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Duplicate Sireyi

Nov 1st, 2014
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  1. Sireyi the Fallen Angel, Azure Empress of the Tribal Lands
  2.  
  3. You are Sireyi...but not Valyenya, 27 years old, and three years of existence; you are...well you don’t truly know what you are, and you have decided to build an army out of the orc and beastmen rabble in the Tribal Lands.
  4.  
  5. Appearance
  6. A blue-skinned demon. 6ft tall with blue bat-like wings and 4 horns. 2 Horns rise a foot above your head, 2 more curve back along the sides of your head. You have clawed feet and hands, and pointed teeth. You have a 4ft long tail with a spaded tip. You have long black hair, and eyes that change colour according to your mood, by default they are grey.
  7.  
  8. Stats
  9. (t)Strength - 11 (+0) Divine Warrior 25 (+7), Demonic Might 45 (+17)
  10. Agility - 14 (+2) Divine Warrior 18 (+4), Demonic Quickness 38 (+14)
  11. (t)Constitution - 11 (+0) Divine Warrior 25 (+7), Demonic Toughness 45 (+17)
  12. Intelligence - 14 (+2), Demonic Brilliance 24 (+7)
  13. (p) Willpower - 22 (+6), Demonic Magic 32 (+11)
  14. (p)Fellowship - 16 (+3), Demonic Charm 22 (+6)
  15. Wings – You can fly, you can move about 50 times as fast as you can walk, with about the same amount of effort expended (i.e. you can fly all day at approximately a slow 100mph, or ‘sprint’ approximately 500mph for short distances)
  16. Your land speed is four times that of a human
  17.  
  18. Hit points 169 (base 17, Giants Endurance 50, Demonic Toughness 100)
  19. Regeneration: You heal 1 hit point per minute, this counts as natural healing.
  20. Divine Energy 34 (base 21, Permanent Sanctuary -4)
  21. Arcane Energy 21 (base 21)
  22. Deific Power 216 (No restrictions)
  23.  
  24. Weapon: Halberd 1d20+11 (1d10+7)
  25.  
  26. Armour: Divine Warrior (Damage Reduction 6), Halberd (reach weapons provide a bonus to Defence), Defending Halberd (bonus to defence), Demonic Toughness (DR 5) – total DR 11
  27.  
  28. Defence
  29. Melee 24 (+4 Agility, +2 Melee Combat Training, +2 Halberd Training, +2 Halberd, +4 Defending Halberd)
  30. When Flying 34 (+10 Flight)
  31. Ranged 14 (+4 Agility)
  32. When Flying 24 (+10 Flight)
  33.  
  34. Gear
  35.  
  36. Minions
  37. Whitefeather Tribe (orcs)
  38. Shamans of Whitefeather tribe (Brakgurn, Gelbun, Famgrusk – low regeneration, Willpower increase)
  39. Chief of Whitefeather tribe (Gurrun Bonesplitter, High Regeneration)
  40.  
  41. Empire
  42. The Azure Empress has 3 million orcs and beastmen under her command.
  43.  
  44. The Empire covers an area of 100 thousand square miles.
  45.  
  46. Enemies
  47. The Lord of Life
  48.  
  49. Adventuring Party
  50. Sofia – a copy of Sofia Jalweyen
  51.  
  52. Skills
  53. Commander 1: +2 bonus to rolls make people obey using authority.
  54. Melee Training 1: +2 to melee combat rolls
  55. Halberd Training 1: +2 to combat rolls using Halberds
  56. Studied 1: +2 to Knowledge checks
  57. Trusted 1: +2 bonus to social rolls with the Church of Mazon
  58. Negotiator 5: +10 bonus to rolls for negotiation, persuasion or diplomacy
  59. Investigator 4: +8 bonus to all rolls to detect falsehoods and find things and secrets
  60. Parenting 2: +4 bonus to all rolls dealing with children
  61.  
