professions:light_elementalist
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| professions:light_elementalist [2023/11/29 10:26] – external edit 127.0.0.1 | professions:light_elementalist [2023/12/04 22:18] (current) – cobdrag | ||
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| ====== Light Elementalist ====== | ====== Light Elementalist ====== | ||
| - | (//[[tag:james healey|James Healey]] & [[tag:joshua roach|Joshua Roach]]//) | + | (//[[tag:jameshealey|James Healey]] & [[tag:joshuaroach|Joshua Roach]]//) |
| Before the rise of the True Faith, there existed seven Elemental Paths, the traditional five as well as Light and Time. As the True Faith spread, Elementalists of Light made friends with these newcomers (particularly the Tamorians) and welcomed them, seeing how they shared common beliefs. Yet that trust would be misplaced. | Before the rise of the True Faith, there existed seven Elemental Paths, the traditional five as well as Light and Time. As the True Faith spread, Elementalists of Light made friends with these newcomers (particularly the Tamorians) and welcomed them, seeing how they shared common beliefs. Yet that trust would be misplaced. | ||
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| ==== Light Spells ==== | ==== Light Spells ==== | ||
| - | - **Flare** -- Creates a bright light in the sky that blinds all within 1 mile who don’t avert their gaze (roll Reflexes or less on 1d20) for one combat round (-4 ATTACK, -8 DEFENCE). This light will also banish magical darkness. \\ //Geas -– It may only be used outside and during the hours of darkness.// \\ \\ | + | - **Flare** -- Creates a bright light in the sky that blinds all within 1 mile who don’t avert their gaze (roll Reflexes or less on 1d20) for one combat round (\-4\_ATTACK, \-8\_DEFENCE). This light will also banish magical darkness. \\ //Geas -– It may only be used outside and during the hours of darkness.// \\ \\ |
| - **Heal** -- Upon touching the recipient the spell restores up to 5 Health Points. It will not increase Health Points above maximum. \\ //Geas -– After ten uses of this spell, the caster' | - **Heal** -- Upon touching the recipient the spell restores up to 5 Health Points. It will not increase Health Points above maximum. \\ //Geas -– After ten uses of this spell, the caster' | ||
| - | - **Sunbeam** -- An intense ray of pure sunlight shoots forth from the caster' | + | - **Sunbeam** -- An intense ray of pure sunlight shoots forth from the caster' |
| - **Purge** -- With a touch, the Elementalist may remove all poisons and disease from one being. \\ //Geas -– The caster must rest for one full hour after casting this variant.// \\ \\ | - **Purge** -- With a touch, the Elementalist may remove all poisons and disease from one being. \\ //Geas -– The caster must rest for one full hour after casting this variant.// \\ \\ | ||
| - **Cure ** -- With a touch, the Elementalist restores all lost Health Points to one being. \\ //Geas -- The Elementalist suffers 1 point of damage that must be healed naturally.// | - **Cure ** -- With a touch, the Elementalist restores all lost Health Points to one being. \\ //Geas -- The Elementalist suffers 1 point of damage that must be healed naturally.// | ||
| - | - **Calm** -- As the Warlock spell //Pacify// (Dragon Warriors | + | - **Calm** -- As the Warlock spell //Pacify// (Dragon Warriors\_p.\_112) but this stops all beings in a 15m radius attacking one another. \\ //Geas -– The caster cannot attack or retreat while this variant is in effect but may defend as normal.// \\ \\ |
| - **Sun Spear** -- Summons into the Elementalist' | - **Sun Spear** -- Summons into the Elementalist' | ||
| - | - **Open Gate** -- Allows the caster to open an //Astral Gate// (Dragon Warriors | + | - **Open Gate** -- Allows the caster to open an //Astral Gate// (Dragon Warriors\_p.\_86) between any Sacred Grove or Stone Circle. There is no maximum range. \\ //Geas -– If used more than once per week, the spell causes the loss of 1d3 Health Points that can only be healed naturally (not by magic).// \\ \\ |
