Though it has many names – power of the divine, blessing of
the gods, holy magic – the School of Light is a magic that has many uses. Its
primary use is control over the very forces of life and death. It can be used
to heal grievous wounds, resurrect the fallen, and even turn undead
abominations. It can also be used to cleanse disease, purify the tainted, and
burn the wicked. A versatile school of magic with great power.
Primary Stats:
Wisdom (Healing and Enhancement), Charisma (Damage and Undead), Constitution
Bonus to Skill
Checks: Diplomacy, Heal, Insight, Knowledge (Religion), Perception
Basic Abilities
Opening this talent tree grants you the following powers and
abilities.
Blessing of the Light. You gain the ability to channel holy power. This divine magic can do many wondrous things. You can use it as a powerful blast of holy energy to decimate your foes, light the darkness, turn the undead, or even to create powerful shields to aid you or your allies. It is used as easily to heal as it is to inflict damage. At this level, your power is not great, and to heal you must have physical contact with the wounded. You won’t be bringing anyone back from the dead, but you can heal many wounds, slow or stop the undead from advancing, and even cast reasonably powerful spells that damage enemies.
Blessing of the Light. You gain the ability to channel holy power. This divine magic can do many wondrous things. You can use it as a powerful blast of holy energy to decimate your foes, light the darkness, turn the undead, or even to create powerful shields to aid you or your allies. It is used as easily to heal as it is to inflict damage. At this level, your power is not great, and to heal you must have physical contact with the wounded. You won’t be bringing anyone back from the dead, but you can heal many wounds, slow or stop the undead from advancing, and even cast reasonably powerful spells that damage enemies.
Mastery: Mastery
is a measure of your overall power and ability in a given talent branch. Each
rank raises your ability a bit higher, and grants you greater power and access
to more abilities further down the line. You must purchase each rank in order.
Each rank is explained in detail below.
Rank 1: Your
powers are slightly enhanced, reducing the energy you need to cast spells. Your
spells are also slightly empowered, granting greater effects. For example, if
you were casting heal minor wounds, it might heal wounds instead. 10 points.
Rank 2: Your
powers are slightly enhanced, reducing the energy you need to cast spells. Your
spells are also slightly empowered, granting greater effects. You can heal
people nearby without having to physically touch them, though they must be
within a few yards of you to do this. 20 points.
Rank 3: Your
powers are enhanced, reducing the energy you need to cast spells. Your spells
are also empowered, granting greater effects. Your auras take less energy to
raise and maintain and have a greater effect at a greater distance. You gain a
+2 to Wisdom or Charisma. 30 points.
Rank 4: Your
powers are greatly enhanced, reducing the energy you need to cast spells. You
can cast many minor and basic spells without using any energy at all. You can
have two auras on at the same time, but this will drain you rather quickly. It
is very easy for you to physically heal someone, recovering even grave wounds
with relative ease, while you can lessen wounds and slightly heal others at a
distance. You can also heal multiple people at once with relative ease. 40
points.
Rank 5: Your
powers are greatly enhanced, reducing the energy you need to cast most spells
to almost nothing. Your spells are also greatly empowered, granting greater
effects; for example, if you just heal someone they will likely have a
regeneration effect on them for a time. You gain a +3 to Wisdom or Charisma. 50
points.
Dual Cast: Many
spells require you to channel energy through your hands, guiding the magic. You
now have the ability to cast two separate spells from each hand, or use your
hands together to cast the same spell making it a bigger spell with different
and more powerful effects. This kind of spell casting requires a great deal of
energy and can drain you very quickly. Requires Mastery Rank 1 and 15 points.
Avenging Branch
10 points.
Opening this branch of Light grants the following abilities.
Holy Flame: You
channel holy energy into a fiery force that you can wield in a number of ways,
the two most basic being bathing your weapon or armor in the flame, or sending
it out as a wave of radiant vengeance.
Aura of Vengeance:
You burn bright with the divine wrath of the light. You and nearby allies
become slightly empowered, able to hit with great accuracy, strength, and
ability. You can only have one aura on at a time.
Avenging Branch Abilities
Crusader Strike:
Your blade glows with holy power, and strike your foe with brilliant divine
energy, stunning them and leaving them in shock for a brief moment. Requires
Mastery Rank 1 and 10 points.
Divine Lightning:
Golden bolts of lightning explode from your hand, igniting an enemy nearby.
Requires Mastery Rank 1 and 10 points.
Bane of the Undead:
While this starts simply with being able to turn undead – which will stun or
force undead creatures to flee – as you gain power this turns into a
destructive assault on the undead. You have the ability to simply ignite undead
creatures with a look, and, eventually, they may turn from you and run when
they see you. A powerful tool to have in your arsenal. Requires Mastery Rank 1
and 15 points.