  62. Mounted Combat Inept: -2 to all combat rolls whilst mounted, can removed by spending 3XP
  63.  
  64. Fellowship Rolls
  65. Any Roll +6
  66. Giving Orders +18
  67. Dealing with Children +10
  68. Detecting Falsehoods +14
  69. When Speaking +16
  70. Negotiation +29
  71.  
  72. Willpower Rolls
  73. Any roll +11
  74. Spell-related rolls +16
  75. Resist Magic +15
  76. Resist Attempts to Force Sexual Activity/Inspire Lust +19
  77.  
  78. Familiar
  79. None
  80.  
  81. Fallen Angel Powers
  82. Demonic Magic: The Fallen Sireyi’s magic is more powerful than normal
  83. Rank 5 - +10 bonus to Willpower, all Arcane spells cost 3 XP less than normal to learn (minimum of 1), and cost 2 Arcane Energy less to cast (minimum of 1). Whenever the character casts a spell there is an obvious and powerful demonic side effect: the ground underneath the caster is blighted and twisted with demonic energies or those around him are assailed with strong negative feelings (wrath, gluttony, treachery, lust etc), for example.
  84.  
  85. Demonic Brilliance: Fallen Sireyi is far smarter than normal
  86. Rank 5 - +10 bonus to Intelligence, gains 50% more XP than normal
  87.  
  88. Demonic Charm: Fallen Sireyi is far better at manipulating people than normal, and is more physically attractive than normal.
  89. Rank 3 - +6 bonus to Fellowship, +3 to all Fellowship rolls made to seduce or charm people.
  90.  
  91. Demonic Might: The character is far stronger than normal
  92. Rank 5 - +20 bonus to Strength
  93.  
  94. Demonic Regeneration: The character heals faster than normal
  95. Rank 5 – Heals 1 hit point per round.
  96.  
  97. Demonic Speed: The character is far faster and more agile than normal
  98. Rank 5 - +20 bonus to Agility, land speed is four times that of a normal human
  99.  
  100. Demonic Toughness: The character is far tougher than normal
  101. Rank 5 - +20 bonus to Constitution, +100 HP, has DR 5
  102.  
  103. Blessing of the Fallen: You can grant others angelic or demonic abilities.
  104. Those you bless can access angelic, demonic and elemental powers that you yourself possess, by spending XP (as if Sireyi was purchasing it). You can share this XP cost between the two of you if you so wish. You must intentionally grant someone a particular power, they cannot chose their own – giving you control over which powers they can learn.
  105. The following innate abilities can also be granted:
  106. Boost Attribute: The recipient of this gift reduces the cost of increasing any ability by 2, as long as they are not increasing either past Sireyi’s current total. The minimum cost of increasing an ability score is 1.
  107. Disease Immunity: Immune to non-magical diseases. 2XP
  108. Colour-Changing Eyes (Cosmetic, 1XP)
  109. Immortality: Recipient no longer ages and cannot die of old-age. If granted to someone younger than adult age then it is Sireyi’s choice whether to stop them aging at their current age, or if they will age to adulthood and then stop aging – once made this choice cannot be changed except by granting this boon a second time. 10XP
  110. Poison Immunity: Immune to non-magical poisons. 3XP
  111. Regeneration (Low): The recipient heals 1 hit point per 6 hours rather than 1day. 2XP
  112. Regeneration (Medium): The recipient heals 1 hit point per hour rather than 1day. 5XP
  113. Regeneration (High): The recipient heals 1 hit point per 10 minutes rather than 1day. 10XP
  114. Regeneration (Full): The recipient heals 1 hit point per minute rather than 1day. 20XP
  115. Regeneration can be upgraded to the next level by paying the difference in XP costs.
  116. Sorcery: Recipient can learn sorcery, they have Demonic, Storm and Sireyi-domain themes to their sorcery powers. 5XP
  117. Spell Knowledge: You can grant any spells you know, allowing the recipient to learn them for 1XP less than normal.
  118. Untarnished: Wounds heal without scarring, 3XP
  119. Wings: The recipient of this gift grows bat-like wings, just like Sireyi. They are capable of flight but have no innate knowledge of how to do so, and may spend weeks or months learning. 3XP
  120. This power does not work on magical creatures, including dragons, angels and demons. It does work on part-demons and on giants and werewolves.
