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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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