This was the biggest single day of spell-work Dreadmark has had. Five new actives went into the book at once, and between them they open whole ways to play the Penitent that simply weren't there before.
Phase Step is the one you'll feel first. Aim, cast, and you're there — a violet blink across the graveyard that snaps you to solid ground and refuses to strand you inside a wall. On its own it's escape and repositioning; with the right rune it can detonate where you land, or wrap you in a brief guard so you can blink into danger and tank the first blow. And for the mobility-obsessed, one rune ties its cooldown to how much you've poured into Energy — invest enough and the blink comes back almost as fast as you can spend it.
Then there's the dark-magic loop, built as a pair. Mark of Penance is a thrown curse: the foes it touches take more of your damage, deal less of theirs, and drag their feet — a support spell whose whole payload is the hex, not the hit. Its runes each lean hard into one axis: a crushing vulnerability, a gutting enfeeble that makes a whole pack barely able to scratch you, or a slow that leaves them crawling. Rite of Ruin is the payoff. Stack poisons and burns on a pack — from this spell's cursed cousins or from elemental gear — then throw the Rite into them and every ailment erupts, a burst that scales with how much rot they were already carrying. A lightly-poisoned skeleton pops small; a thoroughly-rotted one detonates hard enough to take its neighbours with it. For the first time, an ailment build has a finisher.
Gravity Well is pure control theatre. Cast it and a void-violet singularity opens on the ground, hauling every enemy inside toward its centre while they claw to escape — then, a few seconds later, it collapses in a burst on the knot you've gathered. Wide-swallow, devastating-implosion, or self-healing-grind: the runes let it be a crowd-gatherer, a bomb, or a sustain engine.

And the headline: Raise the Faithful. Speak it and pale, spectral acolytes rise around you — allies with minds of their own that follow at your heel, break off to chase the nearest enemy, and cut it down while you handle the rest. A frail swarm, a pair of durable bruisers, or robed casters that hang back and plink from range — the summoner fantasy, finally in the game.
Numbers are still settling, but the toolkit just got a great deal deeper — and a great deal darker.