  121. Every full 4XP spent upon gifts from this power permanently raises the recipients loyalty to Sireyi by 1. XP spent by Sireyi rather than the recipient does not count towards this total.
  122. Requires Angelic Magic 3, Imbue Holy Magic Items
  123.  
  124. Create Abyssal Brass: By imbuing her demonic powers into common metals, Sireyi can create Abyssal Brass – a magical metal that can be used to create powerful magical items.
  125. Creating Abyssal Brass is exhausting for Sireyi and reduces the level of effectiveness of all of her demonic powers by 1 rank, for a variable amount of time depending on how much Abyssal Brass she has made. This weakness can be negated by spending XP.
  126. Multiple reductions from creating Abyssal Brass stack, once all of Sireyi’s demonic abilities are at 0 rank, she cannot create Abyssal Brass until they recover.
  127. She does not lose access to any of her demonic powers as a result of a decrease in ranks, her powers simply become weaker.
  128.  
  129. Angels Sight: Your vision is much sharper than normal.
  130. 1 – Your vision is perfect for a human and you can easily see long distances, you can see in any lighting short of total darkness or magical darkness.
  131. Rank 2 – You can see in total darkness
  132. Rank 3 – You can see in magical darkness
  133.  
  134. See the Flow: You gain a +5 bonus to all Willpower rolls required to dispel magical effects and you constantly see magic as per Arcane Sight – you can suppress this effect at will. Requires Angel's Sight 3
  135.  
  136. See the Unseen: You can see the truth in all things. You constantly gain the benefit of True Seeing – you can suppress this effect at will. Requires Angel's Sight 3
  137.  
  138. Angels Voice: Your voice is pitch perfect and you can use it to convey far more nuance and meaning than mortals can.
  139. Rank 3 – You have perfect control over your voice’s volume and pitch and can easily imitate most noises you have heard, with difficulty you can even imitate another persons voice; +10 Bonus to Fellowship checks based on talking to people, you can, with a Fellowship check, instil emotions into individuals and small groups of people, using just your voice, when instilling emotions, the emotions you instil can be overwhelming, shutting down the targets rational mind.
  140.  
  141. Halo: A ring of light that hovers above your head, bolstering allies and discomforting evil creatures. Can be summoned or dismissed at will. Sheds light
  142. Rank 3 – +5/-5 bonus/penalty, large area
  143.  
  144. Lightning Halo: Your Halo crackles with barely suppressed energies. Willpower counts as being 10 points higher for casting spells, cannot take Crown of Rulership
  145.  
  146. Charged Halo: When struck by a magic spell (successful or not) you regain a number of points of Arcane Energy equal to that used to cast the spell.
  147.  
  148. Call Down the Thunder to Me: Your Lightning Halo draws magical attacks towards you. When an ally or nearby NPC is attacked by magic you can spend 5 Arcane Energy to have the spell re-target itself at you.
  149.  
  150. Elemental Powers
  151. Lightning Mastery: You can have your melee attacks deal electricity damage, fire ranged lightning bolts, or even create a small lightning storm as an area attack.
  152. Rank 3 – Damage bonus increases a lot, electricity resistance increases, can fire very long area (line) lightning bolt, or multiple smaller ones as a single action, Storm attack is 30ft across (catch lots of foes)
  153. Add Electricity to melee attacks: +5 damage per 1 DE
  154. Lightning Bolt 9d6+(Will Modx3) damage, costs 3DE, every extra 1DE increases damage by 2d6.
  155. Lightning Storm 5d6+(Will Modx2) damage, costs 3DE, every extra 1DE increases damage by 1d6.
  156.  