Aura of Power: A
golden flame wreaths around you, empowering your divine abilities. You hit much
harder and take much less damage. Since this ability only affects you, it does
not count toward the one aura you may have on at one time. Requires Rank 1 and
25 points.
Judgment: With a
gesture, you hit a foe with the wrath of the divine, igniting them with radiant
flames and knocking them back. Requires Mastery Rank 2 and 10 points.
Templar’s Verdict:
As you strike your foe, a blaze of swirling holy energy explodes around you,
burning nearby enemies and leaving them stunned. Requires Mastery Rank 2 and 15
points.
Seal of Justice:
With a bright explosion, a spell caster is silenced, their power locked away
for a few moments while they burn with radiant energy. Requires Mastery Rank 2
and 20 points.
Sun Slash: You
slash at a foe, and divine fire explodes in a wave across your enemies.
Requires Mastery Rank 3 and 20 points.
Avenging Wrath:
The light grants you great power, and now when an enemy attacks you, they
ignite with radiant flames. This even affects spell casters. Requires Mastery
Rank 3 and 20 points.
Sword of Light:
Your current weapon becomes empowered with the light, making it stronger, more
durable, and better able to fight against enemies. It has a small fear effect
against any creatures that want to hurt you. Any creature you attack will burn
with divine energy, and it is extra effective against the undead and evil
creatures. Requires Mastery Rank 3 and 25 points.
Retribution of the
Fallen: You call out with the light, and are answered by those who have
fallen before. They rise up and spirits, hole and hearth once more, and, at
your command, attack your foes. This summons a small squadron of allies to
fight with you. They will have decent power and ability, and may even have
magic of their own to use. It depends on location and luck, but they will
always be able to fight admirably. They last a short time before disappearing.
Requires Mastery Rank 4 and 40 points.
Vengeance: You
summon the totality of your powers and become a shimmering beacon made of
living energy. This empowers all of your abilities to a great extent, allowing
you cast nearly any spell almost instantaneously without wearing out and you
can blast out in great arcs doing incredible damage to your foes and healing
your allies. However, the effect is short lived, and when it’s over, you are
greatly weakened, to the point of being unable to move. Doing it more than once
a day will almost certainly destroy you. Requires Mastery Rank 5 and 50 points.
Defensive Branch
10 points.
Opening this branch of Light grants the following abilities.
Righteous Fury:
You burn with divine energy, and your enemies really want to hit you for it.
Aura of Protection:
You are bathed in a haze of light and those allies who feel the warmth of your
light gain greater protection. This is something that you can turn on and off
at will. While you have this aura active, allies nearby have slightly better
armor and will be more likely to dodge an attack or have an enemy miss them.
They also have slightly better stamina and are slightly more resistant to
diseases and poisons. You can only have one aura on at a time.
Defensive Branch Abilities
Aura of Hope: You
are bathed in a haze of light and those allies who feel the warmth of your
light gain greater strength and concentration. This allows warriors to hit
harder, archers to be more accurate, and mages to cast with greater ease and
ability. You can only have one aura on at a time. Requires Mastery Rank 1 and 10
points.
Armor of the Guardian:
Your armor is infused with your own holy power, and protects even better.
Requires Mastery Rank 1 and 10 points.
Rebuke: With a
charge of divine energy, you shout at your foe, stunning them briefly and
drawing their attention toward you. As you gain Mastery, this can cause
different effects on the target, including the target catching fire. Requires
Mastery Rank 1 and 10 points.
Smite: You throw
a small shockwave of holy energy at your foe, stunning and burning them.
Requires Mastery Rank 1 and 10 points.
Consecration: You
fill the ground beneath you with holy energy, weakening and slowing foes
nearby, and drawing more of their attention to you. Requires Mastery Rank 2 and
10 points.
Elysian Strike:
Your weapon burns with white light, and as you strike an enemy, several more
around it burn. Requires Mastery Rank 2 and 15 points.
Summon Holy Steed:
A magnificent steed of your choosing appears at your command, wreathed in the
flame of the light to carry you where you desire. Requires Mastery Rank 2 and
25 points.
Godspeed: You
charge yourself or an ally with the power of the Light, allowing them to move
with more grace and greater speed to move them out of danger or to protect them
from harm by allowing them to dodge incoming attacks. They might even have a
chance to dodge magical attacks. Requires Mastery Rank 2 and 25 points.
Brilliant Arc:
You swing your weapon in a wide arc, sending out a massive wave of divine
energy that crashes through your foes, stunning and burning them. Requires
Mastery Ran 3 and 25 points.
