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School of Light EmptyThu Sep 19, 2019 10:42 pm by SgtSarros
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 School of Light

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SgtSarros
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SgtSarros


Posts : 582
Join date : 2017-09-20
Age : 45
Location : Near the north pole

School of Light Empty
PostSubject: School of Light   School of Light EmptyMon Nov 13, 2017 11:47 am

GuildMaster: Grendel the Really Old

School of Light Grende10_800x600


Assistant GuildMaster: Samara, the Lightbringer

School of Light Samara10_800x600



First Circle:

Attunement ( Light )
Cost: 5mp per target
Uses: Psyche if needed ( See below )
Description: Aligns a weapon with light energy, allowing the wielder to target magical creatures such as heartless, shadows and other creatures that cannot be harmed with a normal weapon. Allow gives a short term bonus of +1cs to fighting, as well as +1cs damage to darkness-aligned creatures only, for 2 rounds. As the weapon glows dimly for the bonus period, it incurs a -1cs penalty to sneak and hide. Can target 1 weapon for every circle of magic the caster knows. Can also be used to realign a weapon from Darkness to Light, but a yellow roll is required to do so.


Ball of Light
Cost: 5MP
Uses: None
Description: Allows the caster to summon a ball of light that allows vision in dark areas up to 5 feet away. The ball can be stationary or made to follow the caster. Lasts 1 hour for every circle of magic the caster knows, and can create one ball for every circle of magic per casting.


Cure Blindness
Cost: 5MP
Uses: None
Prerequisite: Cure
Description: Removes blindness from target and prevents them from being blinded again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.


Cure Poison
Cost: 5MP
Uses: None for normal poisons, psyche for magic poisons.
Prerequisite: Cure
Description: Removes poisons from someone's body and prevents them from being poisoned again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.



Second Circle:

Advanced Cure/Cura/Curaga
Cost: Double normal MP
Uses: Psyche
Description: Allows caster to use Cure, Cura, or Curaga on three people at the same time, for twice the normal cost.


Banish
Cost: 10MP
Uses: Psyche
Description: Does Excellent damage to up to three ( 3 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Alternatively, this spell can do Remarkable damage to one non-living creature. Creatures resist with endurance. On a red roll, or any creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.


Flare
Cost: 10 MP
Uses: Psyche
Description: Creates a large blast of light in front of two opponents. Targets roll agility or intuition, whichever is lower. If the spell is successful, target is stunned for 1 round or until they get struck.


Purify
Cost: 10MP
Uses: Psyche
Description: Can remove any and all minor spell affects from a person, including but not limited to blindness, poison, stone, weaken. Can also remove illusionary effects if the roll is higher then the creating illusion. Unlisted status effects may be affected as well per GM Discretion.


Regenerate
Cost: 10mp
Uses: Psyche
Description: Causes an organic being to start regenerating their health. Heals 10hp every round. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow. Non-100 crit bonuses apply. This ability can also be used to regenerate severe injuries like loss of a body part. Target must be at full health when used, and most body parts will take 8 hours sleep to regain.


Ward of Warning ( Darkness )
Cost: 20MP
Uses: Psyche
Description: Creates a magical ward on a wall or something similar ( like a tree ) alerting if the specified element enters into the area. Duration is one day at circle 2, one week at circle 3, and one month at circle 4. Wards made at circle 5 and higher are permanent unless dispelled. Wards require at least a green roll to succeed and will blow up on a botch, dealing Excellent damage to the caster.




Third Circle:

Aura Sight
Cost: 10MP
Uses: Psyche if resisting, otherwise none
Prerequisite: Cure Blindness
Description: Allows one to see the aura of a spirit and what schools they are aligned with. When learned target must be circle 3 or higher in a school to show said aura. At Fifth circle, can see targets at second or higher.

Cleanse
Cost: 10MP
Uses: Psyche
Description: Removes the taint of darkness form an area. Exact area determined by GM discretion and max spell level..


Doorway
Cost: 10/20/30MP Same World / Different World / Different Plane
Uses: Psyche if needed
Description: Creates a magical doorway that opens and allows people to travel to a new location that the caster has been do before. At third circle the caster can take people anywhere on their current world. At fifth circle it can take people to other worlds. Six circle can take them to other planes ( Limbo, for example ).


Holy Shield
Cost: 10MP
Uses: Psyche
Description: Protects caster from darkness attacks. All darkness magic is reduced by 1CS. On a yellow, it is reduced by 2CS. On a red, all non-100 crit damage is negated. This can only be cast on yourself.


Moonlight
Cost: 10 MP
Uses: Agility or Psyche ( Whichever is higher ) only on attack
Prerequisite: Ball of Light
Description: Creates a ball of light of a color of caster's choice that floats around you giving a pale light in the nearby area. At the caster's command can be fired at a target who rolls agility to avoid. If the attack is successful, deal Good cold damage, or Remarkable if targeting undead or shadows.
- the caster can have up to their highest circle active at once ( casting one per round ), and can fire them off in consecutive attacks ( following normal multiple hit rules )





Fourth Circle:

Advanced Regeneration
Cost: 20mp
Uses: Psyche
Description: Causes an organic being to start regenerating their health. Heals 20hp every round. Lasts 2 rounds on a white, 3 on a green, 4 on a yellow. Non-100 crit bonuses apply. This ability can also be used to regenerate severe injuries like loss of a body part. Target must be at full health when used, and most body parts will take 4 hours sleep to regain.


Greater Banish
Cost: 20MP
Uses: Psyche
Prerequisite: Banish
Description: Does Excellent damage to up to five ( 5 ) non-living creatures in the area ( Heartless, undead, creatures from the shadow realm ). Creatures resist with endurance. Any red roll, or a creature that botches ( rolls a 5 of less ) is instantly banished from this plane. Certain monsters can resist this banishment, and only take additional damage.


Mass Cure Poison
Cost: 10MP
Uses: None if it is normal poison, Psyche if it is magic.
Description: Removes poisons from up to three people's bodies and prevents them from being poisoned again for a short time. On a green this protects them for one round. On a yellow, two rounds. On a red, 5 rounds.


Restoration
Cost: 20MP
Uses: Psyche
Description: Fully restores a character on a yellow roll. Restores half health or 30hp on a green, whichever is higher. Restores quarter health or 20hp on a white, whichever is higher.




Fifth Circle:

Holy Barrier
Cost: 30MP
Uses: Psyche
Description: Protects caster and up to four others from darkness attacks. All darkness magic is reduced by 1CS. On a yellow, it is reduced by 2CS. On a red, all non-100 crit damage is negated.


Resurrection
Cost: 30MP
Uses: Psyche
Description: Brings someone back to life if they have died. On a white roll they are resurrected at 1hp. On a green they have 1/2hp. On a yellow they have full hp. On a red, they have full hp and mp




Sixth Circle:

Mass Restoration
Cost: 50MP
Uses: Psyche
Description: Fully restores up to three characters on a yellow roll. Restores half health or 30hp on a green, whichever is higher. Restores quarter health or 20hp on a white, whichever is higher.


Sacrifice
Cost: All MP, HP reduced to 0
Uses: Psyche
Description: The caster sacrifices her own health for the sake of the party. On a white roll, all party members receive 20hp. On a green, all party members receive 40hp. On a yellow, all party members receive full hp. On a red, all party members also receive full mp. This affects up to 10 party members. If the caster is at under half life when they cast this, they must make an endurance roll and roll at least a green, or the caster dies.
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