  157. Lightning Immunity: You are immune to electricity damage.
  158.  
  159. Intense Lightning x2 (Lightning Bolt, Lightning Storm): Choose one of Lightning Bolt, Lightning Storm or Lightning Enhancement. The selected abilities damage doubles. This may be selected multiple times, choosing a new ability each time, it may not be added to a single ability more than once.
  160.  
  161. Storm Winds: You can command the winds of storms, raising your flying speed, sending enemies flying with a strong forceful gust, or creating a strong wind over a large area.
  162. Rank 3 – Your flying speed is now 50 times as fast as a human can walk or run (100mph aprox. long-distance, 500mph sprint). You can knock down giant-sized foes and send smaller ones flying. You can create a strong wind over a 500ft area that prevents most ranged attacks.
  163. Gust of Wind: Str check to resist knockdown/go flying DC 25/20, costs 3DE, every extra 1 DE increases DC by 1.
  164. Strong Wind: Applies -15 to all ranged attacks in area except spells and massive weapons (boulders, siege engines etc), every extra 1 DE raises penalty by 5.
  165.  
  166. Ride the Lightning: You can teleport via lightning, when you use this power a lightning bolt strikes from the heavens, as another strikes at the location you are travelling to. You must have a clear idea of where you are going, costs 1 Divine Energy/mile. You can bring extra people with you at a cost of 5 Divine Energy each. Can only be used under an open sky.
  167.  
  168. Ride the Worldstorm: You can teleport much farther, the cost of Ride the Lightning is 1 per 500 miles and by spending 50 Divine Energy you can teleport to another plane of existence.
  169.  
  170. Paladin Powers
  171. Blessed Health: Diseases mean little to you, and as a follower of Velya you gain an additional ability. Favoured of Velya
  172. Rank 3 - You are immune to non-magical diseases and non-magical poisons; you are resistant to magical diseases and poisons – only the strongest can affect you; you can choose to become pregnant (or not) when the....opportunity arises; you can rapidly accelerate a pregnancy in yourself or others using your divine power. Accelerating a pregnancy reduces the gestation time by 1 month per Divine Energy spent, to a minimum time of 1 month (humans) – this cannot be regained until the pregnancy ends.
  173.  
  174. Root of All Life: You can spend 10 Divine Energy to become pregnant with the offspring of any living organism. You do not need to engage in a sexual act with the organism in question, merely touch it; the gender of the organism is irrelevant to this power. The pregnancy takes the usual amount of time for your species (unless accelerated), the resulting offspring appears as a hybrid of your own species and the targeted organism, unless you use Sculpted Life to change it as you see fit. This only works on living organisms that are big enough for you to see with the naked eye, and less than 1 mile tall or long. Divine Energy spent upon this power is invested as per Blessed Health. Requires Blessed Health 3, Sculpted Life
  175. Expansion (3XP): By spending additional XP after this power has been purchased, you gain the ability to impregnate another organism that is capable of bearing young (or laying eggs, or reproducing in some other fashion). An unwilling target gets a Willpower roll to resist this power. Thereafter you may use Sculpted Life and/or Blessed Health on the target, as if they were you. This costs 10 Divine Energy, but the points spent are not invested.
  176.  
  177. Sculpted Life: You can spend 10 Divine Energy upon an existing or new pregnancy to determine the babies: gender, general appearance (hair and eye colour, build), race (using any and all of the parents races), and/or natural abilities (primary and tertiary attributes). Your offspring may have multiple fathers using this power. You can create some truly special snowflakes. Divine Energy spent upon this power is invested as per Blessed Health. Requires Blessed Health 2
  178.  
  179. Detect Good: You are able to detect Good. This comes in two forms, active and passive. Passive detection is always on but may miss weaker or more subtle Good. Active involves actively focusing on a person, place or object (including a spell) and picks up any Good not shielded by powerful magic. Passive detection is longer range, though only very powerful Good is detected beyond 50ft or so. Active detection is only valid within about 5ft.