Summon Archon: A
being of pure light energy appears next to you, in the shape of a winged
humanoid. It stands with you, healing your allies, fighting your foes for a
short time before it burns out and returns to the ether. Requires Mastery Rank
3 and 25 points.
Armor of the Divine:
A burst of radiant energy explodes around you, enhancing the armor of all
allies around you. This makes armor much more effective and adds a small
regeneration to those who are touched with the blessing. The regeneration won’t
last long, but the protection lasts quite a while. Enemies who attack those blessed
by you will regret it, and will burn with the divine power you have imbued the
armor with. Requires Mastery Rank 3 and 30 points.
Divine Transformation:
You begin to glow, and wings of pure light sprout from your back. You radiate
divine energy, and attract the attention of all creatures around you. Your
allies surge, recovering from their wounds and fighting with greater strength
and ability. Your enemies may attack, they may cower or run in fear, but they
will be focused on you so your allies can better attack them. You are
invincible during this, and your attacks are greatly enhanced, allowing you to
deal heavy damage. It only lasts for a short while, and is very draining, so
you can only do this once a day without burning yourself out completely. Requires
Mastery Rank 5 and 50 points.
Restoration Branch
10 Points.
Opening this branch of Light grants the following abilities.
Light of Healing:
You excel at healing wounds with your ability. It takes relatively little
energy on your part to heal many different types of wounds. You can also help
cure diseases, but cannot simply cure them on your own yet. You still cannot
resurrect the dead and you still must lay on hands to heal, but you’re power is
growing and your healing ability is greatly enhanced.
Aura of Recovery:
You are bathed in a haze of light and those allies who feel the warmth of your
light find their wounds close on their own. This allows a slight regeneration
for you and your allies, but takes a lot of energy to keep up. It will only heal
minor wounds, and more quickly heal greater ones, but can be very useful. You
can only have one aura on at a time.
Restoration Branch Abilities
Purify: You can
use your ability to purify corrupt things, such as diseased water, or people
who have been poisoned. It is relatively easy and requires little energy unless
the impurity is rare or powerful. Requires Mastery Rank 1 and 10 points.
Golden Shield:
Using the power of the Light, you create shields around people, protecting them
for a short time from all damage. This takes a lot of energy, and uses a small
amount of energy from those you are protecting, so they can’t be used in
succession without wearing you and the protected down, but you can cast a
number of them at once over a group of people if they are very nearby you and
each other. The amount of damage they deflect depends on your ability and how
much energy you are willing or able to expend. Requires Mastery Rank 1 and 25
points.
Word of Glory:
With a single word, filled with the power of the divine, you help your allies
to surge forward with renewed vigor while your foes bleed and are stunned.
Requires Mastery Rank 1 and 20 points.
Cure Disease: You
can now, nearly instantly, cure diseases. Regardless of other abilities, this
does require physical contact with the ill and can be very draining. Requires
Mastery Rank 1 and 20 points.
Bolstering Spirit:
You gleam with divine light, and all allies find they can fight harder, cast
spells with greater power, speed, and accuracy, and the fight turns back to
your favor. Requires Mastery Rank 2 and 20 points.
Holy Word: White
Fire: You speak an ancient word of the light, and your enemies burst into
flame, engulfed by white fire that reduces them to ash. Requires Mastery Rank 2
and 20 points.
Regeneration: You
can leave a burst of divine energy in people, including yourself, that will
steadily heal any wounds received for a time. The amount of damage that can be
absorbed and healed depends on the time and energy put into the spell. Requires
Mastery Rank 2 and 25 points.
Circle of Protection:
Sigils appear on the ground, and a dome of light shimmers around you and your
allies, protecting you from harm for a short time. Requires Mastery Rank 2 and
25 points.
Lightwell: A
glimmering spring of pure light energy appears on the field, sending waves of
healing energy to all allies for a short time, keeping them healthy and vital,
before it burns out. Requires Mastery Rank 3 and 20 points.
Divine Physician:
You are a master healer, almost a legend. You can heal nearly any wound almost
instantaneously, cure diseases, purify oceans and fight the darkest poisons.
Your powers are greatly enhanced, require much less energy from you, and can be
channeled over greater distances. Requires Mastery Rank 5 and 50 points.
Death Ward: You
place a healing ward on someone and stave off death, holding them in a limbo
state until you can heal them. This will not last forever, but can be of great
advantage in keeping an ally alive until you can come to them. Requires Divine
Physician and 35 points.
Resurrection: The
ultimate expression of the Light, restoring life to the lifeless. This requires
that the person wishes to be brought back, and takes a great deal of energy on
your part. It will drain you and leave you essentially useless for a long
while. Requires Divine Physician and 35 points.
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