Spellsword Talisman

Notes:
- "Flagged in PVP combat" will mean the player has received 20+ damage within the past 60 seconds from a player who is within 14 tiles and not hidden at the time of the flag check, or a combat flag exists wherein the player initiated combat against another player.
- Values in brackets represent a modifier/value range based on talisman/relic level.

Spellsword Talisman:
- Spell Conduit: Striking a creature in melee combat increases attacker's spell damage against the target by [1.20 - 1.50x] for 10 seconds. Damage bonus (to be determined) scales with average melee damage of weapon used to inflict status (after bonuses like tactics).
- Allows for uninterruptible spellcasting and spell channeling while not flagged in PVP combat.
- Chance to trigger a free automatic spellcast upon landing an attack. Damage of this spell scales with average melee damage of weapon. Chance of casting a higher-level spell increases with talisman level. Spells that can be triggered are magic arrow, harm, fireball, lightning, energy bolt, and flame strike.
- If weapon equipped, spells use weapon's slayer property (ensure that triggered spells don't expend charges).
- [0.8 - 0.6x] mana-cost modifier for all spells except Gate Travel, summons, and Resurrection unless flagged in PVP combat, tied to talisman level.
- Relics can be applied at levels 2, 4, 6, and 8.
- Relics level up through experience rather than activations.
- No armor-related XP penalty.

Relics:
- Force of Will (45s CD): Instantly cast a guaranteed free spell that has (1.0 - 3.0x) spell intensity. Non-offensive spells cannot be insta-cast while flagged in PVP. Text command to activate; the next warmed spell can be cast immediately. Consider text commands for common individual spells. Cap healing amount to prevent too strong of heals on pets.

- Anticipate (20s CD): If physically attacked within 0.75s of casting reactive armor, deal [75 - 150] feedback damage to the attacker and negate the damage of the attack. If this relic is ready (and not flagged for PVP combat), reactive armor will ignore its normal cooldown. Relic cooldown will trigger regardless of whether feedback damage occurs. Damage is amplified by Spell Conduit. Increased reactive armor damage absorption?

- Arcane Vigor (20s CD): Consumes refresh potion as a reagent if present, restoring stamina. Restores [10 - 25%] of maximum mana. [0.6 - 0.2x] received stamina damage from non-player sources. [1.1 - 1.2x] weapon damage. Dexterity increased by [200 - 500] until 3 attacks are made (ensure this doesn't affect bandage speed). All effects expire after 12 seconds.

- Reverberate (45s CD): The next successful single-target offensive/healing spell is cast [2 - 5] additional times at 0.9s intervals and 0.5x efficacy. If the spell is offensive, will be cast upon up to two additional targets affected by Spell Conduit. Text command to prime. Won't trigger via Force of Will cast. Reverberated healing spells won't trigger if flagged in PVP combat.

Side Benefits:
- Incentivizes use of atypical PVM gear (e.g., magic leather armor, slow weapons, two-handers)
- A more hands-on talisman to help maintain engagement and reward manual play.

Possible Modifications:
- Rather than increased bonus damage for harder-hitting weapons, increase chance of spell-on-hit.
 
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