  180. Magical Good (angels, Good magic) are detected, but non-magical Good are only detected if they are very Good. I.e. you don’t detect most good folk, but you’d pick up on a paladin or a devout and kindly soul.
  181.  
  182. Divine Shield 1: You have an innate and constant resistance to magic.
  183. Virgin: The bonus to resist magic is doubled against magical attempts to force you into sexual activity, or to inspire feelings of lust or sexual desire in you.
  184. 1: it’s hard for wizards or other magic users to affect you, +4 to Will rolls to resist magic, +4 to defences vs magical attacks.
  185.  
  186. Divine Warrior: Your Goddess has blessed you with supernatural strength, speed and toughness. A favoured power of the Paladins of Konig.
  187. Rank 3 - You add +4 Strength, +4 Constitution and +4 Agility, and even heavy weapons barely break your skin (DR 6)
  188.  
  189. Giants Endurance: Your ability to withstand punishment is inhuman. You gain a bonus to Constitution equal to 4 + twice your degree in Divine Warrior. You also gain extra hit points equal to 5 times this Constitution bonus.
  190.  
  191. Giants Strength: your strength increases to monstrous levels. You gain a bonus to your strength of 4 + twice your degree in Divine Warrior.
  192.  
  193. Healing Touch 2: You can channel your divine power to heal others with a touch.
  194. 2 - You can heal serious injuries
  195. Costs 2 Divine Energy to heal 9HP, every extra point of Divine Energy used increases the amount healed by 2.
  196.  
  197. Damning Touch: By spending 25 divine energy you can transform a living creature into a demon. The newly-born demon has demonic-themed versions of any innate magical abilities it had before. Mortal creatures are transformed into demons and can spend 20XP immediately on new demonic powers. The targets loyalty to you rises by 3. Some creatures may be immune to this power.
  198.  
  199. Dominating Touch: By using your divine powers you force the target to live an entire lifetime as your slave; they experience punishment and training at your hands, and they learn that their every attempt to resist is futile, that even small rebellions are discovered and punished.
  200. By doing so the target of this power accepts you as their lord and master.
  201. This all happens in the space of a few seconds.
  202. Although this involves breaking the targets will, part of their training over dozen of years involves them being able to pretend to be who they once were, and to resist others – just not you.
  203. This power costs 3 Divine Energy; extra Divine Energy spent upon it has no effect.
  204. This power can be used upon anyone.
  205.  
  206. Sanctuary: You can cleanse an area around you, removing Good magic and influences, increasing the healing speed of all within its area and warding it against Good creatures. This lasts as long as you remain within the Sanctuary (or choose to end it), though you cannot regain Divine Energy spent upon this power until the duration ends. The Sanctuary is a fixed location and does not move with you.
  207. Virgin: The DC is much higher for Good creatures to enter the sanctuary, however, this increase to the DC disappears after an Good creature successfully enters.
  208. Rank 3 – An area 100ft across, quintuples natural healing within its area, Good creatures can only enter the area by passing a Nearly Impossible Willpower roll, Good spells cast into the area take a very large penalty to the roll. Good creatures can still make melee attacks against those close enough to hit, and can make ranged attacks into the Sanctuary. Costs 3 Divine Energy.
  209. Rank 4 – Your sanctuary cannot be entered by good creatures of less power than a angelic lord or god. Good Spells are almost impossible to cast into your sanctuary – a mortal spellcaster might exhaust his entire power reserve trying to breach your protection with a single spell. Your sanctuary has a radius of 1 mile per point of Willpower you have – or any lesser radius you choose. Natural Healing is 10x as fast as normal.
  210. Rank 5 – Only angelic lords or gods can possibly cast good magic into your sanctuary. Your Sanctuary covers your entire realm – any land you rule falls within the area of your sanctuary whilst you are there. Natural Healing is 20x as fast as normal.
  211.  
