Luxamancy
Piercing Light
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A searing bolt of light punches through the target.
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 4 AP
Cool Down: None
Range: 30m
Rank 1
Piercing Light - Inflict 1d10+3 Force Damage on an enemy.
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Rank 2
Accurate Attack - Add +5% to Hit.
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 4 AP
Cool Down: None
Range: 30m
Rank 1
Piercing Light - Inflict 1d10+3 Force Damage on an enemy.
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Rank 2
Accurate Attack - Add +5% to Hit.
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Burning Light - Add an additional 1d5 fire damage.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Forceful Purification - The target must successfully make a Willpower test upon being hit. If they fail one beneficial constant effect - a talent, enhancement or the like - comes to an end.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Solar Dolor - Inflict an additional 1d10 damage and add +10% to hit.
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-- Or --
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Blinding Flash
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Armour of wind makes you a more difficult hit.
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: Instant
Action Points: As listed
Cool Down: 2 rounds
Range: 10 m
Rank 1
Blinding Flash - The target of the spell must make an Agility test or be Blinded. This costs 3AP.
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Rank 2
Increased Range - Increase the range to 20m.
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Rank 3
Ease of Casting - Decrease the AP cost by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Overwhelm
Requirements: None
Duration: Instant
Action Points: As listed
Cool Down: 2 rounds
Range: 10 m
Rank 1
Blinding Flash - The target of the spell must make an Agility test or be Blinded. This costs 3AP.
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Rank 2
Increased Range - Increase the range to 20m.
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Rank 3
Ease of Casting - Decrease the AP cost by 1.
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Rank 4
(Level 5 and higher)
Cooldown Reduction - Reduce Cooldown by 1 round.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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From Many to None - The talent can affect one target per 4 character levels.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Damn Your Eyes - The spell is extended by 2 rounds and inflicts 1d10 damage without armour.
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-- Or --
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Halo
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Create a sphere of light around the caster that boosts the caster's allies.
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintenance
Action Points: 5 AP + Maintenance Cost
Cool Down: Duration of Maintenance + 1 Rounds
Range: 2m around the Caster
Rank 1
Halo - Anyone the caster views as an ally gains a +5% to hit when within the spell's range. This talent costs 2 AP as upkeep. A person can only be affected by one Halo at a time.
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Rank 2
Superior Halo - Increase the Talent's effect radius to 5m.
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Rank 3
Easier Upkeep - Reduce the AP cost of the Upkeep by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Maintenance
Action Points: 5 AP + Maintenance Cost
Cool Down: Duration of Maintenance + 1 Rounds
Range: 2m around the Caster
Rank 1
Halo - Anyone the caster views as an ally gains a +5% to hit when within the spell's range. This talent costs 2 AP as upkeep. A person can only be affected by one Halo at a time.
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Rank 2
Superior Halo - Increase the Talent's effect radius to 5m.
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Rank 3
Easier Upkeep - Reduce the AP cost of the Upkeep by 1.
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Rank 4
(Level 5 and higher)
Golden Halo - Increase the bonus granted by Halo by 10%.
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-- Or --
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Silver Halo - Add +2 to damage for those affected by the Halo's light.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Flash of Light - Increase the Dodge and Parry abilities of anyone within the effect by 5%.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Amazing Grace - By increasing the upkeep cost by 2 all targets affected by your Halo increase there AP cost by 1.
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-- Or --
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Radiant Caller
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Summon a creature of otherworldly pure Light to serve you.
Requirements: None
Duration: Instant
Action Points: 6 AP + Maintenance Cost
Cool Down: Duration of Summon + 3 Rounds
Rank 1
Radiant Caller- Summon a Light Elemental. This construct, forged of the raw substance of Light Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Child of Light - The Elemental sheds pure light, illuminating everything within 10m. This can be shut down or activated for 1 AP.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Requirements: None
Duration: Instant
Action Points: 6 AP + Maintenance Cost
Cool Down: Duration of Summon + 3 Rounds
Rank 1
Radiant Caller- Summon a Light Elemental. This construct, forged of the raw substance of Light Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Child of Light - The Elemental sheds pure light, illuminating everything within 10m. This can be shut down or activated for 1 AP.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Easily Maintained - Reduce the AP cost to maintain the Summon by 1.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Regalia - The Elemental can equip items as a character. These can either be equipped when summoned individually or kept by the Elemental and appearing with it each time.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Light Itself - Add 10 points to two of the Elemental's Attributes.
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-- Or --
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