
There are a lot of spells across all classes that I think strongly suggest at least some magical power, some possessing more than others. Some examples:
Archer/Bard:
Wind Bite - I have a hard time imagining what else could do "wind damage" other than a magically enhanced arrow/arrows speeding by so fast that the very air displaced by their travel causes pain to the target.
Flaming Arrow - This could either be manually lit or lit with a player's control of aether, so there's some wiggle room of interpretation for this one.
All of a bard's songs - Self explanatory here. It's highly likely a combat bard imbues their music with aetheric charge to lend it beneficial effects.
Gladiator/Paladin:
Flash: Especially its blind effect. It could be some sort of hyperconcentrated burst of aether.
Rage of Halone: Could be a cool spiritually-charged spell.
Buffs like Sentinel, Tempered Will, Bulwark, and Hallowed Ground: The obvious interpretation here is that the person is using aether, either their own or drawing on the environments, to enhance their own physical stamina, or as some sort of magical shield, or whatnot.
Cover: This one is pretty cool. How does one literally redirect pain and injury from another onto one's self? Perhaps a projection of the paladin's mana towards the other person in question that, though extremely difficult to maintain, is enough to shield them. The paladin feels the pain of the attack because the aether is a part of their body.
Lancer/Dragoon:
Life Surge - One interpretation could include a sort of aether-draining effect, drawing out the target's energies to bolster their own.
Invigorate - While this could just be an adrenaline rush, it could also be due to magical skill.
All Jumps - The dragon power that lends dragoons their ability to carry out physics-defying leaps is arguably due to a certain manipulation of aether in and around their bodies.
Marauder/Warrior:
Bloodbath: Like with the spell Life Surge, they may have the ability to drain another's aether for a short time and manipulate it into their own bodies.
Berserk - Easily argued as an aether-enhanced rage (though it could also just be an entirely mental thing, depending on the person).
Thrill of Battle - Similar to the two spells above, though again it could also be chalked up to just an adrenaline rush.
Holmgang - Clearly magical in nature, unless you want your character to run around with a chain specifically for this purpose (which is totally cool).
Pugilist/Monk:
Featherfoot: Are they just good at evading, or are they using aether to make them selves temporarily superhuman?
Second Wind: Obvious effect of drawing on aether to heal yourself in some way, though with a relatively minor effect compared to someone with more specific training.
Internal Release - The name of this ability tickles my magic senses. I'm thinking some kind of ability that pulls on the person's aether and just wildly releases it through their attacks for a time.
Arm of the Destroyer - When taken in context with its animation, I think there's an argument for this to be a magically enhanced concussive spell.
Fists of Earth/Wind/Fire - Some kind of mental stance that could align with aetheric manipulation.
Mantra - Words can contain power, in this case aetheric power.
It's also worth mentioning the lore of monks as it relates to chakras and how that likely implies a strong manipulation and understanding of one's aether.
So yea! It's more than possible to make a case that ALL classes have the capacity for some degree of magical ability. I don't think it's required (e.g. you could easily RP a magically-inept archer or whatever), but it's certainly possible.
Archer/Bard:
Wind Bite - I have a hard time imagining what else could do "wind damage" other than a magically enhanced arrow/arrows speeding by so fast that the very air displaced by their travel causes pain to the target.
Flaming Arrow - This could either be manually lit or lit with a player's control of aether, so there's some wiggle room of interpretation for this one.
All of a bard's songs - Self explanatory here. It's highly likely a combat bard imbues their music with aetheric charge to lend it beneficial effects.
Gladiator/Paladin:
Flash: Especially its blind effect. It could be some sort of hyperconcentrated burst of aether.
Rage of Halone: Could be a cool spiritually-charged spell.
Buffs like Sentinel, Tempered Will, Bulwark, and Hallowed Ground: The obvious interpretation here is that the person is using aether, either their own or drawing on the environments, to enhance their own physical stamina, or as some sort of magical shield, or whatnot.
Cover: This one is pretty cool. How does one literally redirect pain and injury from another onto one's self? Perhaps a projection of the paladin's mana towards the other person in question that, though extremely difficult to maintain, is enough to shield them. The paladin feels the pain of the attack because the aether is a part of their body.
Lancer/Dragoon:
Life Surge - One interpretation could include a sort of aether-draining effect, drawing out the target's energies to bolster their own.
Invigorate - While this could just be an adrenaline rush, it could also be due to magical skill.
All Jumps - The dragon power that lends dragoons their ability to carry out physics-defying leaps is arguably due to a certain manipulation of aether in and around their bodies.
Marauder/Warrior:
Bloodbath: Like with the spell Life Surge, they may have the ability to drain another's aether for a short time and manipulate it into their own bodies.
Berserk - Easily argued as an aether-enhanced rage (though it could also just be an entirely mental thing, depending on the person).
Thrill of Battle - Similar to the two spells above, though again it could also be chalked up to just an adrenaline rush.
Holmgang - Clearly magical in nature, unless you want your character to run around with a chain specifically for this purpose (which is totally cool).
Pugilist/Monk:
Featherfoot: Are they just good at evading, or are they using aether to make them selves temporarily superhuman?

Second Wind: Obvious effect of drawing on aether to heal yourself in some way, though with a relatively minor effect compared to someone with more specific training.
Internal Release - The name of this ability tickles my magic senses. I'm thinking some kind of ability that pulls on the person's aether and just wildly releases it through their attacks for a time.
Arm of the Destroyer - When taken in context with its animation, I think there's an argument for this to be a magically enhanced concussive spell.
Fists of Earth/Wind/Fire - Some kind of mental stance that could align with aetheric manipulation.
Mantra - Words can contain power, in this case aetheric power.
It's also worth mentioning the lore of monks as it relates to chakras and how that likely implies a strong manipulation and understanding of one's aether.
So yea! It's more than possible to make a case that ALL classes have the capacity for some degree of magical ability. I don't think it's required (e.g. you could easily RP a magically-inept archer or whatever), but it's certainly possible.
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