  212. Fecund Sanctuary: Within your sanctuary living things flourish and grow, grass and flowers spring from even the roughest ground. Within your sanctuary any living creature under the age of adulthood ages faster – their rate of aging is the same as the natural healing rate. Any living creature over the age of adulthood ages slower – their rate of aging is divided by the natural healing rate. Flowers grow from where your feet touch the ground. This growth appears cancerous and unnatural. Those matured quickly under this effect have reduced lifespans once away from it.
  213.  
  214. Lasting Sanctuary: You can have your sanctuary last without you. You can leave your sanctuaries without ending the effect. The Divine Energy used to create them can still not be regained whilst the sanctuary is in place.
  215.  
  216. Permanent Sanctuary: You always carry your sanctuary with you. By selecting this power you permanently lose a number of points of Divine Energy equal to that used to activate a sanctuary of whatever level you choose – this cost can be increased later to add to your permanent sanctuary, but cannot be reduced. You can activate or deactivate the sanctuary you have paid permanent Divine Energy for, without needing to spend Divine Energy. In addition your permanent sanctuary is centred on you, moving with you at all times. You can choose you include any extra features of your sanctuary you have paid permanent Divine Energy for when using Permanent Sanctuary. Adding extra powers that you possess to your permanent sanctuary increases the permanent Divine Energy loss by 2 per extra power.
  217. Current Sanctuary: Sanctuary 2, Warded Sanctuary
  218.  
  219. Warded Sanctuary: The penalty to good spells cast into the sanctuary is also applied to all ranged and melee attacks into the Sanctuary.
  220.  
  221. Smite: You can channel your divine power to deal additional damage to your foes, has greater effect upon magical or good creatures.
  222. Rank 2 – Damage bonus +8/+16, costs 2 Divine Energy to use, every extra point of Divine Energy used increases the amount of extra damage by +2/+4.
  223.  
  224. Dragon Powers and Sorcery
  225.  
  226. With a blood tie to a black dragon, and with your powers of sorcery awakened, you learned the following powers. These powers cost Arcane Energy to use. You cannot learn any more draconic powers at this time.
  227.  
  228. Aspect of the Dragon: You take on a draconic appearance. Whilst this power is in effect you count as a part-dragon for any detection spells, you do not count as a half-angel or paladin for detection spells. If you use angel or paladin powers however, these can be detected normally. This power lasts for several hours.
  229. Rank 1 – Your draconic appearance is subtle: your fingernails lengthen and harden, and a faint patina of black scales appears on your skin; tiny horns appear on your forehead; barely visible under your hair, your wings disappear. You gain resistance to magic and acid damage. Costs 2 Arcane Energy. You could be mistaken for someone with dragon, or even demon blood.
  230. Rank 2 – Your draconic appearance is obvious: you look like a mixture of half-dragon/half-angel; your hands have long claws; your skin is covered in black scales; two horns curl around your head; your mouth is full of sharp teeth; a 4ft-long dextrous tail sprouts from your rear; your wings may look like the wings of an angel or a black dragon, or a combination of both (choose each time you activate this power). You gain strong resistance to magic and acid damage, you also gain damage reduction equal to light armour. Costs 4 Arcane Energy. You could easily be mistaken for a half-dragon
  231. Rank 3 – Your look like a true dragon: you are a quadruped black dragon, though you gain no extra mass; you can stand upright, though it’s awkward for you; your front claws retain full manual dexterity, allowing you to use weapons or tools normally, your wings may look like the wings of an angel or a black dragon, or a combination of both (choose each time you activate this power). You gain very strong resistance to magic and immunity to acid damage, you also gain damage reduction equal to medium armour. Costs 6 Arcane Energy. You look just like a young adult black dragon.
  232.  
  233. Breath Weapon (Black Dragon): You can breathe a gout of black acid at your foes. This deals initial damage plus damage over time. The default power affects only a single target within 5ft of you but by spending extra Arcane Energy you can increase the range and affect more targets.
