10 Descrescendo
Ability, 20s cooldown
Pulls a Prism 8y towards you.
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Lv 12 Prism of Resurrection
Spell, 1.2s Cast, 60s cooldown, MP 300
On targeted area, creates a prism that raises the first person who dies within range, or who is already dead, to a weakened state with low HP, then shatters. Alignment: Light
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Lv 12 Prism of Retribution
Spell, 1.2s Cast, 30s cooldown, MP 300
On targeted area, creates a prism that recoils 3% of damage taken by players within range to all monsters within range. Alignment: Dark
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Lv 15 Prism of Pestilence
Spell, 1.2s Cast, 120s cooldown, MP 280
On targeted area, creates a prism that inflicts constant Weakness status on enemies within range. Accumulates Entropy twice as fast as other prisms. Alignment: Dark
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Lv 18 Prism of Protection
Spell, 1.2s Cast, 120s cooldown, MP 300
On targeted area, creates a prism that allows party members within range to only take 90% of all damage inflicted. Alignment: Neutral
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Lv 22 Overture
Ability, 5s cooldown
Stays in effect until it is used again. While in effect, the effects of multiple Prism of Hope within range will partially stack, with the second giving 50% of its healing, the third giving 20% of its healing, and the fourth giving 10% of its healing. Also, all healing Abilities (not Spells) used will grant Regen of equal potency to the Cure Potency for 30s. Cannot be used with Opus.
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Lv 22 Opus
Ability, 5s cooldown
Stays in effect until it is used again. While in effect, Prism of Hate potency is increased to 80, also Prism of Hate, Prism of Retribution, Prism of Pestilence, and Prism of Torment additionally inflict opponents with Crystal Lung, which can be stacked on itself every time the Prisms damage the opponent (or, in the case of Prism of Pestilence, every 10 seconds) and remains as long as target stays in the Prism's range. Cannot be used with Overture.
- Crystal Lung: Causes damage over time with a potency of 12 for each stack.
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Lv 26 Pianissimo
Ability, 45s cooldown, MP 520
Creates a straight-line area 3y wide and 15y long beginning with a random prism and including the target. If no target is selected, the target is self. All players within affected area are healed with Cure Potency 250. Adds 5 Entropy to the Prism.
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Lv 30 Sforzando
Ability, 120s cooldown
For 10 seconds, the radius of all active prisms you own is increased to 25y.
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Lv 35 First Movement Solo
Ability, 60s cooldown
Launch energy ball at target Prism to remove up to 10 Entropy from Prism, then bounce energy onto random nearby enemy with attack potency of 140.
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Lv 38 Prism of Potency
Spell, 1.2s Cast, 24s cooldown, MP 400
On targeted area, creates a prism that increases the potency of all Weaponskills and Spells (but not Abilities) of players within range by 15. Alignment: Neutral
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Lv 40 Aether Waltz
Ability, 180s cooldown
Three Prisms of the last type you cast are created, each near 3 randomly chosen party members within range (excluding you). If less than 3 party members are within range, the maximum amount possible will be created (0, 1, or 2).
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Lv 45 Prism of Enmity
Spell, 1.2s Cast, 300s cooldown, MP 480
On targeted area, creates a prism that slowly builds enmity, which builds faster when nearby players are attacked. Prism can be attacked by enemies and has HP, and if HP reduces 0, the Prism shatters. HP is about 50% of a pet's HP. Alignment: Dark
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Lv 46 Cut Time
Ability, 60s cooldown
Shatters a target Prism, dealing unaspected damage with a potency of 150 to all enemies within range.
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Lv 50 Prism of Salvation
Spell, 1.2s Cast, 240s cooldown, 900 MP
The only prism without a radius of effect. A player standing next to it can Interact with it (0.5s) to shatter it, fulling healing them in the process. Alignment: Light
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Lv 50 Grand Encore
Ability, 120s cooldown
Target a Light-Aligned Prism to shatter it and turn action into Grand Encore (Light), or vice-versa for Grand Encore (Dark). Target a second Prism to shatter it and all players within range of that Prism gain the following effects, based on the second Prism's Alignment:
Dark: Spell and Weaponskill Potency is increased by 10 for 15 seconds.
Light: Regen with Cure Potency of 240 for 15 seconds.
Neutral: Barrier nullifying 6% damage for 15 seconds.
Grand Encore (Light) doubles the duration listed. Grand Encore (Dark) doubles the intensity listed.
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Lv 52 Second Movement Solo
Ability, 60s cooldown
Launch energy ball at target Prism to remove up to 5 Entropy from Prism and all Prisms within that Prism's range, then bounces energy onto random nearby enemy with attack potency of 180.
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Lv 54 Accelerando
Ability, 90s cooldown
Quickens the over-time effects of all nearby Prisms, but also accelerates accumulation of Entropy.
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Lv 56 Syncopation
Ability, 120s cooldown
Deals unaspected damage with a potency of 220. Must be under the area of effect of 3 or more different types of Prisms to use.
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Lv 58 Tacet
Ability, 120s cooldown
Resets all Entropy in all nearby Prisms to 0, and keeps Entropy at 0 for 5 seconds.
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Lv 60 Prism of Torment
Spell, 1.2s Cast, 300s cooldown, MP 600
On targeted area, creates a prism that attacks all enemies within range with an aetheric ball of energy with a potency of 200 every 15 seconds, beginning immediately upon cast, and also inflicts targets with Poison. This prism and all prisms within range gain 10 Entropy each time this attack is executed by the prism. Alignment: Neutral
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Lv 62 Fortissimo
Ability, 240s cooldown
Shatters target Prism and restores HP within a 15y radius with Cure Potency of 500, also all players within the range gain a barrer than nullifies damage equal to 25% of the HP restored. Duration: 60s
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Lv 64 Third Movement Solo
Ability, 60s cooldown
Launch energy ball at target Prism to remove up to 25 Entropy from Prism and all Prisms within that Prism's range, then bounces energy onto random nearby enemy with attack potency of 120.
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Lv 66 Ovation
Ability, 240s cooldown
Wisps of aetheric energy bind all existing Prisms together, creating a planar 2D region bound by them. Within this region, each normal attack damage by enemies has a 50% chance of being negated, but for each occurrance of damage being negated, Entropy in all Prisms increase by 10 and cannot be lowered while this effect is occurring. If any Prism shatters, the effect ends. Must have 3 or more Prisms active to execute. (Under current design, will usually only last for 5-10 seconds.)
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Lv 68 Cadenza
Ability, 180s cooldown
Target player is aetherly tied to the next Prism you cast (within 10s). For this 10s, until you cast, you are limited to only casting Prism of Hope, Prism of Protection, and Prism of Potency. The Prism created tied to the target will affect only the target player, but its effects are boosted 40%. Also causes Entropy to generate faster.
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Lv 70 Prism of the Divine
Spell, 1.2s Cast, 600s cooldown, MP 1,200
All existing prisms are shattered upon use. A massive prism descends from above, emits a flurry of light and swirls, then shatters over the range of the move, sending aether flowing everywhere. Enemies within range take unaspected damage with a potency of 300, and all players within range are healed with a Cure Potency of 1,200. To execute, four prisms must be active first, each with Entropy of 10 or more. Alignment: Light