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Way Lighter

The Way Lighter is the opposite of a Magus and uses the Power of Light serving many uses in its array of spells. Way Lighter’s spell base comes from Light able to utilize powers of the sun and healing into their magic. In all their power Way Lighters hold strength when the light shines making them able to dispel Dark Magic and combat against it. Also they are versatile against Dark Magic or Undead creatures their power able to harm, support, and heal. Way Lighters in a party make a great addition not only to offensive magic but defensive as well as supportive. Way Lighters are one of the only Magic Domains able to heal and bring life to fallen or recently deceased individuals making them an asset no party can do with out.

Way Lighters are often found as Daughter’s of Light or Good Aligned Clerics using this supernatural ether like power aside from their Clerical base powers. Though anyone can be a Way Lighter or use Way Lighter spells it is hardly used by dark aligned people except for using their Healing Spells. The way of a Way Lighter tends to be one of constant study and practice making them a rather studious group. Way Lighting uses the properties of light magic to form various spells such as illumination, healing, and some attack spells by utilizing light sources whether it is very faint or plentiful.

Subjecting Way Lighting and Magus Works the two normally do not get along since either’s magic can cancel the other out some times making them bitter rivals. Though there is no common hate toward another certain Illumination spells can cause some Dark Spells to Dispel. For Example Spectral Light is a dispel that negates all dark spells and can cause Magus Spells to cancel their effect. Though this can be good against an enemy Magus Ally Magus will have difficult times if their spell is already in place.

 

Spell Name

Effect of Spell

Exp Cost

Spell Difficulty

Blessing Light

Healing Spell

20 Exp

SCD> 6

Description: “Radiate your healing glow Illumina so that wounds may restore to what they once were. Blessing Light.” The basic Healing spell is normally favored by all Way Lighters since it can restore 2d10 Hp d4 D.Hp and stop Bleeding Status.

 

Revoke Illness

Cures Status Effect

20 Exp

SCD> 6

Description:  Revoke Illness cures abnormal statuses such as Poison, Bleeding, Paralyze, and Confusion. The ability cures a target from being inflicted with a status effect. However only one Status Effect may be cured at a time. “From the light heals fourth Illness by its might! Revoke Illness!”

 

Illumination

Light Spell

20 Exp

SCD> 6

Description:  Gathering all light sources even if the area is dark can create a small orb lantern that illuminates a 20ft radius of light. The spell can work regardless if it is dark but in places where there has never been light or no light can penetrate this spell cannot illuminate. Also the Illumination Spell can cancel out any Magical Shadow, Mist, or Magus Conjured illusion of a SCD of 3-6.

 

Aurora Beam

Attack Spell

40 Exp

SCD> 12

Description:  “Come fourth and gather in the palm of my hand the force of light that pierces through the shadows! Aurora Beam!” This light beam is potent enough to ignore armor being a concentrated energy blast. However it can only strike one target at a time dealing 2d10 Light Damage to its target.

 

Aura Dome

Group Healing

40 Exp

SCD> 12

Description:  “Gather around me and those close and heal all wounds from harming them any further! Aura Dome!” A stronger Healing spell that can heal allies close to the caster with in her 15ft Radius restoring 4d10 Hp D8 D.Hp and Cure one abnormal Status Effect by basking her and her allies in a dome of light. Those that Evil Aligned or Monsters of Darkness instead suffer 4d10 Light Damage if caught in the dome. This only works if the Dark Monster is Evil and Villain Aligned.

 

Return Life

Raise recent Dead

40 Exp

SCD> 12

Description: “Set fourth and return spirit of my fallen ally. Come to me so that you may once again live. Return Life!” The spell returns a recently decease ally back to life restoring d10 D.Hp and 2d12 Hp. Though it does not Restore all their life it is a good enough start.

 

Aurora Beam Crash

Average Light Spell

60 Exp

SCD> 18

Description:  Stronger than Aurora Beam the Aurora Beam Crash sends multiple Light Beams crashing around a Radius. Leaving the Illuminator’s hands in an arc the beams head up diagonally and crash downward onto their targets at a range of 30ft in a 20ft radius delivering 6d10 Damage to those caught in its blast range.