  234. Costs 3 Arcane Energy. Base damage is 2d6 + Willmod + Conmod. Can invest extra AE for additional damage or to affect more enemies. (1d6/AE, 2 Targets/AE)
  235.  
  236. Each level of Aspect of the Dragon increases the number of targets and damage by a variable amount equivalent to various levels of AE expenditure on Enemies Affected and Damage if Breath Weapon is used while under it's effects.
  237. L1 adds 1d6 and 2 targets; L2 adds 2d6 and 4 targets; L3 adds 5d6 and 10 targets; Huge adds 10d6 and 20 targets; Massive adds 20d6 and 40 targets. Equivalent to 1, 2, 5, 10 or 20 AE spent on each category, respectively.
  238.  
  239. Blinding Breath Weapon: Those hit by your breath weapon attack are blinded (Con check vs DC 10 + your Will mod to resist), every extra point of Arcane energy increases the DC by 2.
  240.  
  241. Breath Weapon Alteration: Your breathe weapon deals cold, fire or electricity damage instead of acid. Cold slows targets (penalty to actions), fire can start fires, electricity can start fires.
  242.  
  243. Dispelling Breath Weapon: Your breath weapon disrupts magic on those it affects (standard dispel)
  244.  
  245. Turning Breath Weapon: Undead targeted by your breath weapon are forced to flee (Will check vs DC 10 + your Will mod to resist), every extra point of Arcane energy increases the DC by 2.
  246.  
  247. Dragon Magic: You learn the magic of dragons.
  248. Rank 1 - Arcane spells cost 1 less arcane energy for you to use, to a minimum cost of 1.
  249.  
  250. Sorcerer Magic 1: You can learn and use basic sorcerer spells, new spells are 1XP each, base spell cost of these spells is 1 Arcane Energy.
  251. Available Spells
  252. Alarm: Wards an area for hours.
  253. Resist Energy: Resistant to specified energy type.
  254. Identify: Determines properties of magic item.
  255. Shield: (self only) damage reduction and defence equal to light armour.
  256. (N) Shining Scales: Your scales turn all the colours of the rainbow. Grants increased damage reduction and magic resistance. Requires Aspect of the Dragon to be active.
  257. Speed: (self only) triples movement speed
  258. Splendor: Subject gains bonus to Fellowship.
  259. (N) Thunderclap (noise/light burst, highly distracting to enemies)
  260. Tongues: Speak any language.
  261. (N) Whispering Wind: Send short message miles
  262. Wisdom: Subject gains bonus to Will.
  263.  
  264. Sorcerer Magic 2: Grants access to novice spells, new spells are 2XP each, base spell cost of these spells is 2 Arcane Energy.
  265. Available Spells
  266. Arcane Sight: Magical auras become visible to you.
  267. (N, R) Blinding Breath Weapon: Those hit by your breath weapon attack are blinded.
  268. (N, R) Breath Weapon Alteration: Your breathe weapon deals cold, fire or electricity damage instead of acid.
  269. Detect Scrying: Alerts you of magical eavesdropping, lasts hours.
  270. (R) Dimensional Anchor: Bars extradimensional movement.
  271. Dimension Door: Teleport single target short distance.
  272. Dispel Magic: Cancels magical spells and effects.
  273. (N, R) Dispelling Breath Weapon: Your breath weapon disrupts magic on those it affects.
  274. Fly: Subject flies at speed of twice land speed.
  275. (N) Lightning Bolt: Area damage electricity spell.
  276. (N) Martyrs Sacrifice: Stigmata open upon your body, heals all nearby allies but damages you.
  277. Resilient Sphere: Force globe protects but traps one subject.
  278. (N) Righteous Weapon: You summon a weapon of magical force that flies towards your foe and attacks, before disappearing in an explosion of magical energy. Deals damage to target and lesser damage to those nearby, deals holy damage.
