Post by Ramir on Apr 12, 2014 23:29:51 GMT -5
Level 1 BLESSED MAGIC
- Sprite -
Effect: A small ball of twinkling floats lazily along behind the mage. It can be directed to move and always illuminates a small area around it.
Range: The sprite can be directed to move anywhere within 10 feet of the caster.
AOE: The sprite illuminates a 15 foot area around it.
Cast Time: Immediate.
Power: Lasts 1/2 an hour.
- Dazzle -
Effect: The mage can throw a handful of small, popping sparks at any target within immediate range. This can potentially startle or distract the target.
Range: Within 6 feet.
AOE: One target.
Cast Time: Immediate.
Power: Startled targets can suffer a 3 point penalty to Awareness. This spell can interrupt action in lesser targets.
- Illumination -
Effect: The mage can cause one inanimate object to glow brightly by placing their hand upon it. This will not work on items enchanted prior.
Range: Target must be touched.
AOE: The glow from this item will illuminate a 30 foot area.
Cast Time: Immediate.
Power: Will last 10 minutes.
Level 2 BLESSED MAGIC
- Healing Hands -
Effect: By touching the injured, the mage can slowly heal lesser wounds.
Range: Must touch target.
AOE: One target, they must remain immobile for the duration of this spell.
Cast Time: This turn, the target misses their next turn.
Power: This spell can heal a minor amount of damage each time it is used.
- Blessed script -
Effect: The mage can use their finger to 'write with light' on any suitable object. This script will illuminate whenever the mage is nearby.
Range: Target must be written on. The script can only be applied to solid, physical matter.
AOE: The mage's script will glow brightly whenever the mage is within 10 feet.
Cast Time: The mage can 'write' for no longer than thirty seconds.
Power: Will continue to work for 24 hours.
- Aid -
Effect: The mage can remove or reduce potency of any status effect afflicting an ally.
Range: Target must be touched.
AOE: One target only.
Cast Time: Immediate.
Power: This spell can negate lesser status effects . This spell can reduce the potency of effects such as poison and disease. This spell will not effect greater status effects, such as curse, paralysis, charm or petrification.
Level 3 BLESSED MAGIC
- Orlune's Bolt -
Effect: The mage summons a glowing bolt, which flies true and is capable of piercing lesser foes.
Range: Line of sight within 60 feet.
AOE: One target.
Cast Time: Immediate. The mage can summon up to 3 bolts in the same turn, but must pay for each use of the spell.
Power: Inflicts minor damage. Will inflict moderate damage to targets susceptible to Blessed Magic.
- Flash -
Effect: The mage's hand or weapon emits a sudden, piercing light which may stun and even blind those within range.
Range: The caster.
AOE: All creatures with conventional eyesight within 30 feet.
Cast Time: Immediate.
Power: All creatures not covering their eyes can be affected by this spell. Effects include being stunned for their next turn, or suffering a 5 point penalty to their awareness, due to their being blind or impaired.
- Minor Blessing -
Effect: The mage calls on divine power to infuse an ally with a holy energy, improving their potential in combat.
Range: 12 feet.
AOE: One target.
Cast Time: Immediate.
Power: + 2 to speed and all aplied combat Talents. This effect lasts five minutes.
Level 4 BLESSED MAGIC
- Minor Illusion -
Effect: With concentration, the mage can create a small, but accurate illusion.
Range: Line of sight, within 100 feet.
AOE: The illusion can be no larger 3 feet in any regard and must remain stationary. The illusion can be animated.
Cast Time: One whole turn.
Power: This illusion will last 3 minutes.
- Blur -
Effect: By refracting light, the mage causes their own image to blur, making them far more difficult to hit or target with any accuracy.
Range: The caster.
AOE: n/a.
Cast Time: Immediate.
Power: Attackers suffer 3 points penalty to hit or target the mage. Lasts 10 minutes.
- Heal Moderate Wounds -
Effect: The mage can now tend to more than superficial damage, without the need to lay their hands on their target.
Range: 20 feet.
AOE: One target.
Cast Time: Immediate.
Power: This spell can heal a moderate amount of damage in one ally.
Level 5 BLESSED MAGIC
- Blink -
Effect: The mage can vanish from view, only to then reappear in another location.
Range: 60 feet, line of sight.
AOE: n/a.
Cast Time: Immediate.
Power: The mage will instantly vanish but will reappear after 1 second for each 10 feet crossed. The mage cannot pass through solid objects.
- Reinvigorate -
Effect: The mage evokes a holy, glittery dust from above which aids their party greatly and assists in recovery.
Range: The caster.
AOE: 20 feet radius.
Cast Time: Immediate.
Power: All allies within AOE have receive slight heal and have common status effects canceled.
- Resilient Sphere -
Effect: The mage creates a translucent bubble, which helps protect their ally within the glowing sphere.
Range: 12 feet.
AOE: One target.
Cast Time: Immediate.
Power: All attacks upon the target suffer a 3 point penalty. Slight and minor attacks are negated automatically. Lasts 10 minutes.
Level 6 BLESSED MAGIC
- Greater Illusion -
Effect: The mage can create a medium sized illusion that is now capable of movement.
Range: Line of sight, within 100 feet.