| - **Restoration** -- Returns life to a deceased person (the body must be present). They are returned to full vitality, though with the permanent loss of one Health Point. The spirit of the Elementalist may also cast this spell on their own body from the afterlife. \\ //Geas -– This may only be cast once a lunar month in either a Sacred Grove, Stone Circle, or with a Sun Orb present. Each casting of the spell costs the Elementalist 1d3 Health Points permanently (in addition to the Health Point lost should they restore themselves!).// | - **Restoration** -- Returns life to a deceased person (the body must be present). They are returned to full vitality, though with the permanent loss of one Health Point. The spirit of the Elementalist may also cast this spell on their own body from the afterlife. \\ //Geas -– This may only be cast once a lunar month in either a Sacred Grove, Stone Circle, or with a Sun Orb present. Each casting of the spell costs the Elementalist 1d3 Health Points permanently (in addition to the Health Point lost should they restore themselves!).// | ||
| - **Summon Sun** -- Instantly destroys all corporeal beings within 15m of the caster with an intense flash of heat directly from the heart of the Sun, leaving nothing behind but charred ash. Any physical objects that are not magical in nature are also destroyed. Beings just within the periphery of this area (14m to 15m) may make an EVASION roll against a SPEED of 20 to throw themselves clear and avoid the devastating effect. \\ //Geas – This also kills the caster, though his physical body remains untouched, spared the destruction wrought by the searing heat.// | - **Summon Sun** -- Instantly destroys all corporeal beings within 15m of the caster with an intense flash of heat directly from the heart of the Sun, leaving nothing behind but charred ash. Any physical objects that are not magical in nature are also destroyed. Beings just within the periphery of this area (14m to 15m) may make an EVASION roll against a SPEED of 20 to throw themselves clear and avoid the devastating effect. \\ //Geas – This also kills the caster, though his physical body remains untouched, spared the destruction wrought by the searing heat.// | ||
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| - **Roots** -- Each root has 6 HP. | - **Roots** -- Each root has 6 HP. | ||
| - **Rock Wall** -- As the Darkness variant. | - **Rock Wall** -- As the Darkness variant. | ||
| - | - **Fissure** -- The Fissure is filled with sticky webs (See Giant Spider, Bestiary | + | - **Fissure** -- The Fissure is filled with sticky webs (See Giant Spider, Bestiary\_p.\_35), which are subject to a Spell Expiry Roll. |
| - **Give up the Dead** -- Rather than raising a Zombie, this spell causes all undead within 10m of the caster 1d6 damage per Rank. No undead can be raised in that area furthermore. This is a permanent effect. | - **Give up the Dead** -- Rather than raising a Zombie, this spell causes all undead within 10m of the caster 1d6 damage per Rank. No undead can be raised in that area furthermore. This is a permanent effect. | ||
| - **Tremor** -- As the Darkness variant. | - **Tremor** -- As the Darkness variant. | ||
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| ==== Air Spells ==== | ==== Air Spells ==== | ||
| - | - **Cutting Power of the Mind** -- The ranged weapon gains +1 ABR. | + | - **Cutting Power of the Mind** -- The ranged weapon gains +1\_ABR. |
| - **Stargaze** -- As the Darkness variant. | - **Stargaze** -- As the Darkness variant. | ||
| - **False Rumours** -- Victims hear noises all around themselves, making them more susceptible to surprise (five-in-six chance). | - **False Rumours** -- Victims hear noises all around themselves, making them more susceptible to surprise (five-in-six chance). | ||
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| ==== Fire Spells ==== | ==== Fire Spells ==== | ||
| - | - **Candle** -- Onlookers within the circle suffer -3 penalty to ATTACK. | + | - **Candle** -- Onlookers within the circle suffer |
| - **Pyrotechnics** -- As normal but more colourful. | - **Pyrotechnics** -- As normal but more colourful. | ||
| - **Fire Arrow** -- As normal but creates an arrow that glows brightly. | - **Fire Arrow** -- As normal but creates an arrow that glows brightly. | ||
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| - **Fire Weapon** -- As the Darkness variant. | - **Fire Weapon** -- As the Darkness variant. | ||
| - **Conflagration** -- If cast on a building, sunlight will shine out. | - **Conflagration** -- If cast on a building, sunlight will shine out. | ||
| - | - **Summon the Holocaust** -- Immune to fire and heals 1HP per 4HP from flames and Fire Spells. Spell ends when the Holocaust is reduced to 0 HP. | + | - **Summon the Holocaust** -- Immune to fire and heals 1\_HP per 4\_HP from flames and Fire Spells. Spell ends when the Holocaust is reduced to 0\_HP. |
| //This article first appeared in [[https:// | //This article first appeared in [[https:// | ||
professions/light_elementalist.1701253564.txt.gz · Last modified: by 127.0.0.1