 

Cure Condition

Heals all Status

60 Exp

SCD> 18

Description:  Cure Condition is a stronger form of healing Status Effects and Health by using two functions. The Initial step is that it restores d8 Hp for2d6 Rounds and cures all Status Effect Types even if the target is affected by another status effect during this spell it is healed at the end of the round after the status effect takes place. A slow healing process but quite effective.

 

Resurrection

Raise recent Dead

60 Exp

SCD> 18

Description:  Resurrection is a stronger spell version of Return Life restoring 3d4 D.Hp and Restoring 50% Health of the targets Max Health. This is far more useful in bringing back allies who have fallen and need a Health boost to assist in battle. “Heaven’s light shine upon thee bring back the fallen who gave their life. Return now to the living so that we may have your assistance once again. Resurrection!”

 

Shinning Force

Attack Spell

80 Exp

SCD> 24

Description: “Gather in my hands shinning light collide in a spectrum force that will blind and harm my enemy. Shinning Force!” This large beam of light has a range of 60ft and deals 8d10 Light Damage to a single target or multiple targets caught in the beams path. Shinning Force is considered one of the most powerful of Light Spell Attacks aside from Celestial Light.

 

Prismatic Damsel

Multiple Effects

80 Exp

SCD> 24

Description:  “Spectrum Damsel come fourth and shine your grace to my enemies blind and confuse them so they are vulnerable to me. Prismatic Damsel!” The spell conjures the image of a beautiful woman that shines bright in an array of colors causing Multiple Status Effects such as Blind, Deaf, Mute, Confused, Paralyze, or Unconsciousness. It has a cone range of 30ft so targets caught in the cone must make an E.Resist 26 or suffer the random Status Effect rolled by a 2#d6. A 1 means the target(s) are Blind, 2 Means they are Deaf, a 3 Means they are Mute, 4 means they are Confused, 5 means they are Paralyzed, and a 6 means they are Unconscious. The Status Effects both last for 2d4 rounds and remain in effect till healed or the rounds are done.

 

Regeneration

Restore Tissue

80 Exp

SCD> 24

Description:  Regeneration restores broken Bones or ruined tissue of a living body for example a person who broke their leg can restore it to normal or some one missing a limb can be restored that limb. This works during or before a target’s death and is vital for a person to be restored before resurrecting. It’s a continuous process and the Caster once successful of the cast cannot do any other action until the rounds to regenerate the tissue of the body are done. To restore broken bones it will take three rounds, two rounds for deep scars or impaled tissue, four rounds to regenerate limbs, five rounds for vital organs, and 6 rounds to restore head and brain functions. To fix nerve systems or minor damage body tissue like tendons or muscles that are injured it normally takes a single round to repair them. If at any time the caster is interrupted she must make a Concentration Check Difficulty 16 or fail having to redo the whole process over. Regeneration does not heal Hit Points or bring back people from the dead. All it does is restore bodily tissue and function to damage or missing body parts.

 

Critical Heal

Full Healing Spell

90 Exp

SCD> 27

Description:  Critical Heal restores 100% of the targets Hit Points, D.Hp, restores missing or damage body parts and tissue, as well as Cure any abnormal status effects. Its considered the strongest form of Healing since it can also be used to raise a fallen ally from the dead to full health and D.Hp as well. “Come fourth blessed gift of the creator and stay with this person a bit longer so they may yet remain and live the life given to them. Critical Heal!”

 

Celestial Shield

Ultimate Light Spell

100 Exp

SCD> 30

Description: “Come fourth barrier of light by the goddess Illumina. Set fourth your embrace to us and smite my enemies in your dazzling shield that protects us! Celestial Shield!” The spell deals 10d10 Light Damage to those enemies with in the 20ft radius of the caster also healing that much in Health and D.Hp, Also any Status Effect in the radius is canceled and healed. Also the Shield Remains up Regenerating wounds and tissue like regeneration and healing d8 Hp/D.Hp also doing this as damage to those still in the barrier that are enemies to the enemy Hp/D.Hp for 2d4 rounds. This spell is very useful in harming and aiding at the same time though its range is quite limited.

 

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