AOE: The illusion cannot be greater than 6 feet in any regard.
Cast Time: One whole turn.
Power: This illusion is capable of slow movement within the mage's line of vision when casting. The illusion can be 'programmed' and will last 3 minutes.
- Smite -
Effect: A pillar of light is cast down from the heavens and blasts heavy damage to one hapless opponent.
Range: 30 feet.
AOE: One target.
Cast Time: Immediate:
Power: Deals moderate damage to the one target. Deals major damage to enemies susceptible to blessed damage.
- Sanctuary -
Effect: The mage creates a large, protective sphere that can withstand tremendous damage and protects all within it.
Range: The caster.
AOE: 15 feet.
Cast Time: Immediate.
Power: The sphere encompasses all within 15 feet and ignores physical boundaries. The sphere will withstand 3 rounds of massive damage. Without damage, the sphere can last 2 hours. Objects or creatures cannot pass through the sphere.
Level 7 BLESSED MAGIC
- Group Healing -
Effect: A rainfall of light falls from above and heals all allies touched by it, mending their injuries.
Range: The caster.
AOE: 12 feet.
Cast Time: 1 whole round.
Power: All allies within the AOE receive minor healing. If any allies sacrifice their next turn, they receive moderate healing.
- Heal Major Wounds -
Effect: The mage can now mend major wounds in an ally, given the time to concentrate.
Range: 20 feet.
AOE: One target.
Cast Time: 1 whole round.
Power: This spell can heal a major amount of damage in one ally.
- Turn Chaos -
Effect: Shining with blessed light, the mage coerces and intimidates the creatures of the dark.
Range: The Caster.
AOE: 40 feet.
Cast Time: Immediate/ongoing. The mage can make no other action whilst casting this spell. If sustained, the mage must pay for this spell each round.
Power: All creatures susceptible to blessed magic are caused hold to flee, hide or filled with fear and run. Severity of effect depends on the power of the target. Sustaining this spell amplifies it's effect.
Level 8 BLESSED MAGIC
- Incredible Illusion -
Effect: The mage can create a large illusion that is now capable of movement and speech.
Range: Line of sight, within 100 feet.
AOE: The illusion cannot be greater than 10 feet in any regard.
Cast Time: One whole turn.
Power: This illusion is capable of movement within the mage's line of vision when casting. The illusion can speak, in the manner of a puppet for the mage. This does not grant the mage the ability to hear through their illusion. The illusion can be 'programmed' and will last 3 minutes.
- Regenerate -
Effect: By laying their hands on their target, the mage will imbue their ally or themselves with a holy power that slowly mends all wounds over time.
Range: Must touch target.
AOE: n/a.
Cast Time: Immediate.
Power: The target will mend recieve a minor healing each round this spell is in effect. This spell lasts 10 minutes.
- Blessed Paragon-
Effect: The mage chooses a champion for their deity and grants them immense power and prowess.
Range: 10 feet.
AOE: One target.
Cast Time: One whole turn.
Power: The target receives + 4 to applied combat Talents. All attacks on this target suffer a 4 point penalty.
Level 9 BLESSED MAGIC
- Divine Aid -
Effect: The mage can now mend massive wounds in an ally, preventing impending death as well as removing critical effects.
Range: 10 feet.
AOE: One target.
Cast Time: 1 whole round.
Power: This spell can heal a massive amount of damage in one ally. This spell will also cancel out greater status effects.
- Searing Beam -
Effect: The symbol of the mage's deity burns brightly before them, releasing a brilliant beam of terrible light.
Range: 25 feet.
AOE: 1 target.
Cast Time: Immediate.
Power: This beam inflicts major damage. This spell will inflict massive damage to creatures susceptible to blessed magic.
- Summon Sentient Relic -
Effect: The mage prays and is granted a boon for their devotion in the form of a sentient, holy, melee weapon which will fight alongside them.
Range: Summoned within 6 feet.
AOE: 12 feet.
Cast Time: 1 whole turn.
Power: The summoned weapon will attack all enemies within 12 feet of the mage. This weapon is considered magical and has an applied combat Talent of 7 points. This weapon lasts 10 minutes.
Level 10 BLESSED MAGIC
- Breath of Life -
Effect: The mage is now capable of the greatest magic, though intense concentration is required to bring a fallen comrade back to the land of the living.
Range: Must touch the target.
AOE: n/a
Cast Time: 2 whole turns.
Power: This spell can resurrect a deceased target, providing the following conditions are met: The target must be whole ie – no critical components are absent. The target may not have been dead for more than 15 minutes.
- Avatar of the gods -
Effect: Through communion with their deity, the caster is granted incredible power for a short duration.
Range: The caster.
AOE: n/a
Cast Time: Two full turns.
Power: All athletic and applied combat talents recieve a 6 point bonus. This effect lasts 1 minute only.
- Purify Chaos -
Effect: The mage calls for the intervention of their chosen deity and brims with a blinding light, capable of destroying evil.
Range: The Caster.
AOE: 30 feet.
Cast Time: 1 whole round.
Power: During this round, all creatures susceptible to blessed magic may be destroyed, or injured. Power is dependent on the power of the creature vs the mage.