  279. Scrying: Spies on subject from a distance.
  280. Stoneskin: high damage reduction.
  281. (N, R) Turning Breath Weapon: Undead targeted by your breath weapon are forced to flee.
  282. Water Breathing: Subjects can breathe underwater.
  283.  
  284. Sorcerer Magic 3: Grants access to intermediate spells, new spells are 3XP each, base spell cost of these spells is 3 Arcane Energy.
  285. Available Spells
  286. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  287. Disintegrate: Makes one creature or object vanish. Deals a lot of damage.
  288. (E) Dream: invade a persons dreams, allows you to communicate but risks you being forced into what they see you as whilst in their dream, cannot cause you physical harm. Can be used across planes but costs 15 extra arcane energy.
  289. (E) False Impression: Fools scrying and divination with a false result.
  290. (E) Minor Planar Binding: Summon a magical creature to do your bidding. Casting time in hours.
  291. (E) Permanency: Make a spell permanent, has a varying XP cost depending upon spell in question.
  292. Probe Thoughts: Read subject’s memories.
  293. (N, R) Sanctify!: You enhance your redeeming touch powers.
  294. (N) Seeds of Destruction: Evil is oftentimes self-defeating. You plant doubts in the minds of evil creatures and enhance their own suspicions, causing them to turn on one another. Can be used in or out of combat.
  295. Seeming: Changes appearance of several people.
  296. Telepathic Bond: Link lets allies communicate.
  297. Teleport: Transports you up to 100 miles plus 100 miles/2 extra Arcane Energy. Costs 2 extra points of Arcane Energy per person taken with you.
  298. True Seeing: Lets you see all things as they really are.
  299. Wall of Force: Wall is immune to non-magical damage.
  300.  
  301. Sorcerer Magic 4: Grants access to advanced spells. Costs 12XP, new spells are 4XP each, base spell cost of these spells is 4 Arcane Energy.
  302. Available Spells
  303. Antimagic Field: Negates magic within small area.
  304. Banishment: Banishes extraplanar creatures to home plane.
  305. Chain Lightning: Fires a powerful bolt of lightning that arcs to other targets.
  306. Forcecage: Cube or cage of force imprisons all inside.
  307. Geas: Target must obey you or suffer punishment.
  308. Missile Storm: Fires a large number of magic missiles at an area; number fired increases with Willpower.
  309. Phase Door: Creates an invisible passage through wood or stone.
  310. (E) Plane Shift: Travel to another plane.
  311. Prismatic Spray: Fires intertwining beams of light that have varying effects on those struck, can hit multiple targets.
  312. Spell Turning: Reflect spells back at caster.
  313.  
  314. Sorcerer Magic 5: Grants access to master spells. New spells are 5XP each, base spell cost of these spells is 5 Arcane Energy.
  315. Available Spells
  316.  
  317. Dimensional Lock: Teleportation and interplanar travel blocked in an area.
  318. (E) Discern Location: Reveals exact location of creature or object.
  319. Disjunction: Dispels magic, disenchants magic items.
  320. Gate: Connects two planes for travel or summoning.
  321. (E) Major Planar Binding: As minor planar binding, except very powerful creatures.
  322. Meteor Swarm: Throws multiples flaming spheres.
  323. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  324. (E) True Simulacrum: Creates real double of a creature. Copy is real in all respects, can age, learn, procreate etc.
  325.  
  326. XP 179/454 spent (total is Sireyi Valyenya less 676)
  327.  
  328. XP Expenditure
  329. Can currently select elemental, paladin and demonic abilities, but not angelic or draconic. Can select skills and spells normally.
  330. Demonic Regeneration 5 -6 XP
  331. Demonic Might 5 -30 XP
  332. Demonic Speed 5 -30 XP
  333. Demonic Toughness 5 -30 XP
  334. Sanctuary 5 -45 XP
  335. Angels Sight 3 -25 XP
  336. See the Flow -5 XP
  337. See the Unseen -5 XP
  338. Intense Lightning: Lightning Bolt -8 XP
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